Homepage › Forums › RetroPie Project › Controller Configuration in RetroPie › RetroPie 3.0 V2 with IPAC2….HELP!
- This topic has 2 replies, 2 voices, and was last updated 9 years, 7 months ago by mavic19.
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04/21/2015 at 21:22 #95806mavic19Participant
I’ve just completed building a full, 2-player arcade cabinet based on Lusids Arcade Flashback and ran into a snag.
I’m running Retropie 3.0 V2
Whenever I run RetroArch, it lists each button as TIMED OUT
I was, however, able to wire it so that it registers for PLAYER 1 controls (although for SNES, one button had to be wired to the player 2 side of the IPAC to enable button x. But still, Retroarch will not identify any of the buttons as 1, 2, 3, etc.I’ve done some digging, but each time I find information, it hasn’t worked. I’m pretty much a noob for LINUX/DEBIAN programming (forgive me) but I can follow directions fairly well.
Any help would be great, but please for the love of Pete, include full instructions of lines that need typed.
04/21/2015 at 22:42 #95820FloobMember04/22/2015 at 00:46 #95832mavic19ParticipantThanks Floob,
I’ll give those threads a read through and see if they’ll help.From what I’ve read so far, I need to:
1) Update the firmware on my IPAC2 from ULTIMARC website
2) Install Win IPac (for manually changing assigned keys)
3) sudo nano /opt/retropie/configs/all/retroarch.cfg
-map assigned IPac keys to reflect:# 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 = ctrl
input_player1_b = alt
input_player1_y = shift
input_player1_x = space
input_player1_start = num1
input_player1_select = num5
input_player1_l = z
input_player1_r = x
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
input_player2_a = a
input_player2_b = s
input_player2_y = q
input_player2_x = w
input_player2_start = num2
input_player2_select = num6
input_player2_l = i
input_player2_r = k
input_player2_left = d
input_player2_right = g
input_player2_up = r
input_player2_down = f
# input_player1_l2 =
# input_player1_r2 =
# input_player1_l3 =
# input_player1_r3 = -
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