Homepage › Forums › RetroPie Project › Everything else related to the RetroPie Project › Mupen64 Keyboard issue
Tagged: config, configuration, mupen64, mupen64plus, n64, nintento 64, retropi
- This topic has 1 reply, 2 voices, and was last updated 10 years, 8 months ago by wilkesalex.
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01/26/2014 at 16:33 #4379Jonathan LundströmParticipant
Hello!
I’m running the latest version (1.9.1) with a bunch of emulators, as well as Mupen64 plus. My machine is built in to a coffee table and I’m using an iPac VE as the controller which works great.
The only console I’m experiencing issues with is Mupen64, where I can’t get it to recognize any of my key presses. I’ve made changes to both mupen64plus.cfg and InputAutoCfg.ini in hopes of getting my keyboard recognized but I still haven’t been able to get it working.
mupen64plus.cfg:
[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 = -1 # SDL joystick name (or Keyboard) # name = "Keyboard" # 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 = 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 = "key(49)" Z Trig = "key(53)" B Button = "key(120)" A Button = "key(122)" C Button R = "key(99)" C Button L = "key(306)" C Button D = "key(32)" C Button U = "key(308)" R Trig = "key(118)" L Trig = "key(304)" Mempak switch = "" Rumblepak switch = "" # Analog axis configuration mappings X Axis = "key(100,103)" Y Axis = "key(114,102)" [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 = "Keyboard" # 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 = 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 = "key(50)" Z Trig = "key(54)" B Button = "key(107)" A Button = "key(105)" C Button R = "key(106)" C Button L = "key(97)" C Button D = "key(113)" C Button U = "key(115)" R Trig = "key(106)" L Trig = "key(97)" Mempak switch = "" Rumblepak switch = "" # Analog axis configuration mappings X Axis = "key(267,275)" Y Axis = "key(273,274)"
InputAutoCfg.ini:
[Keyboard] plugged = True plugin = 1 mouse = False DPad R = "" DPad L = "" DPad D = "" DPad U = "" Start = "key(49)" Z Trig = "key(53)" B Button = "key(120)" A Button = "key(122)" C Button R = "key(99)" C Button L = "key(306)" C Button D = "key(32)" C Button U = "key(308)" R Trig = "key(118)" L Trig = "key(304)" Mempak switch = "" Rumblepak switch = "" X Axis = "key(100,103)" Y Axis = "key(114,102)" __NextController: plugged = True plugin = 1 mouse = False DPad R = "" DPad L = "" DPad D = "" DPad U = "" Start = "key(50)" Z Trig = "key(54)" B Button = "key(107)" A Button = "key(105)" C Button R = "key(106)" C Button L = "key(97)" C Button D = "key(113)" C Button U = "key(115)" R Trig = "key(106)" L Trig = "key(97)" Mempak switch = "" Rumblepak switch = "" X Axis = "key(267,275)" Y Axis = "key(273,274)"
I’ve used these links as references for the key codes:
http://www.ultimarc.com/ipac2.html
http://www.libsdl.org/release/SDL-1.2.15/include/SDL_keysym.h
http://www.emutalk.net/threads/52815-Broken-Multiplayer-With-Keyboard-In-Mupen64PlusWhile launching, Mupen64 reports that it finds one controller, one playable and one plugged in. But before that is says that it’s switching to the default Keyboard configuration. Should InputAutoCfg be in the same directory as mupen64plus.cfg?
Has anyone else experienced this, and/or could you try to help me?
Thanks in advance,
Jonathan04/08/2014 at 19:12 #6019wilkesalexParticipantHi mate
Are you using a mac or linux? I found that putting the commands into InputAutoCfg was the best way. I think the .cfg file is auto generated every time you run mupen and it takes the settings from InputAutoCfg.
See my blog posts at http://www.alex-wilkes.com about this.
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