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  • #84935
    kamesan
    Participant

    hey everyone I am a windows user, to start off. I am new to Linux and especially raspberry pi. just got my RPI and that was a big learning experience lol. I am also having this problem with the n64 emulator and was wondering if there were any other bandaids? could not access Xbox’s ftp anymore it seems and I don’t know how to really navigate the Linux command interface to find the system files.

    #84845
    downup
    Participant

    So i found this file in winSCP
    /opt/retropie/emulators/mupen64plus-rpi/source/mupen64plus-input-sdl/data

    InputAutoCfg.ini

    Looks like this. Tried to change a few accourding to the right one (retroarchconfig) Can’t get it to work like i want it.

    [IMG]http://i60.tinypic.com/9h6na0.png[/IMG]
    (right-click and open alone)
    Looks easy
    Start = button(7)
    Should just change this to
    Start = button(9)

    Save and reboot.. When i load Mario 64 is “button 7” still start button. What am i doing wrong? Is the file not edited on The sd card when i open and edit inside WinSPC?

    thanks

    downup
    Participant

    Feels alll wrong when i play Mario 64.

    Question

    Where is the config-file where i can change the mapping?

    If any kind soul out there that can help me with this

    [IMG]http://i59.tinypic.com/w9xv5u.png[/IMG]

    Help thanks :)

    #84476

    In reply to: Mupen64Plus missing?

    petrockblog
    Keymaster

    it was an experimental module when the last binaries archive was created, you will need to build it manually from source.

    from a commandline/console you can build individual packages using “retropie_packages”

    in this case run

    sudo ./retropie_packages.sh mupen64plus

    (Note it could take sometime to build)

    matsmith
    Participant

    Just got sorted with RetroPie yesterday after having to reinstall it from scratch due to controllers not working.

    I’ve just tried to load a few ROMs onto the pi. PSX working fine. SNES fine. But there’s no folder for Mupen64Plus. Is the N64 emulator missing from my device? Can I install it on it’s own?

    Help!

    #84434
    proxycell
    Participant

    Pi + SD Card:
    =====
    you may want to consider getting a larger SD card. are you getting the B+ model? everyone would recommend that you get the B+ model over the B these days for this project. the B+ model uses microSD by the way

    i think after i installed and updated everything to the way I like it, things were over 5GB already. after adding in the No-Intro romsets (not including N64 and PSX). I’m now sitting pretty at around 31GB. That will likely increase as I add in more and more games from systems like TurboCD, SegaCD, N64 and PSX, images for the gamelist and even the atari 2600 lol…

    This system can certainly play more systems and the base install will likely only increase over time too.

    You are right on the money with the faster read speeds though. Do not even worry about write speeds all that much.
    =====

    “charger”:
    =====
    oh gosh, you NEED to buy a power adapter for your pi. it will consume too much power for your computer’s USB port to handle. get one that says it is 2A.

    As for that “charger”. I would ignore it for now… I have contacted the seller to ask if they offer one with the power adapter combined and even then I want to make sure it MATCHES the specs of other commonly used B+ power adapters. Electrical components are not something you want to cheap out on, they can burn your house down while you sleep or cause serious electrical injuries to you or even the Pi.

    FYI – the B+ pi has a more reliable power supply with a lower current draw, thats why its often recommended, especially for such demanding projects like this one
    =====

    controllers:
    =====
    I have no experience with these but I hear nothing but great things about their quality. I personally use a PS3-style USB wireless controller from Logitech (the F710 model). I prefer using the analogue sticks for fighting games.

    Setting up your controllers may be more challenging than mine but I do know from reading other people’s posts here that they do work.
    =====

    heatsinks:
    =====
    Yes! Due to the nature of emulating, you will basically NEED to overclock your Pi. Do not worry, its easy. As a result, you will NEED heatsinks. I have two, a copper one for the CPU and a smaller aluminum one for the RAM.
    =====

    #84307

    In reply to: Controller Chaos!

    klaxx
    Participant

    Because they done have anything listed for the sega. I didn’t see a C or Z key. Also for the N64 I didnt see a Z or any of the C’s

    #84294

    In reply to: Controller Chaos!

    klaxx
    Participant

    Ok I am working on the scripting now and I think I figured out what I need to do. Now the only thing is I can’t use the retro arch auto config for the Sega Retro Link and the N64 Retro Link controllers. So how would I go about doing that?

    #84228

    In reply to: Controller Chaos!

    klaxx
    Participant

    Well I have 2 NES USB controllers which are different manufactures and have different programming. Then I have 2 Retro Link Sega, 2 Retro Link SNES, and 2 Retro Link N64. For example would it be possible to create those files in that directory for each controller then tell the /opt/retropie/configs/snes/retroarch.cfg to use say SNESUSBPlayer1.cfg and SNESUSBPlayer2.cfg

    Also, when I plug a controller in, does it pick it up automatically and store it with some name?

    klaxx
    Participant

    Hello all,
    I would like to start off saying the concept of this retropie is amazing!
    However, I am having a rough time with the controller setups and I had a few questions. Here is my idea and you can tell me if it is possible. I wanted to make this retropie use retrolink usb NES, SEGA, SNES, and N64 controllers. I was going to do 2 each. Now when I was messing with the controllers, I guess it uses the retroarch file? This file seems to be global? Is there a way to have each of these controllers just for their respective system? Also, is it possible to get a powered USB hub and attach it? (Assuming that the RPIE doesn’t have enough juice to run all the extra ports without it)

    #84182
    edtrud
    Participant

    I just read on a forum that inputautoconfig.cfg is not the same as mupen64plus.cfg?
    is this correct?

    edtrud
    Participant

    Hello, first off i am kind of new to retropie. I installed it a couple days ago and i have been figuring everything out slowly. I used to have an issue were the rom load sequence would start but then it would kick me back into the ES gui. I was able to fix that with using an older verion of libmupen64plus.so.2.0.0 But now when the rom loads I cannot use the joystick. Maybe its just that i am doing something wrong or just misinformed. I have read alot of the forums and on the code.google’s site of mupen64plus. Everything there is kind of said vaguely and in a general sense and nothing specific.

    My current dilemma is that I bought a USB controller from Walmart (Local store) mostly because I didnt want to wait for shipping if i were to buy a n64 controller because of the holidays and such. So i was able to configure the controller with ES and i can navigate through the gui and play some of the pre-installed roms, but my controller doesnt work in the mupen64plus environment. I get a error code in the loading sequence: Input Error: No auto-config found for joystick named ‘My-POWER CO.,LTD. 21n2 USB Joystick’ in InputAutoConfig

    So from there i located the file for inputautoconfig and i tried renaming the controller to the above description but still got the same error message. So i am not sure if there is a way to configure it through mupen instead of inputting the information manually. I copied some controller configs just to test out and see if the controller would be recognized at all, but with no success.

    This is the config that I used. I removed i think it was SDL1 controller and pasted this in instead (I renamed the name to my My-POWER CO.,LTD. 21n2 USB Joystick.

    [My-POWER CO.,LTD. 21n2 USB Joystick]
    plugged = True
    plugin = 2
    mouse = False
    AnalogDeadzone = 4096,4096
    AnalogPeak = 32768,32768
    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(7)
    B Button = button(0)
    A Button = button(2)
    C Button R = axis(3+)
    C Button L = axis(3-)
    C Button D = axis(2+)
    C Button U = axis(2-)
    R Trig = button(6)
    L Trig = button(4)
    Mempak switch =
    Rumblepak switch =
    X Axis = axis(0-,0+)
    Y Axis = axis(1-,1+)
    

    Any help is appreciated!

    jimmyv93
    Participant

    Hi.

    So I managed to get Mario Kart 64 working smoothly on my Raspberry Pi (EmulationStation Mupen64Plus). Problem is, when I start up Mario Kart 64, it prompts me to “PUSH START BUTTON”. In the config file, it looks like that’d be Enter (key(“13”)) just the default that is, but nothing happens when I click it! Escape doesn’t take me away from Mario Kart 64 either, it’s like it doesn’t detect my keyboard at all!

    All my .cfg settings are default, except the video ones that are required to make Mupen64Plus work properly. My keyboard works fine in RetroPie elsewise.

    Anyone have any ideas?

    #83980

    In reply to: No emulators??

    predatorjk
    Participant

    Very Big help!! Thank you! One other question, Nes games were able to play no problem, what is the secrete to getting PS1 and N64 to work? what format do the roms need to be in?

    techlibrarian
    Participant

    SHORT VERSION: What is the easiest controller to set up and make work with the RPi B+?

    LONG VERSION:

    I’m planning on finding two controllers of the same type on Ebay once I decide.

    I’ve read some places that say that the analog sticks lasted longer on Dualshock 1 controllers (and I have a definite fear of analog sticks dying ever since terrible experiences with N64 controllers).

    But Dualshock 2 is supposed to have better R2 and L2 buttons (not sure if I care).

    With the DS1 or 2, I would use something like this: http://www.amazon.com/Dual-Controller-Adapter-Converter-Playstation-2/dp/B001AATQ0Y/ref=cm_cr_pr_product_top
    But I’m concerned with potential setup problems.

    Dualshock 3 is tempting, but I don’t know if I want to spend that much. I would go through USB at first, but would kind of like the option to upgrade to Bluetooth eventually. If this controller is a lot better than the others though (wireless aside) I would strongly consider it.

    Any opinions out there?

    #83943
    gizmo98
    Participant

    I cannot test now. You can try to run EmulationStation from X11. The binary can be found under /opt/retropie/supplementary/EmulationStation.

    I am only aware of three SDL2 applications now:
    EmulationStation, RetroArch (don’t know if SDL2 video driver can use shaders(GLES2)), mupen64plus.

    #83902
    ricrpi
    Participant

    mupen64plus throws an error on SDL_CreateWindow() in api/vidext_sdl2_compat.h when SDL2 is compiled with X11 support. Hopefully its just a flag/attribute issue.

    #83884
    gizmo98
    Participant

    Is there a issue with X11 or without X11? It should be possible to start X11 and mupen64plus from RetroPie with “xinit mupen64plus %rom%”.

    #83875
    ricrpi
    Participant

    On friday my testing of mupen64plus with SDL and X11 failed. I have updated the build script though as I think it is a core related issue that I am looking into.

    Mupen64plus will compile and work if you build without X11 support but it would break retroPi as the script will require one to update the SDL library (it will then be missing X11 support).

    Within the build script there is some commented out commands in the SDL section that would statically link SDL into mupen64plus (near line 285, look for SDL_CFLAGS=…). I have not tested the binaries though.

    #83850
    sbr0309
    Participant


    @ricrpi
    Thanks again for all your work. It doesn’t look like you made it by Friday, near as I can tell from the github site. if you could post here again when things are ready to go to try to make it work through retropie, that would be great!

    A bit of back story: total noob here trying to put together a n64 emulator on a raspberry pi for my boyfriend for christmas since he’s getting all nostalgic about n64 games. I gave up on retropie (for now, perhaps) and currently waiting for just mupen64plus to install on my pi with wheezy. it’s been quite the wild ride!

    In the mean time, I’m not really sure what you mean by hacking the script. How would you do that?

    Thanks!

    koala33
    Participant

    Need some help and I am getting tired, so here goes. I am not sure if anyone has one of these or has tried to use one, but I am having some success with a minor set back.

    I am interested in getting NES, SNES, and Sega Genesis working (classic 3 button Genesis controller).

    I have the latest 2.3 installed correctly running on a revision B pi. I went through the initial retroarch controller setup with an SNES controller. Here is my layout.

    I have a 4 hub (NES, SNES, Sega, & N64 [do not plan on using N64]) that allows me to use all retro original controllers. That hub runs (via gamecube connector) to another hub (allow for 2 4 port hubs to be connected for 2 player games) which then runs to USB. Following me?

    Anyways, regardless of which controller I plug into the 4 port hub, they ALL register as a Huijia USB Gambepad. The SNES AND the NES both are using the same mapping buttons, so that works out really well. Since I initially set up retroarch gamepad in the beginning with the SNES, the NES (which has less buttons) also works perfectly.

    SNES Mappings:

    up 12
    down 14
    left 15
    right 13
    a1
    b2
    start 9
    select 7
    left up 4
    right up 5
    y3
    x0

    NES Mappings:

    b 2
    sel 7
    start 9
    u 12
    d 14
    l 15
    r 13
    a 1

    Sega is not working right though – I have not mapped out all of the buttons yet because I need to go to sleep, but what I do know is that C is registering as 0 and from what I can tell (playing Alladin) it is not working (C should throw apples I think). I believe A and B and working right – the D-pad and start works perfect.

    My question…

    Because each of the 3 controllers will ALWAYS register as the same type because of the hub, is there a way to fix the Sega?

    If not, I guess I am happy with NES and SNES, and I may try and enclose everything including the pi in some sort of 3D mold when I am all finished.

    Any help is appreciated!

    I have been through files and folders to try and edit, but again, all the controllers show as the same type.

    #83721
    Anonymous
    Inactive

    I’m having a similar issue with a new B+ and 2.3. I get:

    Core: Starting R4300 Emulator:Dynamic Recompiler
    Core: init new dynarec
    Core Status: Stepping emulation (x3)
    Core: R4300 emulator finished.
    Core: Stopping emulation at 2782
    Core Status: Rom cosed.
    /opt/retropie/supplementry/runcommand/runcommand.sh: line 23: 2532 Segmentation fault ./mupen64plus /home/pi/RetroPie/roms/n64/Diddy\ Kong\ Racing.v64

    #83700
    ricrpi
    Participant

    It was in the experimental section last time I checked.

    Retropie uses the script github.com/ricrpi/mupen64plus/build.sh. I’m currently in the process of updating it though but should be finished by friday. The script is not wholly compatible with Retropie at the moment. You could hack the script by removing –disable-video-x11 on line 37 to get it working before friday.

    recurzion
    Participant

    Hi there,

    I’m editing the mupen64plus.cfg file under ~/.config/mupen64plus/ and I can’t get the resolution to change (by changing ScreenWidth and ScreenHeight under [Video-General]). Also, Joy Mapping Stop isn’t working either. I set it equal to “j0b9” after confirming using jstest that the button I want is button 9 on joystick 0.

    Does anyone have any advice/input on this? My config file is below:

    
    # Mupen64Plus Configuration File
    # This file is automatically read and written by the Mupen64Plus Core library
    
    [Audio-OMX]
    
    # Mupen64Plus OMX Audio Plugin config parameter version number
    Version = 1
    # Frequency which is used if rom doesn't want to change it
    DEFAULT_FREQUENCY = 33600
    # Swaps left and right channels
    SWAP_CHANNELS = False
    # Audio output to go to (0) Analogue jack, (1) HDMI
    OUTPUT_PORT = 1
    # Audio Output Frequncy mode: 0 = Rom Frequency, 1 ROM Frequency if supported (HDMI only), 2 = Standard frequency < Rom Frequency, 3 = Standard frequency > Rom Frequency, [N] Force output frequency
    DEFAULT_MODE = 0
    
    [Core]
    
    # Mupen64Plus Core config parameter set version number.  Please don't change this version number.
    Version = 1.010000
    # Draw on-screen display if True, otherwise don't draw OSD
    OnScreenDisplay = True
    # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
    R4300Emulator = 2
    # Disable compiled jump commands in dynamic recompiler (should be set to False)
    NoCompiledJump = False
    # Disable 4MB expansion RAM pack. May be necessary for some games
    DisableExtraMem = False
    # Increment the save state slot after each save operation
    AutoStateSlotIncrement = False
    # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support
    EnableDebugger = False
    # Save state slot (0-9) to use when saving/loading the emulator state
    CurrentStateSlot = 0
    # Path to directory where screenshots are saved. If this is blank, the default value of ${UserConfigPath}/screenshot will be used
    ScreenshotPath = ""
    # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserConfigPath}/save will be used
    SaveStatePath = ""
    # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserConfigPath}/save will be used
    SaveSRAMPath = ""
    # Path to a directory to search when looking for shared data files
    SharedDataPath = ""
    # Scheduling policy. 0 for Standard (SCHED_OTHER), 1-99 RealTime FIFO policy with Priority of [N]
    Scheduler = 10
    
    [CoreEvents]
    
    # Mupen64Plus CoreEvents config parameter set version number.  Please don't change this version number.
    Version = 1
    # SDL keysym for stopping the emulator
    Kbd Mapping Stop = 27
    # SDL keysym for switching between fullscreen/windowed modes
    Kbd Mapping Fullscreen = 323
    # SDL keysym for saving the emulator state
    Kbd Mapping Save State = 286
    # SDL keysym for loading the emulator state
    Kbd Mapping Load State = 288
    # SDL keysym for advancing the save state slot
    Kbd Mapping Increment Slot = 0
    # SDL keysym for resetting the emulator
    Kbd Mapping Reset = 290
    # SDL keysym for slowing down the emulator
    Kbd Mapping Speed Down = 291
    # SDL keysym for speeding up the emulator
    Kbd Mapping Speed Up = 292
    # SDL keysym for taking a screenshot
    Kbd Mapping Screenshot = 293
    # SDL keysym for pausing the emulator
    Kbd Mapping Pause = 112
    # SDL keysym for muting/unmuting the sound
    Kbd Mapping Mute = 109
    # SDL keysym for increasing the volume
    Kbd Mapping Increase Volume = 93
    # SDL keysym for decreasing the volume
    Kbd Mapping Decrease Volume = 91
    # SDL keysym for temporarily going really fast
    Kbd Mapping Fast Forward = 102
    # SDL keysym for advancing by one frame when paused
    Kbd Mapping Frame Advance = 47
    # SDL keysym for pressing the game shark button
    Kbd Mapping Gameshark = 103
    # Joystick event string for stopping the emulator
    Joy Mapping Stop = "j0b9"
    # Joystick event string for switching between fullscreen/windowed modes
    Joy Mapping Fullscreen = ""
    # Joystick event string for saving the emulator state
    Joy Mapping Save State = ""
    # Joystick event string for loading the emulator state
    Joy Mapping Load State = ""
    # Joystick event string for advancing the save state slot
    Joy Mapping Increment Slot = ""
    # Joystick event string for taking a screenshot
    Joy Mapping Screenshot = ""
    # Joystick event string for pausing the emulator
    Joy Mapping Pause = ""
    # Joystick event string for muting/unmuting the sound
    Joy Mapping Mute = ""
    # Joystick event string for increasing the volume
    Joy Mapping Increase Volume = ""
    # Joystick event string for decreasing the volume
    Joy Mapping Decrease Volume = ""
    # Joystick event string for fast-forward
    Joy Mapping Fast Forward = ""
    # Joystick event string for pressing the game shark button
    Joy Mapping Gameshark = ""
    
    [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 = 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 = "Jess Technology Co., Ltd. 3 IN 1 Conversion-Box"
    # 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 = "4096,4096"
    # 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 = "32768,32768"
    # 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(8)"
    Z Trig = "button(10)"
    B Button = "button(5)"
    A Button = "button(2)"
    C Button R = "button(1)"
    C Button L = "button(3)"
    C Button D = "button(11)"
    C Button U = "button(0)"
    R Trig = "button(7)"
    L Trig = "button(6)"
    Mempak switch = ""
    Rumblepak switch = ""
    # 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 = -1
    # SDL joystick name (or Keyboard)
    name = ""
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = False
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 1
    # 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 = "4096,4096"
    # 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 = "32768,32768"
    # Digital button configuration mappings
    DPad R = ""
    DPad L = ""
    DPad D = ""
    DPad U = ""
    Start = ""
    Z Trig = ""
    B Button = ""
    A Button = ""
    C Button R = ""
    C Button L = ""
    C Button D = ""
    C Button U = ""
    R Trig = ""
    L Trig = ""
    Mempak switch = ""
    Rumblepak switch = ""
    # Analog axis configuration mappings
    X Axis = ""
    Y Axis = ""
    
    [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 = ""
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = False
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 1
    # 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 = "4096,4096"
    # 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 = "32768,32768"
    # Digital button configuration mappings
    DPad R = ""
    DPad L = ""
    DPad D = ""
    DPad U = ""
    Start = ""
    Z Trig = ""
    B Button = ""
    A Button = ""
    C Button R = ""
    C Button L = ""
    C Button D = ""
    C Button U = ""
    R Trig = ""
    L Trig = ""
    Mempak switch = ""
    Rumblepak switch = ""
    # Analog axis configuration mappings
    X Axis = ""
    Y Axis = ""
    
    [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 = 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 = ""
    # Specifies whether this controller is 'plugged in' to the simulated N64
    plugged = False
    # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
    plugin = 1
    # 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 = "4096,4096"
    # 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 = "32768,32768"
    # Digital button configuration mappings
    DPad R = ""
    DPad L = ""
    DPad D = ""
    DPad U = ""
    Start = ""
    Z Trig = ""
    B Button = ""
    A Button = ""
    C Button R = ""
    C Button L = ""
    C Button D = ""
    C Button U = ""
    R Trig = ""
    L Trig = ""
    Mempak switch = ""
    Rumblepak switch = ""
    # Analog axis configuration mappings
    X Axis = ""
    Y Axis = ""
    
    [UI-Console]
    
    # Mupen64Plus UI-Console config parameter set version number.  Please don't change this version number.
    Version = 1
    # Directory in which to search for plugins
    PluginDir = "./"
    # Filename of video plugin
    VideoPlugin = "mupen64plus-video-rice.so"
    # Filename of audio plugin
    AudioPlugin = "mupen64plus-audio-omx.so"
    # Filename of input plugin
    InputPlugin = "mupen64plus-input-sdl.so"
    # Filename of RSP plugin
    RspPlugin = "mupen64plus-rsp-hle.so"
    
    [Video-General]
    
    # Use fullscreen mode if True, or windowed mode if False
    Fullscreen = False
    # Width of output window or fullscreen width
    ScreenWidth = 1024
    # Height of output window or fullscreen height
    ScreenHeight = 768
    # If true, activate the SDL_GL_SWAP_CONTROL attribute
    VerticalSync = False
    
    [Video-Rice]
    
    # Frame Buffer Emulation (0=ROM default, 1=disable)
    FrameBufferSetting = 0
    # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
    FrameBufferWriteBackControl = 0
    # Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)
    RenderToTexture = 0
    # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn)
    ScreenUpdateSetting = 4
    # Force to use normal alpha blender
    NormalAlphaBlender = True
    # Use a faster algorithm to speed up texture loading and CRC computation
    FastTextureLoading = False
    # Use different texture coordinate clamping code
    AccurateTextureMapping = True
    # Force emulated frame buffers to be in N64 native resolution
    InN64Resolution = False
    # Try to reduce Video RAM usage (should never be used)
    SaveVRAM = False
    # Enable this option to have better render-to-texture quality
    DoubleSizeForSmallTxtrBuf = False
    # Force to use normal color combiner
    DefaultCombinerDisable = False
    # Enable game-specific settings from INI file
    EnableHacks = True
    # If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
    WinFrameMode = False
    # N64 Texture Memory Full Emulation (may fix some games, may break others)
    FullTMEMEmulation = False
    # Enable vertex clipper for fog operations
    OpenGLVertexClipper = False
    # Enable/Disable SSE optimizations for capable CPUs
    EnableSSE = False
    # Use GPU vertex shader
    EnableVertexShader = True
    # If this option is enabled, the plugin will skip every other frame
    SkipFrame = True
    # If this option is enabled, the plugin will only draw every other screen update
    SkipScreenUpdate = True
    # If enabled, texture enhancement will be done only for TxtRect ucode
    TexRectOnly = False
    # If enabled, texture enhancement will be done only for textures width+height<=128
    SmallTextureOnly = False
    # Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)
    LoadHiResCRCOnly = True
    # Enable hi-resolution texture file loading
    LoadHiResTextures = False
    # Enable texture dumping
    DumpTexturesToFiles = False
    # Display On-screen FPS
    ShowFPS = True
    # Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear
    Mipmapping = 0
    # Enable, Disable or Force fog generation (0=Disable, 1=Enable n64 choose, 2=Force Fog)
    FogMethod = 0
    # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
    ForceTextureFilter = 1
    # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
    TextureEnhancement = 0
    # Secondary texture enhancement filter (0 = none, 1-4 = filtered)
    TextureEnhancementControl = 0
    # Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits)
    TextureQuality = 0
    # Z-buffer depth (only 16 or 32)
    OpenGLDepthBufferSetting = 32
    # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
    MultiSampling = 0
    # Color bit depth for rendering window (0=32 bits, 1=16 bits)
    ColorQuality = 0
    # OpenGL level to support (0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4, 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM)
    OpenGLRenderSetting = 0
    # Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if Mipmapping is 0. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filtering
    AnisotropicFiltering = 0
    
    
    #83680
    raoskidoo
    Participant

    For a weird reason , I have the latest source-based installation of retropie and mupen (N64 emulator ) is not installed , I can’t even find it in the Retropie Setup . Help me please :(

    downup
    Participant

    Can’t find anything about this. Some topics has a working n64 and many has problems with it. But there is no topics about how to fix it for emulation station

    This is my problem
    Problem

    Is it possible to fix?

    coppyhop
    Participant

    Hello, I have a raspberry pi b+ and with the retropie setup script I have tried to install mupen64plus libretro, but every time I do it it fails to make new_dynarec for some reason. Is this happening to anyone else? How can I fix this? Thanks in advance.

    jonny
    Participant

    I am wanting to make a setup using original SNES or N64 controllers and hopefully a reset/go-back button so I don’t need a keyboard. First of all will something like this work? http://www.ebay.com/itm/Super-Nintendo-Gtron-SNES-PC-USB-Controller-Adapter-Converter-Free-Shipping-/271565579200?pt=LH_DefaultDomain_0&hash=item3f3a91e3c0

    Secondly what about the GPIO adaptor? What else do you need and how hard is it to add this and where do you get the female plugs??

    Now is there a easy way to use N64 controllers and if so what is the easiest way?

    Thanks~

    #83562
    downup
    Participant

    [quote=83558]i actually got gba to work although the controller mapping was a little weird I must say. I was able to play some games in there but most weren’t playable because of the controller. It seems Y is start for most of them. Thank though. I really hope they will put out a new version of retropie with this and n64 working out of the box soon. Thanks again! [/quote]

    For nes, snes, sega etc is’t F1 to map your keys for Gba is’t… I don’t know :D

    But on my Xbox360 controller is’t Y + R2…. :)

    #83558
    jonny
    Participant

    i actually got gba to work although the controller mapping was a little weird I must say. I was able to play some games in there but most weren’t playable because of the controller. It seems Y is start for most of them. Thank though. I really hope they will put out a new version of retropie with this and n64 working out of the box soon. Thanks again!

    #83552
    downup
    Participant

    Will answer all of your questions :)

    1. GBA bios can you find on google. it’s about 13kb
    Unzip and rename it to gba_bios.bin
    Place it in /opt/retropie/emulators/gpsp/raspberrypi/

    Should start now after a reboot

    2. To remove IBM, Apple and ports(pc?) just go to
    /home/pi/retropie/roms

    Open Apple, ports and others folder and remove the start file inside

    Reboot the Raspberry pi and they should be gone

    3. I wish i had an answer for N64, but i can’t get it to work either. I have been trying everything and i find it hard to get answer how to get it to work. I know that it has major fps problems but it would be fun to get it going :)

    To make 1 and 2 easier download WinSCP
    login in with
    username: root
    pass: ????

    To make a password for the root enter emulation station and press F4
    type this in the commands

    sudo passwd root

    Type in your password twice. When you type will there be no letters. just hit enter when you are done.

    Hope this helps

    jonny
    Participant

    While on the topic of simple questions …well I think it is a simple question … how does one go about removing the entries like Apple and IBM and such?? I was wondering if maybe what I need to do (and may solve my other major problem that GBA and N64 doesn’t work) is start from scratch again and run the setup where you load each emulator manually.Would this be your suggestion? Would this get N64 and GBA to work??

    Thanks, Jonny

    jonny
    Participant

    Well I just setup my first retro game project a couple days ago and everything was going great… love the old Mario and Zelda games. I am at the point of trying to load a couple N64 games and they just try to load and goes right back to ES and now I am trying to load a couple GBA games and it says something right away about loading some bios file. I thought the entire point of retropie was to have everything locked, loaded and ready to play BYOG. I would almost pay you if I could if someone would email me personally and walk me through what I have to do to get these systems working as smoothly as all the other systems PLEASE. If anyone can help me I would truly appreciate it.

    Thanks, Jonny

    #83541
    downup
    Participant

    Hope for a n64 fix soon, even if the games are slow is’t just awesome to have some game on it

    #83513

    In reply to: Can't play N64 games

    downup
    Participant

    [quote=83512]libmupen64plus-libretro.so is not compiled. Do you have a Pi with 512MB Ram? Please update RetroPie-Setup and compile again.[/quote]

    I have the same problem. I got the 512mb version. What should i update in retropie-setup?

    Binariers-based?
    Source based?..

    update retropie setup scripts or binariers?

    thanks

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