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Viewing 16 posts - 1 through 16 (of 16 total)
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  • foob
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    Post count: 23

    update: just found the configs in /opt/ now, same dir structure as before. That should help everyone out.

    still having the same issue with FBA though.

    foob
    Participant
    Post count: 23

    @crystalj i’m having the same problem as @wsamh. Any ideas? all i did was straight copy the folder over to the correct directory.

    foob
    Participant
    Post 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?

    foob
    Participant
    Post count: 23
    foob
    Participant
    Post count: 23
    in reply to: rotate by 90 #5048

    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.

    foob
    Participant
    Post count: 23
    in reply to: rotate by 90 #5039

    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.

    foob
    Participant
    Post 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.

    foob
    Participant
    Post 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.

    https://dl.dropboxusercontent.com/u/4436120/retroarch.cfg

    foob
    Participant
    Post 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.

    foob
    Participant
    Post count: 23

    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.

    foob
    Participant
    Post count: 23
    in reply to: Sonic RetroPie #2928

    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.

    foob
    Participant
    Post count: 23
    in reply to: Sonic RetroPie #2918

    [img]http://i.imgur.com/davSWKt.png[/img]

    foob
    Participant
    Post count: 23
    in reply to: Sonic RetroPie #2914

    gj typing and not being able to edit posts.

    [img]http://puu.sh/4NvyD.png[/img]

    foob
    Participant
    Post count: 23
    in reply to: Sonic RetroPie #2913

    turns out i uploaded the wrong one, before i fixed the centre emblem text. the following one is the fixed one.

    [ig]http://puu.sh/4NvyD.png[/img]

    foob
    Participant
    Post count: 23

    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?

    foob
    Participant
    Post count: 23
    in reply to: Sonic RetroPie #2903

    sorry i forgot to img tag the splash so everyone can see it without clicking on the thread. i can’t seem to edit my posts so could a forum admin change this for me please?

    tag is here:

    [img]http://puu.sh/4MzzA.png[/img]

Viewing 16 posts - 1 through 16 (of 16 total)