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  • zmokkie
    Participant

    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 help

    #110464

    In reply to: GlideN64 Plugin

    epe9686518
    Participant

    Just a heads up, you don’t want to use Glide for best performance in MK64. Gles2N64 is actually the plugin you want to use. It runs at full speed, even in 4 player split screen. And has no visual errors. Glide works pretty well, but has some slowdown, and also some sound issues.

    HoustoneD
    Participant

    I 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-System

    it 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!

    Omnija
    Participant

    overclocking or not n64 isn’t optimized well for the rpi2. Overclocking for the psx i did see improved smoothness with high effect games such as twisted metal splitscreen and others.

    zmokkie
    Participant

    Thanks for your answer. But you think overclocking is nescessary to run n64 and psx games?

    HoustoneD
    Participant

    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 = f11

    And 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.

    Anonymous
    Inactive

    And as far as optimizing the emus, I have no clue, I haven’t had any issues with any of my games except for some n64 games, but I don’t believe there’s anything i can do about that, I too have not done memory split

    jerseywavesurfer
    Participant

    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 working

    If anyone had the same problem or if anyone know what to do please can you help a game retro dreamer out thanxs

    herbfargus
    Member

    There are now options for multipress hotkeys with mupen64plus

    An example is in the wiki:

    https://github.com/RetroPie/RetroPie-Setup/wiki/Nintendo-64#example-mupen64pluscfg

    digdug2029
    Participant

    I was able to eventually figure this out on my own. Maybe someone else will find this useful, so I’ll go through everything I went through to figure this out. I’m sure I could have made it easier on myself, but online searches kept pointing me to information that was outdated. Anyways, here you go:

    First off, I previously tried screwing around with /opt/retropie/configs/n64/retroarch.cfg. Thankfully I had a backup and just restored it to the original. Secondly, I hooked up a keyboard and regained the ability to at least choose the n64 default emulator and specific choices for individual ROMs. So from there I found a n64 compatibility list and started selecting emulators from that sheet.

    If I had a game based on lr-mupen64plus (Libretto? I think it’s called sometimes), I started a game with that emulator choice and was able to pull up an on-screen menu via F1 on my keyboard to do a custom mapping for my Xbox 360 controller.

    However, most of the other games I was trying used mupen64plus, and either there is no onscreen menu to do the mapping or I can’t find one. Either way, I had to edit the /opt/retropie/configs/n64/mupen64plus.cfg file to make the specific mappings for my controller work.

    To even know what the mappings were I had to plug in a keyboard, exit emulationstation and run the following command: jstest /dev/input/js0. It brough up text listing axis and buttons for the controller. I pressed every button, one at a time, watched what values changed for 0, and then made a notation. This is what I came up with for my Xbox 360 controller connected wirelessly to a 3rd party USB to wireless adapter (YMMV of course):

    L Analog up:          axis -1
    L Analog down       axis +1
    L Analog left          axis -0
    L Analog right       axis +0
    
    R Analog up          axis -3
    R Analog down     axis +3
    R Analog left          axis -2
    R Analog right        axis +2
    
    Digital up               axis -5
    Digital down          axis +5
    Digital left               axis -4
    Digital right             axis +4
    
    Select    button 8
    Start       button 9
    Xbox button     button 10
    
    A          button 0
    B          button 1
    X          button 2
    Y          button 3
    
    L trigger          button 6
    R trigger          button 7
    L shoulder button     button 4
    R shoulder button     button 5

    I then modified the mupen64plus.cfg file and looked for the [Input-SDL-Control1] section to modify the settings for the controller. In that section I HAD TO set mode = 0 (fully manual), otherwise it would just revert my custom mapping. Right under the # Digital button configuration mappings section is where I put in the customizations. Obviously these are my preferences but maybe this will be an example for someone:

    # Digital button configuration mappings
    DPad R = "hat(0 Right)"
    DPad L = "hat(0 Left)"
    DPad D = "hat(0 Down)"
    DPad U = "hat(0 Up)"
    Start = "button(9)"
    Z Trig = "button(5)"
    B Button = "button(1)"
    A Button = "button(0)"
    C Button R = "axis(2+)"
    C Button L = "axis(2-)"
    C Button D = "axis(3+)"
    C Button U = "axis(3-)"
    R Trig = "button(7)"
    L Trig = "button(6)"

    Lastly, it bothered me like crazy that there wasn’t a hotkey for me to exit the mupen64plus emulator from my controller. Since I did the hard work earlier to understand the configuration of every button and stick on my Xbox 360 controller, I just had to pick a single button for the hotkey (I believe that key combinations for mupen64plus are not allowed, but maybe I’m wrong). I decided to use the Xbox button, which for my controller was button 10. From looking online, I had list the joystick number. Since it tested as js0, then it’s joystick 0, or J0 for the parameter, and B10 for “button 10”. I modified the following area to allow the hotkey:
    Joy Mapping Stop = "J0B10"

    Frustrations with the controller on mupen64plus are now over! Hope this helped someone other than myself.

    #109927
    edak
    Participant

    Cyborguk, if you still have sound issues you might be using an analog headphone output instead of HDMI sound? If so then in the mupen64plus config file you need to change the output port to 0.the setting is near the top of the file.

    I have Mario kart running well on my arcade system, not 100% but very close. Here is a picture of my cab.

    #109900

    In reply to: N64 Mario Kart

    gizmo98
    Participant

    I don’t know if mupen64plus “standalone” supports zip files. Please unzip file and report again.

    #109824

    In reply to: remove user history

    chito
    Participant

    Ive googled for this but cant seem to find any answers…
    what does content_history.lpl do?
    and looking inside gamelist.xml there is a playcount and lastplayed node, do i just need to remove them?
    what about emulators that save data like n64, where can i clean that?

    i can easily use regex to remove the nodes from the gamelist.xml but is there a scritp or something that does all this?

    knight2087
    Participant

    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

    #109765

    In reply to: Pi replacement??

    epe9686518
    Participant

    [quote=109579]Too expensive for too little, IMO. Sure it’s nice and the form factor is small, but it’s barely less expensive than some of the lower end Intel NUC models.

    While a unit like this might be powerful enough to emulate just about everything up through the Dreamcast, the price point doesn’t justify what amounts to the ability to play a few more N64 games. PSX is almost 100% solid on the RPi 2, and this thing is not remotely powerful enough to emulate any/many PS2 or GCN games, so you end up paying $60 USD for a minor increase in the overall supported games list.

    Not trying to rain on anyone’s parade. If you like this then by all means, back it – the more maker boards out there, the more makers and the more community we have, I just personally don’t see the benefits here.

    IMO a better option would be for RetroPie to add support for something like the Odroid C1+. This is a Quad-Core 1.5ghz ARMv7 board with the exact RPi form factor and a Mali 450 graphics chip (which is probably at least on part with VC IV, if not better).

    In fact, I’ve been thinking about getting one of these just to see if I could hack RetroPie into working on it. I can’t see it being that difficult to accomplish – mostly I’d just need to alter Retropie’s boot config to load the Mali 450 module instead of Videocore IV.

    [/quote]

    I think your vastly under-estimating the power of this device… This wouldn’t simply allow us to play a “slight number” of new games… It would vastly increase the number of games we could play by 1000s… This would be able to run a modern version of MAME at full speed on most of those games, that alone would add a quite a few 1000 more games that we could now play that we weren’t able to before…

    And yes the PSX emulation on PI is pretty much 100% full speed….. At low resolution with no advanced filtering or FSAA…Using this, you should be able to now run them at 720p or 1080p with high levels of FSAA and AF filtering that makes a massive difference in the level of detail of the games. You could also do this for N64, so not only would pretty much all N64 games run on this now at full speed, but you could again run them in much higher resolution and add the advance filtering to the games which greatly improves the graphics… So your not only adding more compatibility with games, you are greatly improving the look of the games too… So basically you wouldn’t just be getting access to more games with this, a lot more, those games would be at a much better level of quality too… For what comes down to a small overall increase in money…

    We will never have a better bang for your buck than the Raspberry Pi, that is for sure. The amount of performance you get out of the Pi2 vs the price will probably be unbeatable.. That being said, a lot of us would love more games, at better quality going forward, and devices like UP are all possible options.

    The one I supported and am looking forward to testing very soon is MagicStick.

    This device, which will hopefully start shipping to backers in Dec, features a quad-core Intel Cherry Trail Z8300 Processor at 2.4GHz, 16 core Intel GPU, 8 GB of ram etc….This is basically quite a good PC in something roughly the size of the Pi. This not only has enough power and ram to run pretty much every emulator out there, at high resolutions with full filters and advanced effects… It also will be able to run a wide rage of PC games and PC apps as well as Android games…

    Now the retail price is going to be $399 when its released, which is high, but again this is a full PC in something the size of a credit card…For those of us looking for better emulator support and performance but in a small form factor that is very portable this is quite exciting…I backed this and got one for $250 which I think is an incredible price for this device… I would like to see it retail around there to $300 range but maybe down the road…I am going to be running a lot of tests on this going forward to see what is possible on it.. Having full emulation of every system out there as well as a full desktop PC, complete with all apps and games, would be quite amazing!

    digdug2029
    Participant

    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?

    #109726

    In reply to: N64 Mario Kart

    herbfargus
    Member

    Update your setup script and reinstall mupen64plus binaries.

    See this page for updating:

    https://github.com/RetroPie/RetroPie-Setup/wiki/Updating-RetroPie

    And this page for info about the runcommand menu:

    https://github.com/RetroPie/RetroPie-Setup/wiki/runcommand

    #109692

    In reply to: N64 Mario Kart

    rdhanded2
    Participant

    when you are in front of it try Use gles2n64. I don’t use n64 yet because of such bad playability but that is how you choose the emulator for each system.

    #109691

    In reply to: N64 Mario Kart

    g0nz0uk
    Participant

    I’m not in front of it as of now, but you mean that blue config menu I think. There are 4 emulators, I think the first one is the default one called ir-mupen64, if I try the others (rice etc) it says it can’t run the rom.

    #109681

    In reply to: N64 Mario Kart

    herbfargus
    Member

    Use gles2n64: you won’t get satisfactory results with libretro

    #109679
    g0nz0uk
    Participant

    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.

    #109579

    In reply to: Pi replacement??

    illuminerdi
    Participant

    Too expensive for too little, IMO. Sure it’s nice and the form factor is small, but it’s barely less expensive than some of the lower end Intel NUC models.

    While a unit like this might be powerful enough to emulate just about everything up through the Dreamcast, the price point doesn’t justify what amounts to the ability to play a few more N64 games. PSX is almost 100% solid on the RPi 2, and this thing is not remotely powerful enough to emulate any/many PS2 or GCN games, so you end up paying $60 USD for a minor increase in the overall supported games list.

    Not trying to rain on anyone’s parade. If you like this then by all means, back it – the more maker boards out there, the more makers and the more community we have, I just personally don’t see the benefits here.

    IMO a better option would be for RetroPie to add support for something like the Odroid C1+. This is a Quad-Core 1.5ghz ARMv7 board with the exact RPi form factor and a Mali 450 graphics chip (which is probably at least on part with VC IV, if not better).

    In fact, I’ve been thinking about getting one of these just to see if I could hack RetroPie into working on it. I can’t see it being that difficult to accomplish – mostly I’d just need to alter Retropie’s boot config to load the Mali 450 module instead of Videocore IV.

    supermario
    Participant

    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!

    #109509

    In reply to: Goldeneye Port

    MRKane
    Participant

    There were a couple of half-baked mods in Quake and the original Half-Life (for the Dreamcast of all things) and while the guys over at ShootersForever have come a long way understanding what’s going on with the game I really doubt there’ll ever be a port as such. Given the nature of N64 hardware emulation for it is likely to say in the “just good enough” bracket also – but goldeneye does run on the Pi 2 and a custom control scheme makes it very playable!

    michaelc1985
    Participant

    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
    Michael

    #109450

    In reply to: My Pitendo

    srfrboybob
    Participant

    I did see your n64 and I really like how you used the hdmi adapter. I was lucky in how it all worked out in the end but I wanted to make the game holder still functional looking (and be able to use the spring up action/remove game) so I was limited to the Pi positions. I almost 180 it but I really did not want to ruin the original look so I was forced with how I placed it. With that position I had to buy and return parts several times and got lucky. If you have a chance look at Datapro.net. I purchased my usb power pin thru (see pic) and they have a lot of great adapters for custom builds.

    #109442
    johnnyb4
    Participant

    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.

    #109385
    daubsi
    Participant

    Hi, so you guys are playing N64 games using analog inputs using the iPac arcade2keyboard converter?

    I’m using the iPac in Gamepad mode because of issues with FBA. Can someone show me how to “emulate” the analog inputs please?

    daubsi
    Participant

    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?

    #109364
    zogzoghakita
    Participant

    Did anyone found a way to load state with Mupen64plus ?

    Emulator also crashes on my side (Retropie 3.1) when trying to load state (by pressing F7 for instance)

    daubsi
    Participant

    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

    #109262
    herbfargus
    Member

    See this page for information on controller configs for the non libretro mupen64-plus

    https://github.com/RetroPie/RetroPie-Setup/wiki/Nintendo-64

    Anonymous
    Inactive

    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?

    #109189
    gizmo98
    Participant

    I would update retropie. RetroPie 3.2.1 has more mupen64plus options and a better video plugin.

    #109179
    slighty
    Participant

    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: 3

    Any advice is as always welcomed.

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