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  • typh0id
    Participant
    Post count: 34

    Hey guys!

    I just switched over to PiSNES as my default SNES emulator in RetroPie and it runs SO much better than PocketSNES! But I was wondering…Is there any way to edit the .cfg to have the screen display in 4:3? I’ve edited the line to tell the emulator to maintain aspect ratio, and it DOES, but it displays in nearly 1:1. The RetroArch emulators I have all running at 1.33 which displays in true 4:3 aspect but I can’t figure out how to get PiSNES to do it. Any advice there would be hugely appreciated!

    Also, is there a way to set up a hotkey like in RetroArch? I uses a SNES replica controller which has exactly 8 buttons so I don’t have any extra to assign for exiting the emulator, saving and loading, etc. Is the hotkey feature available in PiSNES?

    Thanks so much!

    trimmtrabb
    Participant
    Post count: 480

    Unzip and place this retroarch.cfg I have attached in /home/pi/RetroPie/configs/all/

    To do this:

    Download Filezilla: https://filezilla-project.org/

    Connect your Pi to your network via ethernet. In terminal on Pi type: sudo ifconfig

    Note the IP address of the Pi starting 192.168 after ‘inet addr’

    Open Filezilla, in top left box ‘host’ type the IP address you just noted.
    Then in ‘username’ box type pi
    In ‘password’ box type raspberry
    In ‘port’ box type 22

    Press ‘quickconnect’
    In ‘remote site’ box on right side navigate to: home/pi/RetroPie/configs/all/

    Drag the retroarch.cfg into the ‘remote site’ box to copy over.

    Start your emulator and the controls should work, they’re set up for a xbox 360 pad. If they don’t work run:

    nano /home/pi/RetroPie/configs/all/retroarch.cfg

    and change input_player1_joypad_index = “0” to input_player1_joypad_index = “1” (or possibly 2)

    You can also modify the controls if you wish by changing the button numbers.

    I have set the ‘hotkey’ button to the ‘back’ button on the pad. This means that if you press the back button and specific buttons you can access different options:

    back & start = emulator exit
    back & home button = Retroarch GUI (useful for setting frameskip)
    back & left shoulder button = load save file
    back & right shoulder button = save file
    back & left trigger = select save state decrease
    back & right trigger = select save state increase

    Hope this helps

    trimmtrabb
    Participant
    Post count: 480

    Hi, if you add these lines to retroarch.cfg you can save and load states using a hotkey:

    input_enable_hotkey_btn = input_save_state_btn =
    input_load_state_btn = input_state_slot_increase_btn = input_state_slot_decrease_btn =

    If you copy the retroarch.cfg to /configs/megadrive/ this will override the default retroarch.cfg located in /configs/all/

    hope this helps

    anthony691
    Participant
    Post count: 10
    #6669 In reply to: Noob Questions (Sorry) |

    1) name the file “splashscreen.png,” place it in /etc, and change the path in splashscreen.plist to “/etc/splashscreen.png.”

    2) I haven’t actually tested this myself, but assume the following works: edit retroarch.cfg and uncomment the following:

    input_enable_hotkey = (select)
    input_save_state = (right trigger)

    input_enable_hotkey = (select)
    input_load_state = (left trigger)

    3) to set up page up/page down and skip to letter, try

    cd .emulationstation
    sudo rm es_input.cfg

    When you reenter emulation station, it should prompt you to configure your controller.

    4) I just use the Genesis emulator for SMS. In es_systems.cfg, I copied the “COMMAND” line from the Genesis section and pasted it in the SMS section (removing or commenting out the existing “COMMAND” line. This works well but the emulator does not support Game Gear.

    Hope this helps!

    RetroMarine
    Participant
    Post count: 153
    #6464 In reply to: Cannot exit mame4all |

    I have mame4all installed and it will exit using the hotkeys…maybe there’s something wrong with your commands in retroarch.cfg?

    Sent from my iPhone using Tapatalk

    chrisl
    Participant
    Post count: 6

    Hi @all,

    mame4all is working fine in my ES. But as in the other emulators, I cannot exit the emulator with my hotkeys.
    Do you have an idea why?

    Thank you.

    samme
    Participant
    Post count: 3

    Hey guys,
    First let me say thanks to everyone in the forums. This is my first post but I have been reading and following along and the info here has been very helpful.

    This is my first Pi project and I am having a blast. I have my Retropie up and running and everything seems to be working great. However I do need some help.

    I am building a cocktail style system and will be running just the classic arcade stuff. Currently for testing I’m connected to dell monitor in the horizontal position, but for the final install I need a way to rotate the screen to vertical. I have read that I can configure hotkeys to change screen rotation inside the emulator, but is there a way to permanently set emulation station and the roms to run in the vertical.

    Any help with this would be great. Sorry of the long post. Thanks in advance.

    dudleydes
    Participant
    Post count: 139

    You can run the following command from a terminal.

    sudo nano RetroPie/configs/all/retroarch.cfg

    The lines I needed were

    input_enable_hotkey_btn = 16
    input_exit_emulator_btn = 16

    This lets me use the PS button to exit a game and return to EmulationStation.

    dudleydes
    Participant
    Post count: 139

    Hi

    The setting input_enable_hotkey_btn was indeed missing from my retroarch.cfg file. I’ve added it and everything is working as intended. Many thanks.

    gizmo98
    Participant
    Post count: 452

    The newest Retropie-Setup-Script contains auto config files for PS3 controllers. The described behavior should only occur if the hotkey button “select” is pressed. If no hotkey button is defined the described problem occurs.

    Please check if /RetroPie/configs/all/retroarch.cfg has the setting
    input_enable_hotkey_btn = “0”

    PS3 retroarch controller settings:
    https://github.com/retropie/RetroPie-Setup/blob/master/supplementary/RetroArchConfigs/PS3ControllerUSB.cfg

    bratensosse
    Participant
    Post count: 4

    Hi all,

    i havent solved the problem up to now. Only the mame4all-pi emulator works with my configurations. I used the “Start ES-Config” on the emulatorstation to map the keys. I think these settings are set in /RetroPie/configs/all/retroarch.cfg

    system_directory = /home/pi/RetroPie/BIOS
    config_save_on_exit = false
    video_threaded = true
    video_smooth = false
    video_aspect_ratio = 1.33
    video_shader_dir = /home/pi/RetroPie/emulators/RetroArch/shader/
    audio_out_rate = 48000
    audio_driver = alsathread
    input_autodetect_enable = "true"
    joypad_autoconfig_dir = /home/pi/RetroPie/emulators/RetroArch/configs/
    input_player1_a = lalt
    input_player1_b = left ctrl
    input_player1_y = space
    input_player1_x = lshift
    input_player1_start = 1
    input_player1_select = 5
    input_player1_l = z
    input_player1_r = x
    input_player1_left = left
    input_player1_right = right
    input_player1_up = up
    input_player1_down = down
    input_exit_emulator = escape
    input_shader_next = m
    input_shader_prev = n
    input_rewind = r
    input_enable_hotkey = escape
    rewind_enable = true
    rewind_buffer_size = 10
    rewind_granularity = 2
    video_gpu_screenshot = true
    input_player0_l_y_plus = "nul"
    input_player0_l_y_minus = "nul"
    input_player0_l_x_plus = "nul"
    input_player0_l_x_minus = "nul"
    input_player1_l_y_plus = "nul"
    input_player1_l_y_minus = "nul"
    input_player1_l_x_plus = "nul"
    input_player1_l_x_minus = "nul"
    input_player2_l_y_plus = "nul"
    input_player2_l_y_minus = "nul"
    input_player2_l_x_plus = "nul"
    input_player2_l_x_minus = "nul"
    input_player3_l_y_plus = "nul"
    input_player3_l_y_minus = "nul"
    input_player3_l_x_plus = "nul"
    input_player3_l_x_minus = "nul"
    input_player4_l_y_plus = "nul"
    input_player4_l_y_minus = "nul"
    input_player4_l_x_plus = "nul"
    input_player4_l_x_minus = "nul"
    input_player5_l_y_plus = "nul"
    input_player5_l_y_minus = "nul"
    input_player5_l_x_plus = "nul"
    input_player5_l_x_minus = "nul"
    input_player6_l_y_plus = "nul"
    input_player6_l_y_minus = "nul"
    input_player6_l_x_plus = "nul"
    input_player6_l_x_minus = "nul"
    

    But only one Emulators works with this settings. The three other emulators have other key-mappings, and i dont know how to chance it.

    It would be very nice if someone can help me.

    Best wishes

    Bratensosse

    kakaost
    Participant
    Post count: 3
    #6074 In reply to: Emulators not saving? |

    Hello

    can you guys help me out?

    i’ve tried both the:

    "autosave_interval = 5"

    and

    "input_enable_hotkey_btn = 8
    input_save_state_btn = 5
    
    input_enable_hotkey_btn = 8
    input_load_state_btn = 4"

    but the game won’t save… I have it setup so if i press Select and start it will shutdown. And it’s a clean exit.

    When are you suppose to use the “load_state” combination? is it when i just entered the game or what?

    any ides?

    denny2k2
    Participant
    Post count: 4

    Hmm. Further progress but still not working. I have been scouring the forums for similar problems and have ran:

    jstest /dev/input/js0

    It wouldn’t let me. So I tried

    jstest /dev/input/js1

    Out of courisotiy and it showed my wired controller!

    So I bastardised someone elses retroarch.cfg and manually entered my button numbers and ended up with this:

    input_player1_joypad_index = "1"
    input_player1_a_btn = "0"
    input_player1_b_btn = "1"
    input_player1_y_btn = "2"
    input_player1_x_btn = "3"
    input_player1_start_btn = "9"
    input_player1_select_btn = "8"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_up_axis = "-1"
    input_player1_down_axis = "+1"
    input_player1_left_axis = "-0"
    input_player1_right_axis = "+0"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "11"
    input_player1_r3_btn = "12"
    
    input_player2_joypad_index = "2"
    input_player2_a_btn = "0"
    input_player2_b_btn = "1"
    input_player2_y_btn = "3"
    input_player2_x_btn = "2"
    input_player2_start_btn = "7"
    input_player2_select_btn = "6"
    input_player2_l_btn = "4"
    input_player2_r_btn = "5"
    input_player2_up_axis = "-1"
    input_player2_down_axis = "+1"
    input_player2_left_axis = "-0"
    input_player2_right_axis = "+0"
    input_player2_l2_btn = "6"
    input_player2_r2_btn = "7"
    input_player2_l3_btn = "11"
    input_player2_r3_btn = "12"
    
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"

    Note: I changed input_player1_joypad_index = “1” to 1 instead of 0 as 0 wasn’t my controller.

    I thought I was onto a winner! Loaded a rom, and nothing worked…until I tried the new hotkey to exit of Start and Select…AND IT WORKED.

    So, it seems that it just isnt reading my controller as Player 1 is that correct? As the hotkeys to exit would apply to any controllers rather than player1 input?

    Ahhh! Just as I thought I was getting somewhere, I am stuck again. Any help would be appreciated.

    I am pretty much a n00b when it comes to Pi and coding – so I hope some of this at least made a little sense?

    Thanks again.

    trimmtrabb
    Participant
    Post count: 480

    You can access the Retroarch GUI by adding the following to your retroarch.cfg:

    input_enable_hotkey_btn = 
    input_menu_toggle_btn = 

    You can also create specific controls for Picodrive by placing another retroarch.cfg in /home/pi/RetroPie/configs/megadrive/ which will override the default retroarch.cfg

    timsmule
    Participant
    Post count: 2

    Same exact thing happens to me.

    Don’t understand it. It really, really sucks not being able to exit the game.

    Could anyone reading this please let me know if there’s something strnage about my retroArch.cfg? it contains :

    input_player1_joypad_index = 0
    input_player1_b_btn = 2
    input_player1_a_btn = 1
    input_player1_y_btn = 3
    input_player1_x_btn = 0
    input_player1_l_btn = 4
    input_player1_r_btn = 5
    input_player1_start_btn = 9
    input_player1_select_btn = 8
    input_player1_l_y_plus = -1
    input_player1_up_axis = -1
    input_player1_l_y_minus = +1
    input_player1_down_axis = +1
    input_player1_l_x_minus = -0
    input_player1_left_axis = -0
    input_player1_l_x_plus = +0
    input_player1_right_axis = +0
    input_player2_joypad_index = 1
    input_player2_b_btn = 2
    input_player2_a_btn = 1
    input_player2_y_btn = 3
    input_player2_x_btn = 0
    input_player2_l_btn = 4
    input_player2_r_btn = 5
    input_player2_start_btn = 9
    input_player2_select_btn = 8
    input_player2_l_y_plus = -1
    input_player2_up_axis = -1
    input_player2_l_y_minus = +1
    input_player2_down_axis = +1
    input_player2_l_x_minus = -0
    input_player2_left_axis = -0

    If I add the two lines for exiting the emulator :

    input_enable_hotkey_btn = “8”
    input_exit_emulator_btn = “9”

    Anywhere in the code, I get the issue.

    Thanks

    hxc4ever
    Participant
    Post count: 1

    Hi there,

    I’m trying for a week to exit retroarch emulator with my xbox 360 controller by adding

    input_enable_hotkey_btn = 8
    input_exit_emulator_btn = 9

    to my retroarch.cfg file but it’s not working when I hold select+start buttons.
    Below this is my retroarch.cfg :

    ## Skeleton config file for RetroArch
    
    # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ...
    # This will be overridden by explicit command line options.
    # savefile_directory =
    
    # Save all save states (*.state) to this directory.
    # This will be overridden by explicit command line options.
    # savestate_directory =
    
    # Automatically saves a savestate at the end of RetroArch's lifetime.
    # The path is $SRAM_PATH.auto.
    # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
    # savestate_auto_save = false
    # savestate_auto_load = true
    
    # Load libretro from a dynamic location for dynamically built RetroArch.
    # This option is mandatory.
    
    # If a directory, RetroArch will look through the directory until it finds an implementation
    # that appears to support the extension of the ROM loaded.
    # This could fail if ROM extensions overlap.
    # libretro_path = "/path/to/libretro.so"
    
    # Path to core options config file.
    # This config file is used to expose core-specific options.
    # It will be written to by RetroArch.
    # A default path will be assigned if not set.
    # core_options_path =
    
    # Path to ROM load history file.
    # RetroArch keeps track of all ROMs loaded in RGUI and from CLI directly for convenient quick loading.
    # A default path will be assigned if not set.
    # game_history_path =
    
    # Number of entries that will be kept in ROM history file.
    # game_history_size = 100
    
    # Sets the "system" directory.
    # Implementations can query for this directory to load BIOSes, system-specific configs, etc.
    # system_directory =
    
    # Sets start directory for RGUI ROM browser.
    # rgui_browser_directory =
    
    # Sets start directory for RGUI config browser.
    # rgui_config_directory =
    
    # Show startup screen in RGUI.
    # Is automatically set to false when seen for the first time.
    # This is only updated in config if config_save_on_exit is set to true, however.
    # rgui_show_start_screen = true
    
    # Flushes config to disk on exit. Useful for RGUI as settings can be modified.
    # Overwrites the config. #include's and comments are not preserved.
    # config_save_on_exit = false
    
    #### Video
    
    # Video driver to use. "gl", "xvideo", "sdl"
    # video_driver = "gl"
    
    # Which OpenGL context implementation to use.
    # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
    # By default, tries to use first suitable driver.
    # video_gl_context =
    
    # Windowed xscale and yscale
    # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
    # video_xscale = 3.0
    # video_yscale = 3.0
    
    # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
    # video_fullscreen_x = 0
    # video_fullscreen_y = 0
    
    # Start in fullscreen. Can be changed at runtime.
    # video_fullscreen = false
    
    # If fullscreen, prefer using a windowed fullscreen mode.
    # video_windowed_fullscreen = true
    
    # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
    # suggests RetroArch to use that particular monitor.
    # video_monitor_index = 0
    
    # Forcibly disable composition. Only works in Windows Vista/7 for now.
    # video_disable_composition = false
    
    # Video vsync.
    # video_vsync = true
    
    # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance.
    # video_hard_sync = false
    
    # Sets how many frames CPU can run ahead of GPU when using video_hard_sync.
    # Maximum is 3.
    # video_hard_sync_frames = 0
    
    # Inserts a black frame inbetween frames.
    # Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting.
    # video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2).
    # video_black_frame_insertion = false
    
    # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
    # video_threaded = false
    
    # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
    # video_smooth = true
    
    # Forces rendering area to stay equal to game aspect ratio or as defined in video_aspect_ratio.
    # video_force_aspect = true
    
    # Only scales video in integer steps.
    # The base size depends on system-reported geometry and aspect ratio.
    # If video_force_aspect is not set, X/Y will be integer scaled independently.
    # video_scale_integer = false
    
    # A floating point value for video aspect ratio (width / height).
    # If this is not set, aspect ratio is assumed to be automatic.
    # Behavior then is defined by video_aspect_ratio_auto.
    # video_aspect_ratio =
    
    # If this is true and video_aspect_ratio is not set,
    # aspect ratio is decided by libretro implementation.
    # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
    # video_aspect_ratio_auto = false
    
    # Forces cropping of overscanned frames.
    # Exact behavior of this option is implementation specific.
    # video_crop_overscan = true 
    
    # Path to shader. Shader can be either Cg, CGP (Cg preset) or XML/GLSL format if support is enabled.
    # video_shader = "/path/to/shader.{cg,cgp,shader}"
    
    # Load video_shader on startup.
    # Other shaders can still be loaded later in runtime.
    # video_shader_enable = false
    
    # Defines a directory where shaders (Cg, CGP, XML) are kept for easy access.
    # video_shader_dir =
    
    # CPU-based filter. Path to a bSNES CPU filter (*.filter)
    # video_filter =
    
    # Path to a TTF font used for rendering messages. This path must be defined to enable fonts.
    # Do note that the _full_ path of the font is necessary!
    # video_font_path = 
    
    # Size of the TTF font rendered.
    # video_font_size = 48
    
    # Attempt to scale the font to fit better for multiple window sizes.
    # video_font_scale = true
    
    # Enable usage of OSD messages.
    # video_font_enable = true
    
    # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. 
    # [0.0, 0.0] maps to the lower left corner of the screen.
    # video_message_pos_x = 0.05
    # video_message_pos_y = 0.05
    
    # Color for message. The value is treated as a hexadecimal value.
    # It is a regular RGB hex number, i.e. red is "ff0000".
    # video_message_color = ffffff
    
    # Video refresh rate of your monitor.
    # Used to calculate a suitable audio input rate.
    # video_refresh_rate = 59.95
    
    # Allows libretro cores to set rotation modes.
    # Setting this to false will honor, but ignore this request.
    # This is useful for vertically oriented games where one manually rotates the monitor.
    # video_allow_rotate = true
    
    # Forces a certain rotation of the screen.
    # The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
    # The angle is <value> * 90 degrees counter-clockwise.
    # video_rotation = 0
    
    #### Audio
    
    # Enable audio.
    # audio_enable = true
    
    # Audio output samplerate.
    # audio_out_rate = 48000
    
    # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
    # audio_driver =
    
    # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ...
    # audio_device =
    
    # External DSP plugin that processes audio before it's sent to the driver.
    # audio_dsp_plugin =
    
    # Will sync (block) on audio. Recommended.
    # audio_sync = true
    
    # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
    # audio_latency = 64
    
    # Enable experimental audio rate control.
    # audio_rate_control = true
    
    # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
    # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
    # audio_rate_control_delta = 0.005
    
    # Audio volume. Volume is expressed in dB.
    # 0 dB is normal volume. No gain will be applied.
    # Gain can be controlled in runtime with input_volume_up/input_volume_down.
    # audio_volume = 0.0
    
    #### Input
    
    # Input driver. Depending on video driver, it might force a different input driver.
    # input_driver = sdl
    
    # Joypad driver. (Valid: linuxraw, sdl, dinput)
    # input_joypad_driver =
    
    # Defines axis threshold. Possible values are [0.0, 1.0]
    # input_axis_threshold = 0.5
    
    # Path to input overlay
    # input_overlay =
    
    # Overlay opacity
    # input_overlay_opacity = 1.0
    
    # Overlay scale
    # input_overlay_scale = 1.0
    
    # Enable input auto-detection. Will attempt to autoconfigure
    # joypads, Plug-and-Play style.
    # input_autodetect_enable = true
    
    # Directory for joypad autoconfigs (PC).
    # If a joypad is plugged in, that joypad will be autoconfigured if a config file
    # corresponding to that joypad is present in joypad_autoconfig_dir.
    # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
    # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
    # Requires input_autodetect_enable to be enabled.
    # joypad_autoconfig_dir =
    
    # Enable debug input key reporting on-screen.
    # input_debug_enable = false
    
    # Sets which libretro device is used for a player.
    # Devices are indentified with a number.
    # This is normally saved by RGUI.
    # Device IDs are found in libretro.h.
    # These settings are overridden by explicit command-line arguments which refer to input devices.
    # None: 0
    # Joypad (RetroPad): 1
    # Mouse: 2
    # Keyboard: 3
    # Generic Lightgun: 4
    # Joypad w/ Analog (RetroPad + Analog sticks): 5
    # Multitap (SNES specific): 257
    # Super Scope (SNES specific): 260
    # Justifier (SNES specific): 516
    # Justifiers (SNES specific): 772
    
    # input_libretro_device_p1 =
    # input_libretro_device_p2 =
    # input_libretro_device_p3 =
    # input_libretro_device_p4 =
    # input_libretro_device_p5 =
    # input_libretro_device_p6 =
    # input_libretro_device_p7 =
    # input_libretro_device_p8 =
    
    # Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on.
    # Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, 
    # rather than relying on a default.
    # input_player1_a = x
    # input_player1_b = z
    # input_player1_y = a
    # input_player1_x = s
    # input_player1_start = enter
    # input_player1_select = rshift
    # input_player1_l = q
    # input_player1_r = w
    # input_player1_left = left
    # input_player1_right = right
    # input_player1_up = up
    # input_player1_down = down
    # input_player1_l2 =
    # input_player1_r2 =
    # input_player1_l3 =
    # input_player1_r3 =
    
    # Two analog sticks (DualShock-esque).
    # Bound as usual, however, if a real analog axis is bound,
    # it can be read as a true analog.
    # Positive X axis is right, Positive Y axis is down.
    # input_player1_l_x_plus =
    # input_player1_l_x_minus =
    # input_player1_l_y_plus =
    # input_player1_l_y_minus =
    # input_player1_r_x_plus =
    # input_player1_r_x_minus =
    # input_player1_r_y_plus =
    # input_player1_r_y_minus =
    
    # If desired, it is possible to override which joypads are being used for player 1 through 8.
    # First joypad available is 0.
    # input_player1_joypad_index = 0
    # input_player2_joypad_index = 1
    # input_player3_joypad_index = 2
    # input_player4_joypad_index = 3
    # input_player5_joypad_index = 4
    # input_player6_joypad_index = 5
    # input_player7_joypad_index = 6
    # input_player8_joypad_index = 7
    
    # Joypad buttons.
    # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
    # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. 
    # E.g. "h0up"
    input_player1_joypad_index = "0"
    input_player1_b_btn = "1"
    input_player1_y_btn = "3"
    input_player1_select_btn = "6"
    input_player1_start_btn = "7"
    input_player1_up_axis = "-7"
    input_player1_down_axis = "+7"
    input_player1_left_axis = "-6"
    input_player1_right_axis = "+6"
    input_player1_a_btn = "0"
    input_player1_x_btn = "2"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "+2"
    input_player1_r2_btn = "+5"
    input_player1_l3_btn = "9"
    input_player1_r3_btn = "10"
    input_player1_l_x_plus_axis = "+0"
    input_player1_l_x_minus_axis = "-0"
    input_player1_l_y_plus_axis = "+1"
    input_player1_l_y_minus_axis = "-1"
    input_player1_r_x_plus_btn = "+3"
    input_player1_r_x_minus_btn = "-3"
    input_player1_r_y_plus_btn = "+4"
    input_player1_r_y_minus_btn = "-4"
    input_enable_hotkey_btn = 8
    input_exit_emulator_btn = 9
    
    # Axis for RetroArch D-Pad. 
    # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. 
    # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
    # input_player1_left_axis =
    # input_player1_right_axis =
    # input_player1_up_axis =
    # input_player1_down_axis =
    
    # Holding the turbo while pressing another button will let the button enter a turbo mode
    # where the button state is modulated with a periodic signal.
    # The modulation stops when the button itself (not turbo button) is released.
    # input_player1_turbo =
    
    # Describes the period and how long of that period a turbo-enabled button should behave.
    # Numbers are described in frames.
    # input_turbo_period = 6
    # input_turbo_duty_cycle = 3
    
    # This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
    # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.
    
    # Toggles fullscreen.
    # input_toggle_fullscreen = f
    
    # Saves state.
    # input_save_state = f2
    # Loads state.
    # input_load_state = f4
    
    # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
    # When slot is != 0, path will be $path%d, where %d is slot number.
    # input_state_slot_increase = f7
    # input_state_slot_decrease = f6
    
    # Toggles between fast-forwarding and normal speed.
    # input_toggle_fast_forward = space
    
    # Hold for fast-forward. Releasing button disables fast-forward.
    # input_hold_fast_forward = l
    
    # Key to exit emulator cleanly. 
    # Killing it in any hard way (SIGTERM, SIGKILL, etc, will terminate emulator without saving RAM, etc.)
    # input_exit_emulator = escape
    
    # Applies next and previous XML/Cg shader in directory.
    # input_shader_next = m
    # input_shader_prev = n
    
    # Hold button down to rewind. Rewinding must be enabled.
    # input_rewind = r
    
    # Toggle between recording and not.
    # input_movie_record_toggle = o
    
    # Toggle between paused and non-paused state
    # input_pause_toggle = p
    
    # Frame advance when game is paused
    # input_frame_advance = k
    
    # Reset the game.
    # input_reset = h
    
    # Configures DSP plugin
    # input_dsp_config = c
    
    # Cheats.
    # input_cheat_index_plus = y
    # input_cheat_index_minus = t
    # input_cheat_toggle = u
    
    # Mute/unmute audio
    # input_audio_mute = f9
    
    # Take screenshot
    # input_screenshot = f8
    
    # Netplay flip players.
    # input_netplay_flip_players = i
    
    # Hold for slowmotion.
    # input_slowmotion = e
    
    # Enable other hotkeys.
    # If this hotkey is bound to either keyboard, joybutton or joyaxis,
    # all other hotkeys will be disabled unless this hotkey is also held at the same time.
    # This is useful for RETRO_KEYBOARD centric implementations
    # which query a large area of the keyboard, where it is not desirable
    # that hotkeys get in the way.
    
    # Alternatively, all hotkeys for keyboard could be disabled by the user.
    # input_enable_hotkey = 6
    # input-exit_emulator = 7
    
    # Increases audio volume.
    # input_volume_up = kp_plus
    # Decreases audio volume.
    # input_volume_down = kp_minus
    
    # Toggles to next overlay. Wraps around.
    # input_overlay_next =
    
    # Toggles eject for disks. Used for multiple-disk games.
    # input_disk_eject_toggle =
    
    # Cycles through disk images. Use after ejecting.
    # Complete by toggling eject again.
    # input_disk_next =
    
    # Toggles RGUI menu.
    # input_menu_toggle = f1
    
    # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
    # and keeps the mouse pointer inside the window to allow relative mouse games
    # to work better.
    # input_grab_mouse_toggle = f11
    
    #### Misc
    
    # Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
    # rewind_enable = false
    
    # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
    # The buffer should be approx. 20MB per minute of buffer time.
    # rewind_buffer_size = 20
    
    # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
    # rewind_granularity = 1
    
    # Pause gameplay when window focus is lost.
    # pause_nonactive = true
    
    # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
    # The interval is measured in seconds. A value of 0 disables autosave.
    # autosave_interval =
    
    # When being client over netplay, use keybinds for player 1.
    # netplay_client_swap_input = false
    
    # Path to XML cheat database (as used by bSNES).
    # cheat_database_path =
    
    # Path to XML cheat config, a file which keeps track of which
    # cheat settings are used for individual games.
    # If the file does not exist, it will be created.
    # cheat_settings_path =
    
    # Directory to dump screenshots to.
    # screenshot_directory =
    
    # Records video after CPU video filter.
    # video_post_filter_record = false
    
    # Records output of GPU shaded material if available.
    # video_gpu_record = false
    
    # Screenshots output of GPU shaded material if available.
    # video_gpu_screenshot = true
    
    # Block SRAM from being overwritten when loading save states.
    # Might potentially lead to buggy games.
    # block_sram_overwrite = false
    
    # When saving a savestate, save state index is automatically increased before
    # it is saved.
    # Also, when loading a ROM, the index will be set to the highest existing index.
    # There is no upper bound on the index.
    # savestate_auto_index = false
    
    # Slowmotion ratio. When slowmotion, game will slow down by factor.
    # slowmotion_ratio = 3.0
    
    # The maximum rate at which games will be run when using fast forward. (E.g. 5.0 for 60 fps game => 300 fps cap).
    # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
    # Do not rely on this cap to be perfectly accurate.
    # A negative ratio equals no FPS cap.
    # fastforward_ratio = -1.0
    
    # Enable stdin/network command interface.
    # network_cmd_enable = false
    # network_cmd_port = 55355
    # stdin_cmd_enable = false
    

    Could you tell me if you see something wrong in it ? Do you have a solution to help me make this option working ?

    Thanks for any reply
    best regards

    hxc

    jeff7360
    Participant
    Post count: 2

    I am working on building my retropie emulator and have almost gotten everything working, but I have an annoying controller issue I am hoping someone can help me with.

    I have a Logitech F310 controller which I have setup on a powered hub, using Xbox Drivers. It works in EmulationStation fine. When I boot a game in N64 emu, all the buttons and the analog sticks work, which is perfect, but the D-PAD does not. If I boot a game up on any emulators that do not use the analog sticks, the D-PAD does not work, but all other buttons work.

    When I run the retroarch-joyconfig, the controller gives no input, but if I run the input config option from emulation station, it does accept input and outputs the following to the retroarch.cfg

    input_player1_joypad_index = 0
    input_player1_up_btn = h0up
    input_player1_down_btn = h0down
    input_player1_left_btn = h0left
    input_player1_right_btn = h0right
    input_player1_a_btn = 0
    input_player1_b_btn = 1
    input_player1_x_btn = 3
    input_player1_y_btn = 2
    input_player1_l_btn = 4
    input_player1_r_btn = 5
    input_player1_select_btn = 7
    input_player1_start_btn = 6
    

    I did some searching and used other peoples configs for Dual Shock type controllers, for example:

    input_player1_joypad_index = 0
    input_player1_b_btn = 1
    input_player1_y_btn = 3
    input_player1_a_btn = 0
    input_player1_x_btn = 2
    input_player1_l_btn = 4
    input_player1_r_btn = 5
    input_player1_select_btn = 7
    input_player1_start_btn = 6
    input_player1_up_axis = -5
    input_player1_down_axis = +5
    input_player1_left_axis = -4
    input_player1_right_axis = +4
    input_player1_l_x_plus_axis = +0
    input_player1_l_x_minus_axis = -0
    input_player1_l_y_plus_axis = +1
    input_player1_l_y_minus_axis = -1
    input_player1_r_x_plus_axis = +2
    input_player1_r_x_minus_axis = -2
    input_player1_r_y_plus_axis = +3
    input_player1_r_y_minus_axis = -2
    input_enable_hotkey_btn = 7
    input_exit_emulator_btn = 6
    

    Which made no difference.

    I am not really sure how to get the D-PAD working in game, it works everywhere else.

    Cael
    Participant
    Post count: 25

    *bump* well i found that the configs looking for it to be an enabled hotkey + entered as “f1″ not f1 (w/o the ” s)

    wain02
    Participant
    Post count: 5

    Is there a way to setup volume control within emulation station by using hotkeys?

    csabin
    Participant
    Post count: 2

    It seems I cannot attach the .cfg file. I have pasted it here

    input_player1_joypad_index = “0”
    input_player1_b_btn = “1”
    input_player1_y_btn = “0”
    input_player1_select_btn = “8”
    input_player1_start_btn = “9”
    input_player1_up_axis = “-1”
    input_player1_down_axis = “+1”
    input_player1_left_axis = “-0”
    input_player1_right_axis = “+0”
    input_player1_a_btn = “2”
    input_player1_x_btn = “3”
    input_player1_l_btn = “4”
    input_player1_r_btn = “5”
    input_player1_l2_btn = “6”
    input_player1_r2_btn = “7”

    input_player2_joypad_index = “1”
    input_player2_b_btn = “1”
    input_player2_y_btn = “0”
    input_player2_select_btn = “8”
    input_player2_start_btn = “9”
    input_player2_up_axis = “-1”
    input_player2_down_axis = “+1”
    input_player2_left_axis = “-0”
    input_player2_right_axis = “+0”
    input_player2_a_btn = “2”
    input_player2_x_btn = “3”
    input_player2_l_btn = “4”
    input_player2_r_btn = “5”
    input_player2_l2_btn = “6”
    input_player2_r2_btn = “7”

    input_enable_hotkey_btn = “9”
    input_exit_emulator_btn = “7”

    trimmtrabb
    Participant
    Post count: 480

    the file you need to look at is retroarch.cfg located in home/pi/RetroPie/configs/all/retroarch.cfg

    To determine buttons run:

    sudo apt-get install joystick

    then

    jstest /dev/input/js0

    Here is the joypad section of my retroarch.cfg configured for my Xbox pad for example:

    input_player1_joypad_index = "0"
    input_player1_b_btn = "1"
    input_player1_y_btn = "3"
    input_player1_select_btn = "8"
    input_player1_start_btn = "9"
    input_player1_up_axis = "-5"
    input_player1_down_axis = "+5"
    input_player1_left_axis = "-4"
    input_player1_right_axis = "+4"
    input_player1_a_btn = "0"
    input_player1_x_btn = "2"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "11"
    input_player1_r3_btn = "12"
    input_player1_l_x_plus_axis = "+0"
    input_player1_l_x_minus_axis = "-0"
    input_player1_l_y_plus_axis = "+1"
    input_player1_l_y_minus_axis = "-1"
    input_player1_r_x_plus_axis = "+2"
    input_player1_r_x_minus_axis = "-2"
    input_player1_r_y_plus_axis = "+3"
    input_player1_r_y_minus_axis = "-3"
    
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"
    input_save_state_btn = "5"
    input_load_state_btn = "4"
    input_state_slot_increase_btn = "7"
    input_state_slot_decrease_btn ="6"
    input_menu_toggle_btn = "3"
    

    For player 2 controls copy player 1 controls and change ‘joypad_index’ to 1 and ‘input_player1’ to 2 e.g. :

    input_player2_joypad_index = "1"
    input_player2_b_btn = "1"
    input_player2_y_btn = "3"

    etc

    Here is the skeleton config for retroarch.cfg:
    https://github.com/libretro/RetroArch/blob/master/retroarch.cfg

    trimmtrabb
    Participant
    Post count: 480
    #5246 In reply to: Installation problem |

    [quote=5243]I configured the RetroArch controls through the Emulation Station and have been able to play Master System, Game Gear, SNES, NES, and Atari games without an issue. Should I still try to do it using the method above? Are there any downsides to setting up the controls through the Emulation Station interface? Everything seems to be working, oddly enough even non-RetroArch emulators (Master System, Game Gear)[/quote]

    The Emulation Station joypad config only maps the basic buttons, the retroarch.cfg I posted has a lot more buttons configured for the Xbox pad like the hotkeys etc as I mentioned. You can backup your retroarch.cfg by renaming it retroarch2.cfg or something and copy mine over.

    trimmtrabb
    Participant
    Post count: 480
    #5241 In reply to: Installation problem |

    Ok, are you able to navigate Emulation Station with your pad now?

    The next step is to set your controls up. *Most* of the emulators are configured with retroarch.cfg which is a config file located in /home/pi/RetroPie/configs/all/

    I have attached my retroarch.cfg which is setup with my Xbox 360 pad so should work with yours. You need to unzip the file & place it in /home/pi/RetroPie/configs/all/

    You should now be able to use your pad with most of the emulators including SNES, NES, Megadrive & Playstation. If you want to swap some of the buttons around you can just edit the retroarch.cfg with:

    nano /home/pi/RetroPie/configs/all/retroarch.cfg

    Also you may want to set up different configs for specific emulators, you just need to copy the retroarch.cfg and place it in the relevant folder, e.g. for Megadrive put it in /home/pi/RetroPie/configs/megadrive

    This will override the default retroarch.cfg in /home/pi/RetroPie/configs/all/

    I have set the ‘hotkey’ button to the ‘back’ button on the pad. This means that if you press the back button and specific buttons you can access different options:

    back & start = emulator exit
    back & home button = Retroarch GUI (useful for setting frameskip)
    back & left shoulder button = load save file
    back & right shoulder button = save file
    back & left trigger = select save state decrease
    back & right trigger = select save state increase

    There are other options you can configure with retroarch.cfg:
    https://github.com/libretro/RetroArch/blob/master/retroarch.cfg

    Also you may want to look at overclocking your Pi (needed for Playstation emulation and even then the Pi will struggle)
    http://www.petrockblock.com/forums/topic/whats-your-overclock-settings/

    There are a few emulators that aren’t configured through Retroarch, hopefully you can play the ones you want now.

    cortx
    Participant
    Post count: 17
    #5205 In reply to: Increase game speed |

    I’ve found this parameter;
    input_hold_fast_forward_btn = “5” (it’s my right trigger)
    But I need to press “input_enable_hotkey_btn = 6” to use it. ( 6 is my select button)
    That is not very easy to press select and trigger to speedup the game and press the cross button to move :D
    Other thing, I can’t handle the speed up.

    Still need help.

    jplaj
    Participant
    Post count: 78

    trimmtrabb: This should be the newest version. I ran the upgrade/update on it last night.

    gizmo98: I’ve set up the bypass configuration file for PSX so I can use Playstation controllers while still using SNES controllers for everything else. My issue isn’t which controller I’m using (I’ve tested the other three, just to be sure). In fact, every other hotkey function works fine on controller 1 while I’m in Playstation. It’s only the menu_toggle and the disc change functions that get no reaction.

    gizmo98
    Participant
    Post count: 452

    You can use the hotkey button only as input_player_1. There is a difference between your files. Only Joypad 1 (PSX) or Joypad 3 can open RGUI.

    Your retroarchpsx.txt

    input_player1_joypad_index = 1
    input_player2_joypad_index = 0
    input_player3_joypad_index = 3
    input_player4_joypad_index = 2

    retroarch1.txt

    input_player1_joypad_index = 3
    input_player2_joypad_index = 2
    input_player3_joypad_index = 1
    input_player4_joypad_index = 0
    peanut
    Participant
    Post count: 65

    Launching a game from emulation station works really smooth… the game loads and seems to work perfectly… only the escape button works and arrowkeys and enter to exit the emulator

    I tried editing the /home/pi/.gngeo/gngeorc file
    I figured removing the hashtags for the keyboard settings just to see if the keyboard controls work

    After editing even a tinybit of the neogeorc file the emulator stops working
    what causes it to mess up?

    # GNGEO Sample resource file
    
    libglpath /usr/lib/libGL.so
    
    # Where your rom (and bios) are?
    rompath /home/pi/RetroPie/RetroPie/emulators/gngeo-0.7/installdir/share/gngeo/romrc.d
    
    # and the driver file (copy it from the gngeo archive) ?
    romrc /usr/games/lib/xmame/romrc
    
    # Play in fullscreen?
    fullscreen true
    
    # Which blitter? 'gngeo --blitter help' for a list
    # soft
    # opengl
    # yuv
    blitter soft
    
    # Which effect? 'gngeo --effect help' for a list
    # none	
    # scanline
    # scanline50
    # scale2x
    # scale2x50
    # scale2x75
    # doublex
    # sai
    # supersai
    # eagle
    effect scale2x
    
    # Enable the raster interrupt?
    raster false
    
    # scale the output image 
    scale 1
    
    # Have interpolation?
    interpolation false
    
    # Have sound?
    sound true
    
    # Shown FPS
    showfps false
    
    # autoframeskip control
    autoframeskip true
    sleepidle false
    
    # enable joystick support ?
    joystick true
    
    # enable the 68k inline debuger? (disable the sound)
    debug false
    
    # Use hardware surface for the screen?
    hwsurface false
    
    # Convert all tile at loading time (insted on the fly)
    convtile true
    
    # Use PAL timing? (buggy)
    pal false
    
    # invert joystick order ?
    invertjoy false
    
    # Sample rate
    samplerate 22050
    
    # country?
    # japan, usa, europe
    country europe
    
    # system type? arcade or home
    system arcade
    
    # NRX-style hotkey configuration
    # Up to 4 hotkeys per player can be defined (
    # Only fire buttons (A-D) can be combined
    # A = 1, B = 2, C = 4, D = 8
    
    # Samples:
    # Map CD to P1 hotkey 0
    p1hotkey0 4,8
    # Map BC to P1 hotkey 1
    p1hotkey1 2,4
    #Map ABC to P1 hotkey 2
    p1hotkey2 1,2,4
    #p1hotkey3
    #p2hotkey0
    #p2hotkey1
    #p2hotkey2
    #p2hotkey3
    
    # Joystick configuration
    # Joystick mapping
    # 0 <-> /dev/js0, 1 <-> /dev/js1, etc..
    p1joydev 0
    p2joydev 1
    
    # Buttons/Axes configuration
    # order : A,B,C,D,START,COIN,AXE_X,AXE_Y,AXE_X_DIR,AXE_Y_DIR
    # AXE_X_DIR and AXE_Y_DIR is use to invert an axe
    # ex: some joystick have the Y axe inverted (up <-> down). For them,
    # use -1 for AXE_Y_DIR will solve the problem.
    # hotkeys are optional (ie need not be mapped to buttons)
    # use -1 to "unmap" a hotkey.
    # Samples:
    # hotkey0 = button 3, hotkey1 = button 0,
    # p1joy     4,1,5,2,9,8,0,1,1,1,3,0
    # No hotkeys
    # p1joy     4,1,5,2,9,8,0,1,1,1
    
    p1joy     2,3,0,1,5,4,0,1,1,1
    p2joy     1,0,3,2,7,6,0,1,1,1
    
    # Key configuration
    # order : A,B,C,D,START,COIN,UP,DOWN,LEFT,RIGHT
    # please see SDL_keysym.h for key definition
    # or push F4 during game : the keysym code of
    # keys will be printed (also work for joysticks) 
    # same thing as joypads for hotkeys
    
    # Azerty configuration: 
    # p1: w,x,q,s,&,",up,down,left,right
    # p2: l,m,o,p,é,',NUM 8,NUM 5,NUM 4,NUM 6
    #p1key    119,120,113,115,38,34,273,274,276,275
    #p2key    108,109,111,112,233,39,264,261,260,262
    
    # Qwerty configuration:
    # p1: z,x,a,s,1,3,up,down,left,right
    # p2: l,;,o,p,2,4,NUM 8,NUM 5,NUM 4,NUM 6
    p1key    122,120,97,115,49,51,273,274,276,275
    p2key    108,59,111,112,50,52,264,261,260,262
    
    
    peanut
    Participant
    Post count: 65

    input_player1_joypad_index = 0
    input_player1_b_btn = 1
    input_player1_a_btn = 2
    input_player1_y_btn = 0
    input_player1_x_btn = 3
    input_player1_l_btn = 4
    input_player1_r_btn = 5
    input_player1_start_btn = 9
    input_player1_select_btn = 8
    input_player1_up_btn = “h0up”
    input_player1_down_btn = “h0down”
    input_player1_left_btn = “h0left”
    input_player1_right_btn = “h0right”

    input_enable_hotkey_btn = 9
    input_exit_emulator_btn = 8

    input_enable_hotkey_btn = 9
    input_save_state_btn = 4

    input_enable_hotkey_btn = 9
    input_load_state_btn = 5

    input_player1_left_axis = -0
    input_player1_right_axis = +0
    input_player1_up_axis = -1
    input_player1_down_axis = +1

    audio_out_rate = 44100
    video_threaded = true

    # audio_enable = true
    # audio_driver = sdl
    # audio_sync = true
    # rewind_enable = false

    Ive tried with the above settings and with the settings that are currently blocked off but the game just lags a lot. I’ve tried the max overclock aswell and still no effect… am i missing something?

    foob
    Participant
    Post count: 23
    #5039 In reply to: rotate by 90 |

    This can be done in the retroarch configuration ingame quite easily. For a more permanent solution, try this; –

    Add these lines to your retroarch.cfg under your player1 controls; –

    input_enable_hotkey_btn = “X”
    input_menu_toggle_btn = “X”

    Change the X to whatever button number you want each button to be. For example, my enable hotkey button is “8” which is my SELECT button on my PS2 controller, and my menu_toggle_btn is “4” which corresponds to my L2 button. This means that when i hold SELECT and then press L2 at the same time, the RetroArch options menu comes up. Under the Video section, you can change your screen rotation on the fly.

    Additionally, for a bit of extra functionality you can also use the line

    input_exit_emulator_btn = “X”

    This will allow you to hold your hotkey then press another designated button to quit your ROM and go back to the frontend.

    foob
    Participant
    Post count: 23

    Seeing as everyone seems to have controller choice as their main source of frustration on this project, i figured i’d weigh in with my solution.

    Basically, most people including myself, should have some old Playstation 1 or 2 controllers lying around from the glory days. These are actually EXTREMELY useful when it comes to the retropi, as thanks to a nice third party adapter, it’s possible to hook two of these bad boys up to ONE usb socket. This obviously allows for two players on a model A without any extra peripherals. This is a pretty huge deal for those with models A’s, as well as people who are building for portable rigs (For example, i have installed 4 or 5 of these things into peoples cars so the back set and play two player through the screens in the back of the headrests).

    Firstly, you will need two controllers. Sorry kids, but to use my config files these MUST be DualShock analogues. either PS1 or PS2 will do, and they don’t have to be official. Personally, i use the Joytech mini PS1 controllers, you can find them all over ebay, picutred HERE: [img]http://puu.sh/73KpP.jpg[/img]

    Now, you can obviously use non-analogue controllers with the pi and this adapter, but you’ll likely have to do your own configs. Mine might work, i just dont have a non analogue to test it with.

    Secondly, you’ll need the adapter. Unfortunately i think it must be a specific one, so ive linked the amazon links to purchase them. I am british so i got mine for <£2 originally, so don’t worry as they are super cheap. I have included an american amazon link for the Yanks, as well.

    UK – http://www.amazon.co.uk/PS1-PS2-Controller-Adapter-Converter/dp/B00241IRK8/ref=sr_1_1?ie=UTF8&qid=1392928865&sr=8-1&keywords=ps1+to+usb

    USA – http://www.amazon.com/Playstation-Controller-Adapter-Lifetime-Warranty-2/dp/B000F6BGXY/ref=sr_1_1?ie=UTF8&qid=1392928887&sr=8-1&keywords=ps1+to+usb

    They both have pictures so if you have a different location for amazon, you can pretty easily identify the one you need. They are almost always blue, but i have seen them in Translucent as well.

    Lastly, you’ll need the configs. I think i’ve got everything required but if i have missed something off just tell me what to grab and ill go get it for you.

    DISCLAIMER: – PLEASE don’t be an idiot and just write over your own configs with these assuming them to work. Be sensible, BACK UP YOUR EXISTING CFGS FIRST before using these. That way, if they don’t work you can restore yourself easily, and more importantly i don’t have stupid people whining its my fault they broke their retropi installation.

    Anyway, copy these into /home/pi/RetroPie/configs/all

    https://dl.dropboxusercontent.com/u/4436120/dgenrc
    https://dl.dropboxusercontent.com/u/4436120/retroarch.cfg

    and this into /home/pi/.emulationstation/

    https://dl.dropboxusercontent.com/u/4436120/es_input.cfg

    Those should cover ALL usage of the controller, including the menu screen and all of the emulators including DGEN.

    The buttons are mapped identically to a SNES controller, and on DGEN Square = A, X = B and Circle = C. If you enable 6-button mode in options, then L1 = x, Triangle = Y and R1 = Z.

    There are also two hotkeys enabled in these configs, so please be aware of them.

    IN EMULATIONSTATION BROWSING GAMES; –

    R1 = page up
    R2 = page down
    L1 = Select Letter/Organize Type (i.e. sort by name, most recent, least played, most played etc)
    TRIANGLE – Options menu (Shutdown, Restart, Volume etc)

    IN GAME; –

    SELECT + START = quit ROM back to emulationstation
    SELECT + L2 = open Retroarch Config/Options (the screen you can configure video/sound/other options etc) i HIGHLY suggest you do this at least once, as your TV settings will differ to mine. Autosave options is on so your own settings you change here should take immediately.

    enjoy.

    trimmtrabb
    Participant
    Post count: 480

    Hi, most of the emulators are configured with retroarch.cfg, which is a config file located in /home/pi/RetroPie/configs/all/

    Here is the skeleton retroarch.cfg which shows all the options you can configure: https://github.com/libretro/RetroArch/blob/master/retroarch.cfg (anything with a # is commented out)

    To define controls for your two gamepads you need to edit your retroarch.cfg via command line or SSH:

    nano /home/pi/RetroPie/configs/all/retroarch.cfg

    Here is the joypad section of my retroarch.cfg for example, set up for a Xbox 360 pad:

    input_player1_joypad_index = "0"
    input_player1_b_btn = "1"
    input_player1_y_btn = "3"
    input_player1_select_btn = "8"
    input_player1_start_btn = "9"
    input_player1_up_axis = "-5"
    input_player1_down_axis = "+5"
    input_player1_left_axis = "-4"
    input_player1_right_axis = "+4"
    input_player1_a_btn = "0"
    input_player1_x_btn = "2"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "11"
    input_player1_r3_btn = "12"
    input_player1_l_x_plus_axis = "+0"
    input_player1_l_x_minus_axis = "-0"
    input_player1_l_y_plus_axis = "+1"
    input_player1_l_y_minus_axis = "-1"
    input_player1_r_x_plus_axis = "+2"
    input_player1_r_x_minus_axis = "-2"
    input_player1_r_y_plus_axis = "+3"
    input_player1_r_y_minus_axis = "-3"
    
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"
    
    input_enable_hotkey_btn = "8"
    input_save_state_btn = "5"
    
    input_enable_hotkey_btn = "8"
    input_load_state_btn = "4"
    
    input_enable_hotkey_btn = "8"
    input_state_slot_increase_btn = "7"
    
    input_enable_hotkey_btn = "8"
    input_state_slot_decrease_btn ="6"
    
    input_enable_hotkey_btn = "8" 
    input_menu_toggle_btn = "3"

    You can use the above as a template (depending on how many buttons you have) but you need to determine which buttons are what on your controller. You can install the jtest utility:

    sudo apt-get install joystick

    and then run:

    jstest /dev/input/js0

    To add 2 player controls to your retroarch.cfg, just copy the player 1 controls and paste underneath. Then change input_player1_joypad_index = “0”
    to input_player2_joypad_index = “1”

    All keymaps need to change to input_player2 instead on input_player1, for example input_player2_b_btn = “1” etc

    Hope this helps!

    josy-cotter
    Participant
    Post count: 3

    If i have one config in the all folder and one config in the emulator specific folder, will they cause issues with each other? Or will the one in the emulator folder completely override the one in the all folder?

    Here is what I have.

    system_directory = /home/pi/RetroPie/emulatorcores/
    video_aspect_ratio = 1.33
    video_smooth = false
    input_enable_hotkey = escape
    input_exit_emulator = escape
    rewind_enable = true
    rewind_buffer_size = 10
    rewind_granularity = 2
    input_rewind = r
    input_shader_next = m
    input_shader_prev = n
    video_shader_dir = /home/pi/RetroPie/emulators/RetroArch/shader/
    input_player1_a = x
    input_player1_b = z
    input_player1_y = a
    input_player1_x = s
    input_player1_start = enter
    input_player1_select = rshift
    input_player1_l = q
    input_player1_r = w
    input_player1_left = left
    input_player1_right = right
    input_player1_up = up
    input_player1_down = down
    input_autodetect_enable = true
    joypad_autoconfig_dir = /home/pi/RetroPie/emulators/RetroArch/configs/
    audio_driver = alsathread
    audio_out_rate = 48000
    input_player1_joypad_index = 0
    input_player1_select_btn = 8
    input_player1_start_btn = 9
    input_player1_up_axis = “-1”
    input_player1_down_axis = “+1”
    input_player1_left_axis = “-0”
    input_player1_right_axis = “+0”
    input_player1_a_btn = 0
    input_player1_b_btn = 1

    retrorocker
    Participant
    Post count: 1

    Hello! I look forward to fix this problem soon.
    I have a problem to save games in the MAME-Emulator. All the time i hit “f2” on my keyboard the message “Core does not support savestates.” appears. I tryed to look up the RetroArch.cfg and changed the path and tryed some modifications to the autosave feature aso. nothing… To me, it seems changes in this file doesn’t have an effect. I tryed to set the screenroation to 90°. Still no effect.

    I hope someone knows about this problem and can help me2 with this.

    Here is what i have done with my config :/

    ## Skeleton config file for RetroArch

    # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc …
    # This will be overridden by explicit command line options.
    # savefile_directory = “/home/pi/RetroPie/emulators/RetroArch/savestate”

    # Save all save states (*.state) to this directory.
    # This will be overridden by explicit command line options.
    # savestate_directory = “/home/pi/RetroPie/emulators/RetroArch/savestate”

    # Automatically saves a savestate at the end of RetroArch’s lifetime.
    # The path is $SRAM_PATH.auto.
    # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
    # savestate_auto_save = true
    # savestate_auto_load = true

    # Load libretro from a dynamic location for dynamically built RetroArch.
    # This option is mandatory.

    # If a directory, RetroArch will look through the directory until it finds an implementation
    # that appears to support the extension of the ROM loaded.
    # This could fail if ROM extensions overlap.
    # libretro_path = “/path/to/libretro.so”

    # Path to core options config file.
    # This config file is used to expose core-specific options.
    # It will be written to by RetroArch.
    # A default path will be assigned if not set.
    # core_options_path = “home/pi/RetroPie/emulatorcores/imame4all-liberto/”

    # Path to ROM load history file.
    # RetroArch keeps track of all ROMs loaded in RGUI and from CLI directly for convenient quick loading.
    # A default path will be assigned if not set.
    # game_history_path =

    # Number of entries that will be kept in ROM history file.
    # game_history_size = 100

    # Sets the “system” directory.
    # Implementations can query for this directory to load BIOSes, system-specific configs, etc.
    # system_directory =home/pi/RetroPi/emulators/RetroArch/

    # Sets start directory for RGUI ROM browser.
    # rgui_browser_directory =

    # Sets start directory for RGUI config browser.
    # rgui_config_directory =

    # Show startup screen in RGUI.
    # Is automatically set to false when seen for the first time.
    # This is only updated in config if config_save_on_exit is set to true, however.
    # rgui_show_start_screen = true

    # Flushes config to disk on exit. Useful for RGUI as settings can be modified.
    # Overwrites the config. #include’s and comments are not preserved.
    # config_save_on_exit = false

    #### Video

    # Video driver to use. “gl”, “xvideo”, “sdl”
    # video_driver = “gl”

    # Which OpenGL context implementation to use.
    # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
    # By default, tries to use first suitable driver.
    # video_gl_context =

    # Windowed xscale and yscale
    # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
    # video_xscale = 3.0
    # video_yscale = 3.0

    # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
    # video_fullscreen_x = 0
    # video_fullscreen_y = 0

    # Start in fullscreen. Can be changed at runtime.
    # video_fullscreen = true

    # If fullscreen, prefer using a windowed fullscreen mode.
    # video_windowed_fullscreen = true

    # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
    # suggests RetroArch to use that particular monitor.
    # video_monitor_index = 0

    # Forcibly disable composition. Only works in Windows Vista/7 for now.
    # video_disable_composition = false

    # Video vsync.
    # video_vsync = true

    # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance.
    # video_hard_sync = false

    # Sets how many frames CPU can run ahead of GPU when using video_hard_sync.
    # Maximum is 3.
    # video_hard_sync_frames = 0

    # Inserts a black frame inbetween frames.
    # Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting.
    # video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2).
    # video_black_frame_insertion = false

    # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
    # video_threaded = false

    # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
    # video_smooth = true

    # Forces rendering area to stay equal to game aspect ratio or as defined in video_aspect_ratio.
    # video_force_aspect = true

    # Only scales video in integer steps.
    # The base size depends on system-reported geometry and aspect ratio.
    # If video_force_aspect is not set, X/Y will be integer scaled independently.
    # video_scale_integer = false

    # A floating point value for video aspect ratio (width / height).
    # If this is not set, aspect ratio is assumed to be automatic.
    # Behavior then is defined by video_aspect_ratio_auto.
    # video_aspect_ratio =

    # If this is true and video_aspect_ratio is not set,
    # aspect ratio is decided by libretro implementation.
    # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
    # video_aspect_ratio_auto = false

    # Forces cropping of overscanned frames.
    # Exact behavior of this option is implementation specific.
    # video_crop_overscan = true

    # Path to shader. Shader can be either Cg, CGP (Cg preset) or XML/GLSL format if support is enabled.
    # video_shader = “/path/to/shader.{cg,cgp,shader}”

    # Load video_shader on startup.
    # Other shaders can still be loaded later in runtime.
    # video_shader_enable = false

    # Defines a directory where shaders (Cg, CGP, XML) are kept for easy access.
    # video_shader_dir =

    # CPU-based filter. Path to a bSNES CPU filter (*.filter)
    # video_filter =

    # Path to a TTF font used for rendering messages. This path must be defined to enable fonts.
    # Do note that the _full_ path of the font is necessary!
    # video_font_path =

    # Size of the TTF font rendered.
    # video_font_size = 48

    # Attempt to scale the font to fit better for multiple window sizes.
    # video_font_scale = true

    # Enable usage of OSD messages.
    # video_font_enable = true

    # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values.
    # [0.0, 0.0] maps to the lower left corner of the screen.
    # video_message_pos_x = 0.05
    # video_message_pos_y = 0.05

    # Color for message. The value is treated as a hexadecimal value.
    # It is a regular RGB hex number, i.e. red is “ff0000”.
    # video_message_color = ffffff

    # Video refresh rate of your monitor.
    # Used to calculate a suitable audio input rate.
    # video_refresh_rate = 59.95

    # Allows libretro cores to set rotation modes.
    # Setting this to false will honor, but ignore this request.
    # This is useful for vertically oriented games where one manually rotates the monitor.
    # video_allow_rotate = true

    # Forces a certain rotation of the screen.
    # The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
    # The angle is <value> * 90 degrees counter-clockwise.
    # video_rotation = 00

    #### Audio

    # Enable audio.
    # audio_enable = true

    # Audio output samplerate.
    # audio_out_rate = 48000

    # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
    # audio_driver =

    # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on …
    # audio_device =

    # External DSP plugin that processes audio before it’s sent to the driver.
    # audio_dsp_plugin =

    # Will sync (block) on audio. Recommended.
    # audio_sync = true

    # Desired audio latency in milliseconds. Might not be honored if driver can’t provide given latency.
    # audio_latency = 64

    # Enable experimental audio rate control.
    # audio_rate_control = true

    # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
    # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
    # audio_rate_control_delta = 0.005

    # Audio volume. Volume is expressed in dB.
    # 0 dB is normal volume. No gain will be applied.
    # Gain can be controlled in runtime with input_volume_up/input_volume_down.
    # audio_volume = 0.0

    #### Input

    # Input driver. Depending on video driver, it might force a different input driver.
    # input_driver = sdl

    # Joypad driver. (Valid: linuxraw, sdl, dinput)
    # input_joypad_driver =

    # Defines axis threshold. Possible values are [0.0, 1.0]
    # input_axis_threshold = 0.5

    # Path to input overlay
    # input_overlay =

    # Overlay opacity
    # input_overlay_opacity = 1.0

    # Overlay scale
    # input_overlay_scale = 1.0

    # Enable input auto-detection. Will attempt to autoconfigure
    # joypads, Plug-and-Play style.
    # input_autodetect_enable = true

    # Directory for joypad autoconfigs (PC).
    # If a joypad is plugged in, that joypad will be autoconfigured if a config file
    # corresponding to that joypad is present in joypad_autoconfig_dir.
    # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
    # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
    # Requires input_autodetect_enable to be enabled.
    # joypad_autoconfig_dir =

    # Enable debug input key reporting on-screen.
    # input_debug_enable = false

    # Sets which libretro device is used for a player.
    # Devices are indentified with a number.
    # This is normally saved by RGUI.
    # Device IDs are found in libretro.h.
    # These settings are overridden by explicit command-line arguments which refer to input devices.
    # None: 0
    # Joypad (RetroPad): 1
    # Mouse: 2
    # Keyboard: 3
    # Generic Lightgun: 4
    # Joypad w/ Analog (RetroPad + Analog sticks): 5
    # Multitap (SNES specific): 257
    # Super Scope (SNES specific): 260
    # Justifier (SNES specific): 516
    # Justifiers (SNES specific): 772

    # input_libretro_device_p1 =
    # input_libretro_device_p2 =
    # input_libretro_device_p3 =
    # input_libretro_device_p4 =
    # input_libretro_device_p5 =
    # input_libretro_device_p6 =
    # input_libretro_device_p7 =
    # input_libretro_device_p8 =

    # Keyboard input. Will recognize normal keypresses and special keys like “left”, “right”, and so on.
    # Keyboard input, Joypad and Joyaxis will all obey the “nul” bind, which disables the bind completely,
    # rather than relying on a default.
    # input_player1_a = x
    # input_player1_b = z
    # input_player1_y = a
    # input_player1_x = s
    # input_player1_start = enter
    # input_player1_select = rshift
    # input_player1_l = q
    # input_player1_r = w
    # input_player1_left = left
    # input_player1_right = right
    # input_player1_up = up
    # input_player1_down = down
    # input_player1_l2 =
    # input_player1_r2 =
    # input_player1_l3 =
    # input_player1_r3 =

    # Two analog sticks (DualShock-esque).
    # Bound as usual, however, if a real analog axis is bound,
    # it can be read as a true analog.
    # Positive X axis is right, Positive Y axis is down.
    # input_player1_l_x_plus =
    # input_player1_l_x_minus =
    # input_player1_l_y_plus =
    # input_player1_l_y_minus =
    # input_player1_r_x_plus =
    # input_player1_r_x_minus =
    # input_player1_r_y_plus =
    # input_player1_r_y_minus =

    # If desired, it is possible to override which joypads are being used for player 1 through 8.
    # First joypad available is 0.
    # input_player1_joypad_index = 0
    # input_player2_joypad_index = 1
    # input_player3_joypad_index = 2
    # input_player4_joypad_index = 3
    # input_player5_joypad_index = 4
    # input_player6_joypad_index = 5
    # input_player7_joypad_index = 6
    # input_player8_joypad_index = 7

    # Joypad buttons.
    # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
    # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction.
    # E.g. “h0up”
    # input_player1_a_btn =
    # input_player1_b_btn =
    # input_player1_y_btn =
    # input_player1_x_btn =
    # input_player1_start_btn =
    # input_player1_select_btn =
    # input_player1_l_btn =
    # input_player1_r_btn =
    # input_player1_left_btn =
    # input_player1_right_btn =
    # input_player1_up_btn =
    # input_player1_down_btn =
    # input_player1_l2_btn =
    # input_player1_r2_btn =
    # input_player1_l3_btn =
    # input_player1_r3_btn =

    # Axis for RetroArch D-Pad.
    # Needs to be either ‘+’ or ‘-‘ in the first character signaling either positive or negative direction of the axis, then the axis number.
    # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
    # input_player1_left_axis =
    # input_player1_right_axis =
    # input_player1_up_axis =
    # input_player1_down_axis =

    # Holding the turbo while pressing another button will let the button enter a turbo mode
    # where the button state is modulated with a periodic signal.
    # The modulation stops when the button itself (not turbo button) is released.
    # input_player1_turbo =

    # Describes the period and how long of that period a turbo-enabled button should behave.
    # Numbers are described in frames.
    # input_turbo_period = 6
    # input_turbo_duty_cycle = 3

    # This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
    # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.

    # Toggles fullscreen.
    # input_toggle_fullscreen = f

    # Saves state.
    # input_save_state = f2
    # Loads state.
    # input_load_state = f4

    # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
    # When slot is != 0, path will be $path%d, where %d is slot number.
    # input_state_slot_increase = f7
    # input_state_slot_decrease = f6

    # Toggles between fast-forwarding and normal speed.
    # input_toggle_fast_forward = space

    # Hold for fast-forward. Releasing button disables fast-forward.
    # input_hold_fast_forward = l

    # Key to exit emulator cleanly.
    # Killing it in any hard way (SIGTERM, SIGKILL, etc, will terminate emulator without saving RAM, etc.)
    # input_exit_emulator = escape

    # Applies next and previous XML/Cg shader in directory.
    # input_shader_next = m
    # input_shader_prev = n

    # Hold button down to rewind. Rewinding must be enabled.
    # input_rewind = r

    # Toggle between recording and not.
    # input_movie_record_toggle = o

    # Toggle between paused and non-paused state
    # input_pause_toggle = p

    # Frame advance when game is paused
    # input_frame_advance = k

    # Reset the game.
    # input_reset = h

    # Configures DSP plugin
    # input_dsp_config = c

    # Cheats.
    # input_cheat_index_plus = y
    # input_cheat_index_minus = t
    # input_cheat_toggle = u

    # Mute/unmute audio
    # input_audio_mute = f9

    # Take screenshot
    # input_screenshot = f8

    # Netplay flip players.
    # input_netplay_flip_players = i

    # Hold for slowmotion.
    # input_slowmotion = e

    # Enable other hotkeys.
    # If this hotkey is bound to either keyboard, joybutton or joyaxis,
    # all other hotkeys will be disabled unless this hotkey is also held at the same time.
    # This is useful for RETRO_KEYBOARD centric implementations
    # which query a large area of the keyboard, where it is not desirable
    # that hotkeys get in the way.

    # Alternatively, all hotkeys for keyboard could be disabled by the user.
    # input_enable_hotkey =

    # Increases audio volume.
    # input_volume_up = kp_plus
    # Decreases audio volume.
    # input_volume_down = kp_minus

    # Toggles to next overlay. Wraps around.
    # input_overlay_next =

    # Toggles eject for disks. Used for multiple-disk games.
    # input_disk_eject_toggle =

    # Cycles through disk images. Use after ejecting.
    # Complete by toggling eject again.
    # input_disk_next =

    # Toggles RGUI menu.
    # input_menu_toggle = f1

    # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
    # and keeps the mouse pointer inside the window to allow relative mouse games
    # to work better.
    # input_grab_mouse_toggle = f11

    #### Misc

    # Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
    # rewind_enable = false

    # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
    # The buffer should be approx. 20MB per minute of buffer time.
    # rewind_buffer_size = 20

    # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
    # rewind_granularity = 1

    # Pause gameplay when window focus is lost.
    # pause_nonactive = true

    # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
    # The interval is measured in seconds. A value of 0 disables autosave.
    # autosave_interval =

    # When being client over netplay, use keybinds for player 1.
    # netplay_client_swap_input = false

    # Path to XML cheat database (as used by bSNES).
    # cheat_database_path =

    # Path to XML cheat config, a file which keeps track of which
    # cheat settings are used for individual games.
    # If the file does not exist, it will be created.
    # cheat_settings_path =

    # Directory to dump screenshots to.
    # screenshot_directory =

    # Records video after CPU video filter.
    # video_post_filter_record = false

    # Records output of GPU shaded material if available.
    # video_gpu_record = false

    # Screenshots output of GPU shaded material if available.
    # video_gpu_screenshot = true

    # Block SRAM from being overwritten when loading save states.
    # Might potentially lead to buggy games.
    # block_sram_overwrite = false

    # When saving a savestate, save state index is automatically increased before
    # it is saved.
    # Also, when loading a ROM, the index will be set to the highest existing index.
    # There is no upper bound on the index.
    # savestate_auto_index = false

    # Slowmotion ratio. When slowmotion, game will slow down by factor.
    # slowmotion_ratio = 3.0

    # The maximum rate at which games will be run when using fast forward. (E.g. 5.0 for 60 fps game => 300 fps cap).
    # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
    # Do not rely on this cap to be perfectly accurate.
    # A negative ratio equals no FPS cap.
    # fastforward_ratio = -1.0

    # Enable stdin/network command interface.
    # network_cmd_enable = false
    # network_cmd_port = 55355
    # stdin_cmd_enable = false

    trimmtrabb
    Participant
    Post count: 480

    The person in this thread: http://www.petrockblock.com/forums/topic/force-43-screen/ said setting video_aspect_ratio = 1.175 gave good results. Or you can change it in the emulator (if it’s a Retroarch core) by accessing the GUI, think it’s f1 if you’re using a keyboard or you can map it to your gamepad/joystick in retroarch.cfg with:

    input_enable_hotkey_btn = "**" 
    input_menu_toggle_btn = "**"

    (the stars are where you specify the buttons on your controller)

    trimmtrabb
    Participant
    Post count: 480

    Don’t bother with the input config menu, the script does not seem to work at the moment. Here is my retroarch.cfg, located in /home/pi/RetroPie/configs/all/ This file contains the configurations for all Retroarch cores and the default gamepad/joystick controls for all cores. If you wish to specify different controls for certain cores you need to place a retroarch.cfg in the config folder for that core, for example for the psx emulator you place it in /home/pi/RetroPie/configs/psx This will override the default ‘all’ controls.

    Edit via SSH:

    nano /home/pi/RetroPie/configs/all/retroarch.cfg

    input_player1_joypad_index = "0"
    input_player1_b_btn = "1"
    input_player1_y_btn = "3"
    input_player1_select_btn = "8"
    input_player1_start_btn = "9"
    input_player1_up_axis = "-5"
    input_player1_down_axis = "+5"
    input_player1_left_axis = "-4"
    input_player1_right_axis = "+4"
    input_player1_a_btn = "0"
    input_player1_x_btn = "2"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "11"
    input_player1_r3_btn = "12"
    input_player1_l_x_plus_axis = "+0"
    input_player1_l_x_minus_axis = "-0"
    input_player1_l_y_plus_axis = "+1"
    input_player1_l_y_minus_axis = "-1"
    input_player1_r_x_plus_axis = "+2"
    input_player1_r_x_minus_axis = "-2"
    input_player1_r_y_plus_axis = "+3"
    input_player1_r_y_minus_axis = "-3"
    
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"
    
    input_enable_hotkey_btn = "8"
    input_save_state_btn = "5"
    
    input_enable_hotkey_btn = "8"
    input_load_state_btn = "4"
    
    input_enable_hotkey_btn = "8"
    input_state_slot_increase_btn = "7"
    
    input_enable_hotkey_btn = "8"
    input_state_slot_decrease_btn ="6"
    
    input_enable_hotkey_btn = "8" 
    input_menu_toggle_btn = "3"

    The inputs listed above are for an Xbox 360 controller but you can use the template for your own controls. To determine which buttons are what on your controller you can install the jtest utility:

    sudo apt-get install joystick

    and then run:

    jstest /dev/input/js0

    (assuming you only have one gamepad plugged in)
    This will tell you which buttons are being pressed so you can edit the retroarch.cfg accordingly.

    Regarding your last question, yes you can change settings like frame skip etc in the Retroarch cores by accessing the Retroarch GUI. You’ll see in my retroarch.cfg above I have to setup to access the GUI with:

    input_enable_hotkey_btn = "8" 
    input_menu_toggle_btn = "3"

    So when you press your specified hotkey (back button on my Xbox pad) and the menu button you can access the GUI and change settings whilst running the emulator.

    Here is the default Retroarch.cfg file for reference, have a look at the various options you can configure:
    https://github.com/libretro/RetroArch/blob/master/retroarch.cfg

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