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Hi guys,
I want to exit the n64 emulator mupen64plus-gles2n64 with my controller (ps3) so I don’t have to connect a keyboard to my raspberry pi2 everytime I want to play Mario Kart.
I know I have to edit mupen64plus.cfg but I have a few questions:
– Is it possible to setup select+start on my ps3 controller to exit the n64 emulator or is it only possible to setup 1 button as exit button?
– Is it possible to edit the mupen64plus.cfg on my laptop with the notepad. I can see the retropie in my file explorer. Can I just edit the mupen64plus.cfg file (after i made a backup of course) with notepad and save it? Or must I use the terminal to edit the mupen64plus.cfg file?
Thanks for your helpI was having trouble launching SMS roms with default ES SMS emulator.
changed default to osmose.
roms now launch, but i get no controller functionality (PS3 Dual Shock via bluetooth)
Looking at es_systems.cfg and from my reading:
https://www.raspberrypi.org/forums/viewtopic.php?f=78&t=23550
https://github.com/RetroPie/RetroPie-Setup/wiki/Master-Systemit seems that this portion:
<system>
<name>mastersystem</name>
<fullname>Sega Master System</fullname>
<path>/home/pi/RetroPie/roms/mastersystem</path>
<extension>.sms .bin .zip .SMS .BIN .ZIP</extension>
<command>/opt/retropie/supplementary/runcommand/runcommand.sh 0 _SYS_ mastersystem %ROM%</command>
<platform>mastersystem</platform>
<theme>mastersystem</theme>
</system>seems incorrect. I took a look at runcommand.sh but it was massively confusing.
Do i have to manually update <command> to run SMS roms using osmose?
I looked at /opt/retropie/configs/all/emulators.cfg. i can see where i have modified some n64 stuff. Should there be an entry here for mastersystem?
Beginning to run out of ideas here. Please help! Thanks in advance!
I am slowly, but surely getting everything working in my RetroPie.
Right now, my current hurdle to get over is getting my master system up and running.
Genesis, SNES, NES, N64, and Atari all seem to be working using my PS3 Dual Shock Controller, over USB and also with bluetooth.
Even playing some SMS ROMS through the Megadrive Emulator seems to work fine.
I am running RetroPie 3.2.1 (fully updated, updated emulator binaries, setup script, etc.) on a RPi2.
Hopefully these snippets will help provide some insight as to what my issue is. i am sure it is something easy. Please help!
#### Input
# Input driver. Depending on video driver, it might force a different input driver.
# input_driver = sdl# Input device driver. (Valid: linuxraw, sdl, dinput)
# input_joypad_driver =# Path to input remapping file.
# input_remapping_path =# If enabled, overrides the input binds with the remapped binds set for the current core.
# input_remap_binds_enable = true# Maximum amount of users supported by RetroArch.
# input_max_users = 16# Keyboard layout for input driver if applicable (udev/evdev for now).
# Syntax is either just layout (e.g. “no”), or a layout and variant separated with colon (“no:nodeadkeys”).
# input_keyboard_layout =# Defines axis threshold. Possible values are [0.0, 1.0]
# input_axis_threshold = 0.5# Enable input auto-detection. Will attempt to autoconfigure
# joypads, Plug-and-Play style.
input_autodetect_enable = true# Show the input descriptors set by the core instead of the
# default ones.
# input_descriptor_label_show = true# Hide input descriptors that were not set by the core.
# input_descriptor_hide_unbound = false# Directory for joypad autoconfigs.
# 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 = /opt/retropie/configs/all/retroarch-joypads/# Sets which libretro device is used for a user.
# Devices are indentified with a number.
# This is normally saved by the menu.
# 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 letters (“a” to “z”) and the following special keys (where “kp_”
# is for keypad keys):
#
# left, right, up, down, enter, kp_enter, tab, insert, del, end, home,
# rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus,
# f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12,
# num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown,
# keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9,
# period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock,
# tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket,
# backslash, rightbracket, kp_period, kp_equals, rctrl, ralt
#
# 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 user 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# Input device 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 =# Menu buttons.
# menu_ok_btn =
# menu_cancel_btn =
# menu_search_btn =
# menu_info_btn =
# menu_default_btn =
# menu_scroll_down_btn =
# menu_scroll_up_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 user 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 RetroArch cleanly.
# Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc.
# On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization.
input_exit_emulator = escape# Applies next and previous 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 content is paused
# input_frame_advance = k# Reset the content.
# input_reset = h# 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 users.
# 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_btn =# 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 content.
# input_disk_eject_toggle =# Cycles through disk images. Use after ejecting.
# Complete by toggling eject again.
# input_disk_next =# Toggles menu.
# input_menu_toggle = f1# RetroPad button combination to toggle menu
# 0 = none, 1 = L + R + Y + D-Pad Down, 2 = L3 + R3
# input_menu_toggle_gamepad_combo = 0# Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
# and keeps the mouse pointer inside the window to allow relative mouse input
# to work better.
# input_grab_mouse_toggle = f11And my two PS3 configs-
input_device = “PLAYSTATION(R)3 Controller”
input_driver = “udev”
input_b_btn = “14”
input_y_btn = “12”
input_select_btn = “0”
input_start_btn = “3”
input_up_btn = “4”
input_down_btn = “6”
input_left_btn = “7”
input_right_btn = “5”
input_a_btn = “13”
input_x_btn = “15”
input_l_btn = “10”
input_r_btn = “11”
input_l2_btn = “8”
input_r2_btn = “9”
input_l3_btn = “1”
input_r3_btn = “2”
input_l_x_plus_axis = “+0”
input_l_x_minus_axis = “-0”
input_l_y_plus_axis = “+1”
input_l_y_minus_axis = “-1”
input_r_x_plus_axis = “+2”
input_r_x_minus_axis = “-2”
input_r_y_plus_axis = “+3”
input_r_y_minus_axis = “-3”
input_enable_hotkey_btn = “0”
input_exit_emulator_btn = “3”
input_menu_toggle_btn = “15”
input_load_state_btn = “10”
input_save_state_btn = “11”
input_reset_btn = “14”
input_state_slot_increase_btn = “5”
input_state_slot_decrease_btn = “7”input_device = “Sony PLAYSTATION(R)3 Controller”
input_driver = “udev”
input_r_y_plus_axis = “+3”
input_l3_btn = “1”
input_r_x_minus_axis = “-2”
input_r_btn = “9”
input_save_state_btn = “9”
input_l2_btn = “10”
input_start_btn = “3”
input_exit_emulator_btn = “3”
input_l_y_minus_axis = “-1”
input_l_btn = “8”
input_load_state_btn = “8”
input_up_btn = “4”
input_r_y_minus_axis = “-3”
input_a_btn = “14”
input_b_btn = “13”
input_reset_btn = “13”
input_down_btn = “6”
input_r2_btn = “11”
input_l_x_plus_axis = “+0”
input_l_y_plus_axis = “+1”
input_r3_btn = “2”
input_right_btn = “5”
input_state_slot_increase_btn = “5”
input_x_btn = “15”
input_menu_toggle_btn = “15”
input_select_btn = “0”
input_enable_hotkey_btn = “0”
input_l_x_minus_axis = “-0”
input_y_btn = “12”
input_left_btn = “7”
input_state_slot_decrease_btn = “7”
input_r_x_plus_axis = “+2”Thanks in advance for the help.
I’m a 30 plus guy having had a oric computer, zx Sinclair spectrum, amiga 500, nes, snes, n64 and all the playstation plus PC gaming and many an hour at the local arcade. The idea of the pi 2 retropie gaming where I can play all the retro games excities me. After watching many you tube vids I started set up the pi 2 all was going well until transferring the roms from my usb stick. I’ve put a few in the nes folder put back into the pi 2 but nothing is happening?
I have no exp in programming and would be very grateful if someone could point me in the right direction
Was doing it all last night went from being a kid before Xmas to a mood teen as nothing I try seem to work.
The usb stick I’m using is a 32gb sandisk ( cruzer blade )
Pi 2 with 3.2 retropie
A 8gb sandisk in the pi 2
Got my ps3 controller and keyboard workingIf anyone had the same problem or if anyone know what to do please can you help a game retro dreamer out thanxs
hello everyone,
I have an issue with the position of the screen ingame, the screen is on the bottom left of the TV. Before the position of the screen was on the middle.
The only thing i did is an update of the retroach package from source. It’s not a problem with the overscan (i tried a lot of different think), and i only have the problem ingame with the emulators based on retroarch (nes, snes, genesis), on mupen64plus it’s good.
I checked everything in the retroarch.cfg but nothing is different.
I try to find the solution for couple of hour without success, do you have an idea ?Thanks
I just fired up a retropie 3.2.1 build on a Raspberry Pi 2. I was trying to tweak the n64 emulator, so I changed the default emulator to something else (gliden64 I think).
Since then, the button configuration I globally configured via emulationstation (Xbox Gamepad userspace driver) do not work on the n64 ROMs. This includes the global hotkey to exit games. Also, none of the buttons on my Xbox 360 controller will allow me to go back into the menu to even change the emulator back to something else.
What do I need to do in order to fix the controller mappings?
Topic: N64 Mario Kart
Hello,
I’m just installed Retropie 3.2.1 and started Mario Kart, but the Menu is all a mess, however the text is fine, if I continue through the menus they are a mess, but the actual game runs fine.
Super Mario 64 is fine though.
I’m using Ir-Mupen64plus as the other can run the game.
Any advise would be great.
Hi guys, my sftp client didn’t upload the n64 config file properly and now i only have an empty file and no backup :( Could somebody please be so kind and post the content of the file? (it’s /opt/retropie/configs/n64/emulators.cfg)
Thanks a lot!Hello all,
I was wondering how do i get the ps3 analog sticks working with my ps1 games. They seem to work well with n64 games.
Thanks
MichaelTopic: Goldeneye Port
One thing that would make retropie awesome is a port of the N64 game Goldeneye. I think there would be a lot of support for this title and the N64 emulator is glitchy when I try to run it. Honestly I don’t really care too much about the rest of the N64 titles (maybe perfect dark is an exception). But to me it would make sense to offer goldeneye as a port like quake as I feel it was the most epic N64 game ever made.
Is there a way to emulate the analog input of the N64 controller using digital only controls? I’ve got a cabinet with ‘real’ arcade controls but they are all digital of course.
I’ve seen that there is an option in retroarch to emulate a digital pad with an analog joystick but I need it the other way around.
How do I achieve this?I’ve just finished my arcade cabinet using two Sanwa digital joysticks and about 20 arcade buttons. All inputs are wired into an iPac2 interface, which is connected to my RPI2 using USB.
At first I had the iPac in the default keyboard mode with the MAME layout.
Upon start emulation station asks me to configure the controls and everthing is setup the way I want it to be.
Everything seemed to work so far in advmame, snes and so on. However I was not able to use that setup using lr-fba-next which I wanted to use as an alternative for advmame.No matter what I tried, I was not able to configure the buttons or joysticks using the RetroArch configuration tool. No movement of the joystick or key press was detected.
Then I decided to use the ipac Windows config utility to configure each input as a joypad button, having 32 buttons now.
Again I was able to use emulation station to configure the controls and right from the start everything worked perfectly in Retroarch as well. All the buttons are detected and work as expected. I now also get on screen messages like “Ultimatic ipac… found”.
However I have no problems using the “gamepad” in advmame. Maybe 4-6 “buttons” (incl. joystick movements) work, for the rest there is no reaction. I tried reconfiguring the inputs using the TAB menu, but also this works not very well (not all buttons are recognized)…
Whats wrong?
Some questions:
* In which mode do you guys use the ipac controller? Keyboard or Joypad?
* If joypad: how do you configure advmame to use it?
* If keyboard: how to you configure retroarch to use it?
* Is there a way to emulate an analog stick using the digital joystick? e.g. for racing games on the N64
* Is there a way to use the “shift” behavior when using the ipac2 in gamepad mode?Thanks
Topic: Mupen64plus control problem
Hello, I just have a little problem with the controller on Mupen64plus, it does not work, I have been using the default emulator but doesn´t look okey at all, so I change it but this one doesn´t reconigze my control no even one single key, it´s there a posibility to solve that?
Topic: N64 "issue" not loading
Hey
I managed to get N64 games working, GoldenEye, Waveracer and Diddy Kong racing however they were at best very “laggy”. I had a look at the video and didn’t tweak too much but must have changed something important …as NOW
when I load a game I get 2 brief messages displayed, both alluding to the mupen64plus video Mode. See PDF attached.
if i do “press a button” (as described in image 1) it takes me to the config where i have 8 options Select video default for Mupen64plus (see image 2) ..on closing i get a message saying it is “powering on with HDMI” (picture 3…apologies for the bad quality this message is quick.)
After a pause it return to the EmulationStation N64 area.
I am no expert but i have clearly tweaked a video setting that it doesn’t like, although in fairness i don’t remember doing this. AS I say the N64 was laggy so i used Floob’s video to set up the Mupen64 path properly.
PI model: 2 B+
Retro Pie image: 3Any advice is as always welcomed.