Forum Replies Created
- foobParticipant06/30/2014 at 15:36Post count: 23foobParticipant05/13/2014 at 19:45Post count: 23foobParticipant05/13/2014 at 15:12Post count: 23
I’ve just noticed this post now, and assuming you got the adapter you posted to my original thread then it appears to be the ext same brand. It should work fine, or at least it does for me. All i can really think of why it doesnt is that either you aren’t turning the controllers “on” before use (which would be to press the analogue button on the controller so it shows red), or that my configs were built on 1.8.1 and don’t copy over to 1.9.1
I’m doing a 1.9.1 build now with same controllers so when im done ill reupload them after they are set up. Out of curiosity though, you say you couldnt get both controllers to work, so does that mean one of them did? or neither?foobParticipant02/22/2014 at 11:42Post count: 23
all of my cfgs are in the following thread, in the OP.foobParticipant02/21/2014 at 11:58Post count: 23
I can’t say wether it will or won’t for definate because i simply do not use vice on my particular build. However, what i can say is that the RetroArch config menu works in everything on my unit, including Cave Story. This leads me to believe its a universal menu and operates independantly of the actual emulator itself.
Either way, you’re just going to have to try it and find out that way. It’s not like its going to do any harm to your unit if it doesnt, just add functionality to your other emulators.
Let me know if it works.foobParticipant02/20/2014 at 22:37Post count: 23
This can be done in the retroarch configuration ingame quite easily. For a more permanent solution, try this; –
Add these lines to your retroarch.cfg under your player1 controls; –
input_enable_hotkey_btn = “X”
input_menu_toggle_btn = “X”
Change the X to whatever button number you want each button to be. For example, my enable hotkey button is “8” which is my SELECT button on my PS2 controller, and my menu_toggle_btn is “4” which corresponds to my L2 button. This means that when i hold SELECT and then press L2 at the same time, the RetroArch options menu comes up. Under the Video section, you can change your screen rotation on the fly.
Additionally, for a bit of extra functionality you can also use the line
input_exit_emulator_btn = “X”
This will allow you to hold your hotkey then press another designated button to quit your ROM and go back to the frontend.foobParticipant02/20/2014 at 22:32Post count: 23
Also, i suppose at a stretch you could just try dumping my retroarch cfg in place of yours and seeing if it works. Obviously back up your old one first. It shouldnt do any harm. Likely some video settings will be different and my controller is probably configured differently to yours so the buttons are probably messed up but it should basically work.foobParticipant02/20/2014 at 22:29Post count: 23
I could weigh in on a few things here.
Firstly, think of the /all/ config as the “master” config. If you look at the configs in the emulator specific folders, you will notice they are mostly empty. The way this works, is that it looks at the emulator specific config first for settings, and whatever it doesn’t find, it will take from the global config. So, if you want to use one global config for everything, just set up the one in /all/ and ignore the rest.
As for your issue, I’d say its likely you still have the keyboard keys active in the cfg as well as your joypad ones. make sure to go through all the keys under the keyboard section and put a # infront of every single one of them to disable it. I have recently uploaded my retroarch.cfg for use in a different thread so you can look at mine and compare.foobParticipant02/20/2014 at 22:07Post count: 23
I knew i forgot to mention something…..
One important thing to note is that the controllers were configured in such a way that they must be turned ON every time you boot. This is done by pressing the ANALOGUE button on the control pad. When the light is on, your controller will work, when it off, the controller will be completely disabled.
PLEASE MAKE SURE YOU HAVE TURNED ON YOUR CONTROLLER WHEN TESTING THESE.foobParticipant10/14/2013 at 00:58Post count: 23in reply to: Playing a sound upon displaying the splash screen. #2934
ive had a few commissions for other stuff so ill knock something together when i get around to it, most likely just something to test with first then ill do some proper stuff if it works okay.
What would be useful to know though, is how quickly would the pi flick through the animations? obviously this is a huge factor as this is basically how smooth the animation will display, and i would usually aim for around 25 frames per second which is roughly would you would find from a TV programme or something. Of course, i can still make animations with very few frames (such as 3 or 4) but i would have to tailor the splash screen with that in mind.foobParticipant10/13/2013 at 15:04Post count: 23
unfortunately this is unlikely due to the background i ripped from sonic one. the game itself is not in 720p so any backgroun i rip myself i will have to stretch anyway, and it will end up pixelated regardless. If i try and filter it a little, it looks horrible and detatched from what its supposed to be.
However, if you can find me the background in 720p (or near enough) resolution then id be happy to make it.foobParticipant10/12/2013 at 13:01Post count: 23foobParticipant10/11/2013 at 21:22Post count: 23foobParticipant10/11/2013 at 21:22Post count: 23foobParticipant10/11/2013 at 12:17Post count: 23in reply to: Playing a sound upon displaying the splash screen. #2910
ill have a crack but i think its beyond my skill level to script edit. I mean, i might get a sound to play but i doubt ill be able to time it to be on par with the splash.
That said, and maybe im just asking far too much here, but is there any chance of animated splash screens as well? i make gifs regularly and i have a few ideas for splash screens that would be so much more amazing if they were animated (like a Commodore 64 startup screen im working on). I assume because a .ong is being displayed it could also handle a .gif.. but would the animation be there are just the first frame?foobParticipant10/10/2013 at 19:08Post count: 23