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  • #90705
    likewhoa
    Participant

    Excuse my naiveté, what do you mean by “lsusb -v” may output info for me?

    I’ve watched and followed through that video. I’ve now manually input my binds into the /opt/retropie/configs/n64/InputAutoCfg.ini file as per my attached screen shot, separated by a line between 2 other preset controller configurations. I’ve enter the button mappings as per the RetroArch joystick configurations, meaning (DPad L = axis(-0)) as opposed to how I see some other pre-set configs using (DPad L = axis(5-).

    This has not resolved the issue. The emulator still won’t recognize the controller mappings properly.

    Thanks.

    #90702
    insearchofthe
    Participant

    Thanks for putting this together!

    I ran through the steps and everything works fine except PSX and N64 aren’t showing as options for me in the Emulation Station menu. Any idea how to fix this and get them to appear?

    EDIT: NVM My roms were .7z files. Extracted them and it showed up.

    #90700
    Borgar
    Participant

    I have this figured out. Now let me see if I can explain how I have set this up.

    First of all, the gamecon_gpio_rpi controller maps axis as follows: X/Y, RX/RY, HAT0X/HAT0Y confirmed by source code. This is simply the way joystick-axis are set up on Linux (again, confirmed by source). The d-pad buttons on the Playstation controller are emitted as a “fake” axis X/Y, and I’m guessing this is pretty standard so most games will detect the pad first.

    Linux treats all hats as axis by default so this is why jstest looks fine. But as far as I can see, the RetroArch udev driver treats all hats as buttons only. So that means these things are never going to work together.

    The workaround: Use the linuxraw driver instead!

    Here’s how I’ve set this up on my machine:

    Because I like different button-mappings for different emulators I created a basic file that simulates the SNES layout:

    input_device = "PSX controller"
    input_driver = "udev"
    input_a_btn = "1"
    input_b_btn = "2"
    input_x_btn = "0"
    input_y_btn = "3"
    input_select_btn = "8"
    input_start_btn = "9"
    input_up_axis = "-1"
    input_down_axis = "+1"
    input_left_axis = "-0"
    input_right_axis = "+0"
    input_l_btn = "6"
    input_r_btn = "7"
    input_l2_btn = "4"
    input_r2_btn = "5"
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"

    Along with some alternate-layout versions which are the same except for this bit:

    input_a_btn = "2"
    input_b_btn = "3"
    input_x_btn = "0"
    input_y_btn = "1"

    And so on… These are each put into separate directories like this:

    ~/joyconf/snes/PSXcontroller.cfg
    ~/joyconf/nes/PSXcontroller.cfg
    ...

    Then I modified /opt/retropie/configs/all/retroarch.cfg to use these (defaulting to SNES for no special reason):

    # use input auto-detection
    input_autodetect_enable = true
    
    # use SNES layout by default
    joypad_autoconfig_dir = /home/pi/joyconf/snes/
    
    # set controllers as joypads by default
    input_libretro_device_p1 = 1
    input_libretro_device_p2 = 1
    
    # ensure correct order
    input_player1_joypad_index = 0
    input_player2_joypad_index = 1

    In all other ways my retroarch.cfg file is the same as the original (some of these settings are unchanged but I include them because they are important).

    Then, for every system I want a different layout, I alter its specific config. So:

    /opt/retropie/configs/nes/retroarch.cfg

    … includes:

    joypad_autoconfig_dir = /home/pi/joyconf/nes/

    And then the PSX:

    Ensure that /opt/retropie/configs/all/retroarch-core-options.cfg has these settings:

    pcsx_rearmed_pad1type = "analog"
    pcsx_rearmed_pad2type = "analog"

    I recommend starting with calibrating the analog sticks using:

    # jcal -c /dev/input/js0

    And if you have a second controller:

    # jcal -c /dev/input/js1

    I don’t know if this is vital but it will avoid fine analog stick movements triggering button selections in the next step.

    Secondly, detect button config for each controller (most likely you can just use mine below):

    # /opt/retropie/emulators/retroarch/retroarch-joyconfig -j 0 -p 1 -d linuxraw

    And for the second one:

    # /opt/retropie/emulators/retroarch/retroarch-joyconfig -j 0 -p 1 -d linuxraw

    Save the output.

    Lastly, edit /opt/retropie/configs/psx/retroarch.cfg.

    Here, I prevent the auto-detection, which seemed to be causing retroarch to shift to the udev driver:

    # set controllers as joypads+analog
    input_libretro_device_p1 = 5
    input_libretro_device_p2 = 5
    
    # don't auto-detect
    input_autodetect_enable = false
    
    # use raw driver
    input_joypad_driver = linuxraw

    This then gets followed by the previously generated output from retroarch-joyconfig, and whatever extra hotkeys you might want.

    I have not gone through this for the N64, but I expect that to be something along similar lines (using linuxraw).

    I should mention that I had some problems that seem to have been caused by removing quotation marks. Using retroarch-joyconfig output as-is worked perfectly.

    So here is my full /opt/retropie/configs/psx/retroarch.cfg:

    # All settings made here will override the global settings for the current emulator core
    
    rewind_enable = false
    
    input_libretro_device_p1 = 5
    input_libretro_device_p2 = 5
    
    input_autodetect_enable = false
    input_joypad_driver = linuxraw
    
    input_player1_joypad_index = "0"
    input_player1_b_btn = "2"
    input_player1_y_btn = "3"
    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 = "1"
    input_player1_x_btn = "0"
    input_player1_l_btn = "6"
    input_player1_r_btn = "7"
    input_player1_l2_btn = "4"
    input_player1_r2_btn = "5"
    input_player1_l3_btn = "11"
    input_player1_r3_btn = "10"
    input_player1_l_x_plus_axis = "+4"
    input_player1_l_x_minus_axis = "-4"
    input_player1_l_y_plus_axis = "+5"
    input_player1_l_y_minus_axis = "-5"
    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_player2_joypad_index = "1"
    input_player2_b_btn = "2"
    input_player2_y_btn = "3"
    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 = "1"
    input_player2_x_btn = "0"
    input_player2_l_btn = "6"
    input_player2_r_btn = "7"
    input_player2_l2_btn = "4"
    input_player2_r2_btn = "5"
    input_player2_l3_btn = "11"
    input_player2_r3_btn = "10"
    input_player2_l_x_plus_axis = "+4"
    input_player2_l_x_minus_axis = "-4"
    input_player2_l_y_plus_axis = "+5"
    input_player2_l_y_minus_axis = "-5"
    input_player2_r_x_plus_axis = "+2"
    input_player2_r_x_minus_axis = "-2"
    input_player2_r_y_plus_axis = "+3"
    input_player2_r_y_minus_axis = "-3"
    
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"

    Done! Ape Escape is now playable.

    #90692
    likewhoa
    Participant

    I’ve switched the ROMs from the n64 to the n64mupen folder. I watched your video and want to add my controller’s mappings manually into the InputAutoCfg.ini file, but I’m not sure what to put for the name of the controller.

    The cfg file name is “MicrontekUSBJoystick.cfg”, but when I open the cfg file the first line reads

    input_device = “Microntek______________USB Joystick__________”

    with the underscores being spaces included. Would I just copy/paste exactly what’s within the quotations (spaces included) as the name into the InputAutocfg file?

    Thanks

    #90671
    Floob
    Member

    This may help you with the N64 issue

    #90664
    gizmo98
    Participant

    Don’t know. Can you tell me your screen resolution? You could also disable fullscreen and enable stretch under /opt/retropie/configs/n64/gles2n64.cfg.

    #90662
    likewhoa
    Participant

    I am using 2.6.0. I had them in the snes9x-retropie folder, moving them to the snes folder alleviated that control problem with snes. Thank you very much.

    However, the N64 controls issue still lingers. I have the roms in the retropie/roms/n64 folder. Should they be in the n64-mupen64plus folder instead?

    #90644
    herbfargus
    Member

    If you are using mupen64plus it has its own set of controls for exiting (I.e doesn’t support hotkeys rather you choose one unused key to be your exit button.) See this video:

    #90641
    fallersaur
    Participant

    Hello,

    I have an rpi2 with retropie 2.6. I just installed the experimental mupen64plus-testing and am having issues with games using the n64-gles2n64 directory. I have tried Super Mario 64 and Mario Kart 64 and so far both come up with only black screens but still have sound. Are there any settings I can modify in order to fix this issue? Thank you for your time.

    raycosantana
    Participant

    Hi

    I read on old post it cant but since RetroPie now supports the raspberry pi 2 and both have a ARM Cortex-A7 CPU Im wondering if it can run the lastest versions of RetroPie.

    Also have you thought of adding Dreamcast emulation to RetroPie? Dreamcast is a lot less demanding than the N64, the dreamcast is a pretty straightforward machine some of the games even ran over a modified version of Windows CE.

    #90625
    ceuse
    Participant

    …can you help me out again really quick.

    how can i change the actual controller order in mupen64plus.cfg

    i tried all kinds of combination and cant figure this out

    if i leave all to standart (mode2) my controllers i want to use get mappend to 1 and 3. how do i change the order?

    this is my sdl config config (i have 2 adapters that are named exactly the same, one for snes one for n64 controllers) :

    
    [Input-SDL-Control1]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 0
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = 0
    # SDL joystick name (or Keyboard)
    name = "HuiJia  USB GamePad"
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "100,100"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "20000,20000"
    # Digital button configuration mappings
    DPad R = "button(13)"
    DPad L = "button(15)"
    DPad D = "button(14)"
    DPad U = "button(12)"
    Start = "button(9)"
    Z Trig = "button(8)"
    B Button = "button(2)"
    A Button = "button(1)"
    C Button R = "axis(3-)"
    C Button L = "axis(3+)"
    C Button D = "axis(2+)"
    C Button U = "axis(2-)"
    R Trig = "button(7)"
    L Trig = "button(6)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [Input-SDL-Control2]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = 0
    # SDL joystick name (or Keyboard)
    name = "HuiJia  USB GamePad"
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "100,100"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "20000,20000"
    # Digital button configuration mappings
    DPad R = "button(29)"
    DPad L = "button(31)"
    DPad D = "button(30)"
    DPad U = "button(28)"
    Start = "button(25)"
    Z Trig = "button(24)"
    B Button = "button(18)"
    A Button = "button(17)"
    C Button R = "axis(7-)"
    C Button L = "axis(7+)"
    C Button D = "axis(6+)"
    C Button U = "axis(6-)"
    R Trig = "button(23)"
    L Trig = "button(22)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(4-,4+)"
    Y Axis = "axis(5-,5+)"
    
    [Input-SDL-Control3]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 2
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = 1
    # SDL joystick name (or Keyboard)
    name = "HuiJia  USB GamePad"
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "100,100"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "20000,20000"
    # Digital button configuration mappings
    DPad R = "button(13)"
    DPad L = "button(15)"
    DPad D = "button(14)"
    DPad U = "button(12)"
    Start = "button(9)"
    Z Trig = "button(8)"
    B Button = "button(2)"
    A Button = "button(1)"
    C Button R = "axis(3-)"
    C Button L = "axis(3+)"
    C Button D = "axis(2+)"
    C Button U = "axis(2-)"
    R Trig = "button(7)"
    L Trig = "button(6)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(0-,0+)"
    Y Axis = "axis(1-,1+)"
    
    [Input-SDL-Control4]
    
    # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
    version = 2
    # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
    mode = 0
    # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
    device = 1
    # SDL joystick name (or Keyboard)
    name = "HuiJia  USB GamePad"
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = True
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 2
    # If True, then mouse buttons may be used with this controller
    mouse = False
    # Scaling factor for mouse movements.  For X, Y axes.
    MouseSensitivity = "2.00,2.00"
    # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
    AnalogDeadzone = "100,100"
    # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
    AnalogPeak = "20000,20000"
    # Digital button configuration mappings
    DPad R = "button(29)"
    DPad L = "button(31)"
    DPad D = "button(30)"
    DPad U = "button(28)"
    Start = "button(25)"
    Z Trig = "button(24)"
    B Button = "button(18)"
    A Button = "button(17)"
    C Button R = "axis(7-)"
    C Button L = "axis(7+)"
    C Button D = "axis(6+)"
    C Button U = "axis(6-)"
    R Trig = "button(23)"
    L Trig = "button(22)"
    Mempak switch = "key(109)"
    Rumblepak switch = "key(114)"
    # Analog axis configuration mappings
    X Axis = "axis(4-,4+)"
    Y Axis = "axis(5-,5+)"
    
    #90602
    gizmo98
    Participant

    Not at the moment. Your are not the first one asking and i am also not really happy with the current situation:

    Mupen64plus (ricrpi branch)

    If we evaluated the best emus for pi2 and found a solution to setup game specific emulators there will be only one rom folder per system.

    At the moment i try to add some rice neon speed improvements. So no time to fiddle around with config scripts ;-)

    #90601
    greetingkunt
    Participant

    That worked but I’m having one more issue , I cant seem to exit n64 games using the hotkeys start and select , they work ok with psx and the pre installed games

    #90599
    ceuse
    Participant

    Works quite well.
    But is there a way to keep only one n64 in emulationstation?
    if i put Zelda in a other folder N64 shows up 2 times

    likewhoa
    Participant

    Hello,

    It appears many people are having similar problems as myself. I’m a new user to RPi (I have the RPi2) + RetroPie. I’ve loaded and updated RetroPie just fine. I’ve gone through both of Floob’s Youtube Videos on how to configure a USB Controller, I’ve done the auto-config, I’ve manually double checked the controls are mapped fine in the retroarch config and I’ve manually set em in the SNES files, I’ve confirmed that the SNES emulator is set to automatically use the main RetroArch configurations as well. Sega Masterdrive works fine, but SNES and N64 emulators will not properly load the controls and the button mappings (for everything BUT the directionals/joysticks) are completely jumbled and the R2 button actually does the Reset command (which should take 2 buttons.)

    I’ve read through several dozen other threads, some people getting results, others not, and no solution has worked for me. I’m trying to set up a Sabrent 12 button controller. aka “MicrontekUSBJoystick” in the config file, but I’ve also had the same exact issue when I re-ran all the setups with my Wired XBox360 Controller.

    There is nothing I can find in any of the config files, in RetroArch or in either of the emulators, that shows the mappings of the buttons as they actually function within the games themselves. (Maneuvering ES’s menu with the controller works just fine, as does like I said, in Masterdrive).

    I will gladly provide any information that would be useful. Any help would be appreciated.

    Thank you.

    greetingkunt
    Participant

    Ive only tried n64 , psx and kodi but none of them fill my tv screen, I have a black border all round , I can play around with kodi settings and make it slightly better but still not right

    #90534

    In reply to: Strange N64 issue

    ceuse
    Participant

    try to remove all roms except n64. If it still happens im out of ideas.

    #90528
    loegare
    Participant

    [quote=90295]Same procedure as every day… ;-)

    -Close emulationstation with F4
    -Type:

    cd RetroPie-Setup
    sudo git pull
    sudo ./retropie_setup.sh

    Select experimental packages
    Select Mupen64plus-testing

    It will not compile atm. Mupen64plus-core is broken but a fix is already on the way.
    [/quote]

    so i did that today, and it came through flagged as completed, but when i rebooted the Pi i couldnt find it on the emulation station dashboard. what step did i miss?

    Volans
    Participant

    Hi everybody :)

    I used the latest SD card image (01/22/2015) to setup RetroPie on my Raspberry Pi 2. After I changed the /boot/config.txt for fixing the sound and fullscreen on my HDTV, I wanted to use shader for SNES games. So I checked/uncommented:

    video_shader_enable = true
    video_shader_dir = /opt/retropie/emulators/retroarch/shader/
    input_shader_next = m
    input_shader_prev = n

    But “m” and “n” don’t do anyting when the emulator runs. :/
    So I wanted to open RGUI and switch the shaders there.

    input_menu_toggle = F1

    But “F1” doesn’t work either. Then I wanted to exit the emulator with escape and that was working.. for the first time. When I tried another game, later even exiting via escape didn’t work. I’m using wireless XBOX360 controllers and mapped button 6 (select) for exit the emulator:

    input_exit_emulator_btn = “6”

    ..the same problem here. Sometimes it works, sometimes not.

    I read every thread related to those problems but I couldn’t find a solution. :(

    The keyboard works. If I switch to console, I see the Ms and Ns I typed for swithing the shaders. ;) “input_enable_hotkey” is only in one line with “nul“.

    I would appreciate every help. :)

    PS.:

    If I would install RetroPie on Raspian via installscript from source, would this fix the black screen issue in Super Mario Kart 64 Multiplayer?^^

    N64 – Two Player

    #90507
    ceuse
    Participant

    i allways get a error : no such file or dictenory (N64-gles2rice) gotta recompile the test package agian i suppose.

    the message is : failed to find mupen64plus core libary

    also : where do mupen64plus keep the save files? directly inside the rom? or is there a special folder for them
    recompiling solved those issues and yes it is saved inside the rom it seems. will post again if i notice more bugs (inside the menue the avatar is still buggy though i can see allready)

    #90503

    In reply to: Strange N64 issue

    kitus72
    Participant

    I see. Thx for the info and your time

    It seems not the problem. I have 25 emulators running ok for now, I put ROMs to the 26th emu (TurboGrafx 16) and rules ok.

    My problem its only (for now) with N64…

    I Continue investigating :(

    #90485
    clone206
    Participant

    Technically it’s one emulator with 2 different plugins but I know what you mean. I envision some way to add into the main mupen64plus config file a list of roms and which plugin each uses.

    #90478
    juicebag85
    Participant

    Is there any way to put those emulators together? I haven’t tried them yet, but I’m not quite satisfied with the thought that I have two N64 Emulators in my Emulationstation just to start different games. It’s just not so pretty if you know what I mean. :D

    #90471
    gizmo98
    Participant

    N64-gles2rice. But it runs a little bit choppy.

    #90465
    gizmo98
    Participant

    To confuse you a little bit more. If you install mupen64plus-testing there will be five rom dirs:
    n64: mupen64plus-libretro
    n64-mupen64plus: mupen64plus standalone rpi fork (rice or gles2n64 video plugin)
    n64-gles2n64: mupen64plus standalone vanilla (gles2n64 video plugin)
    n64-gles2rice: mupen64plus standalone vanilla (vanilla rice video plugin)
    n64-glide64mk2: mupen64plus standalone vanilla (vanilla glide64 video plugin)

    #90442
    leftresponse
    Participant

    [quote=89960]

    <div class=”d4p-bbt-quote-title”>leftresponse wrote:</div>
    Signed up to WordPress to say thanks for spending time on this, it saved me a job.

    I’m working my way through the scripts now on a Raspberry Pi B, its grabbing all the emulators now so will let you know if I have any issues.

    If you don’t hear back from me, assume this guy is a hero.

    I assume everything went well?
    [/quote]

    Everything went well, very good script. For some reason I still had to manually clear the controller settings from megadrive/sega32x and segacd retroarch.cfg files. I use an xbox360 controller, and the values for the inputs were still sat there overriding my controller.

    If I could make a suggestion? Amend your scipt to auto set the shaders to “true”. Possibly even default the shader to the h2qx shader or something pretty. Personally I just think that looks the best.

    All in all, great work.

    Couple of questions,
    1. Is there a fix for some of the games showing blurry on N64? This looks to be an issue with emulator playing roms with .z64 extentions.

    2. Is there a way to reduce the controller input lag? Seems to be half a second to a second for me.

    #90428
    minipax
    Participant

    I’m using two NES controllers via CB, and planning to use two usb SNES and two wired xbox 360’s depending on what emulator I’m using (and maybe some usb N64 in the future).

    Currently I’m looking into this post to make the mess work, if it’s even possible.

    edit: short answer is yes, as long as you don’t mind figuring out which controller is where etc.

    xbenblasterx
    Participant

    Hey there Petrockblock community!

    After scouring previous forum posts, I though the best way to seek an answer may be to make one of my own! I’ve recently gotten a Raspberry Pi 2 It’s my first one.

    Thus far I’ve managed to get retro-pie working fine, with some exceptions.

    Firstly I’d really like to play PS1 games. I’ve used the PSX emulator on my PC in the past, I’ve copied the ROMS across to my pie and even moved over the BIOS file, yet no option appears of Playsation 1 in emulation station, no doubt I’m being incredibly dense and there’s something simple I’ve missed, but:

    How do I make PS1 games appear in emulation station?

    The second issue I’ve encountered is with the controller I’m using, I’ve got a Dual shock 4 connected via USB and all the buttons and d-pad have been mapped fine, however no matter how many times I try I seem unable to use the analog sticks in N64 games an the share ware games.

    There is some movement in the analog sticks, bu their certainly not mapped correctly. I followed the instructions as listed in the guide here https://supernintendopi.wordpress.com but to no avail!

    How to I correctly map the analog sticks?

    Any answers would be awesome! I really appreciate it guys.
    cheers
    xbenblasterx

    #90419

    In reply to: Strange N64 issue

    ceuse
    Participant

    i had some similar issues. as soon as i added a 12th emulator to the startscreen(by placing a rom inside the folder) emulationstation frooze on startup. try to remove one system and it should work again. WHy this happens though is beond me (i myself removed my atari2600 roms to make place for n64 roms)

    keep me updated when you find a way around this (i couldt find one. it happend for me with both pi 1b and now Pi 2, so the only answer i get : “not enough memory” cant be the problem (imo))

    #90417
    ceuse
    Participant

    Still some glitches though (fire not showing. start menue messed up).
    im having the roms in the mupen64plus folder. gonna try to change them around abit and report back (or is this normal)

    edit : the comandline states im running it with Rice 2.0.0 though.. strange stuff

    boomgreen87
    Participant

    So I am still new to RetroPie as well as the Raspberry Pi and I need help with a number of issues.

    1. How can I connect a PS3 controller as a secondary controller for when I want to play with someone else? (I am using a wireless Xbox 360 controller as my primary.)

    2. I’m having issues in many ROMS where the D-pad will not work properly in the menus. Is this an error in the ROM or is it fixable?

    3. None of the N64 ROMS work. Is there some way to get them to work?

    4. Some of the ROMS sounds are awful. Is there a way of fixing this or is it the ROM itself?

    5. When I exit a ROM, none of the buttons on my controller work unless I restart Emulation Station and re-calibrate my controller.

    6. When I start an emulation, it says that a bunch of ports are connected to my Xbox controller. I am assuming that this is because I calibrated my controller with RetroArch numerous times because I had messed up. How can I fix this? (Pictures that may help are attached)

    Please help! And if you could explain as simply as possible, that would be great! A video tutorial would be perfect!

    Thanks in advance!

    #90394
    gizmo98
    Participant
    #90385
    ceuse
    Participant

    [quote=90380] @texasliberal: Exactly!

    @all: mupen64plus-testing should build again.
    [/quote]

    Great work as allways :-) is it possible to use savestates now aswell? mine allways crashes when i try to load a state.

    #90380
    gizmo98
    Participant

    @texasliberal: Exactly!

    @all: mupen64plus-testing should build again.

    kitus72
    Participant

    Hi to all!

    When I put a N64 ROM (every emu tried), system freezes…

    Sometimes can´t start emulationstation,
    sometimes starts, but freezes when I select any emu…

    Can anybody help?
    thx!!!

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