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10/30/2014 at 01:33 #82191djdtimeParticipant
I am hoping to get help with this!, I am using Ipac2 as a controller, I have MAME and NeoGeo, they map without problem, but SNES, genesis and Atari do not respond to the key mapping, I had been trying different things, I had spent more than forty hours on it, without results. I tried to modify /all/retroarch.cfg and even the individual ones on the Super Nintendo and Genesis, when I do map it, I get this; RetroArch [WARN] :: Key name Lctrl not found ,1,5 and Lalt not found
Do you have any idea of what the problem may be?
Here is a copy of my configuration.#### Input
# Input driver. Depending on video driver, it might force a different input driver.
# input_driver = sdl# Joypad driver. (Valid: linuxraw, sdl, dinput)
# input_joypad_driver =# Keyboard layout for input driver if applicable (udev/evdev for now).
# Syntax is either just layout (e.g. “no”), or a layout and variant separated with colon (“no:nodeadkeys”).
# input_keyboard_layout =# Defines axis threshold. Possible values are [0.0, 1.0]
# input_axis_threshold = 0.5# Enable input auto-detection. Will attempt to autoconfigure
# joypads, Plug-and-Play style.
# input_autodetect_enable = true# Directory for joypad autoconfigs (PC).
# If a joypad is plugged in, that joypad will be autoconfigured if a config file
# corresponding to that joypad is present in joypad_autoconfig_dir.
# Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
# Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
# Requires input_autodetect_enable to be enabled.
# joypad_autoconfig_dir = /opt/retropie/emulators/RetroArch/configs/# Enable debug input key reporting on-screen.
# input_debug_enable = false# Sets which libretro device is used for a player.
# Devices are indentified with a number.
# This is normally saved by the menu.
# Device IDs are found in libretro.h.
# These settings are overridden by explicit command-line arguments which refer to input devices.
# None: 0
# Joypad (RetroPad): 1
# Mouse: 2
# Keyboard: 3
# Generic Lightgun: 4
# Joypad w/ Analog (RetroPad + Analog sticks): 5
# Multitap (SNES specific): 257
# Super Scope (SNES specific): 260
# Justifier (SNES specific): 516
# Justifiers (SNES specific): 772# input_libretro_device_p1 =
# input_libretro_device_p2 =
# input_libretro_device_p3 =
# input_libretro_device_p4 =
# input_libretro_device_p5 =
# input_libretro_device_p6 =
# input_libretro_device_p7 =
# input_libretro_device_p8 =# 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 = Lctrl
input_player1_b = Lalt
input_player1_y = space
input_player1_x = Lshift
input_player1_l = z
input_player1_r = x
input_player1_start = 5
input_player1_select = 1
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = downinput_player2_a = a
input_player2_b = s
input_player2_y = q
input_player2_x = w
input_player2_l = i
input_player2_r = k
input_player2_start = 2
input_player2_left = d
input_player2_right = g
input_player2_up = r
input_player2_down = f# Two analog sticks (DualShock-esque).
# Bound as usual, however, if a real analog axis is bound,
# it can be read as a true analog.
# Positive X axis is right, Positive Y axis is down.
# input_player1_l_x_plus =
# input_player1_l_x_minus =
# input_player1_l_y_plus =
# input_player1_l_y_minus =
# input_player1_r_x_plus =
# input_player1_r_x_minus =
# input_player1_r_y_plus =
# input_player1_r_y_minus =# If desired, it is possible to override which joypads are being used for player 1 through 8.
# First joypad available is 0.
# input_player1_joypad_index = 0
# input_player2_joypad_index = 1
# input_player3_joypad_index = 2
# input_player4_joypad_index = 3
# input_player5_joypad_index = 4
# input_player6_joypad_index = 5
# input_player7_joypad_index = 6
# input_player8_joypad_index = 7# Joypad buttons.
# Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
# You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction.
# E.g. “h0up”
# input_player1_a_btn =
# input_player1_b_btn =
# input_player1_y_btn =
# input_player1_x_btn =
# input_player1_start_btn =
# input_player1_select_btn =
# input_player1_l_btn =
# input_player1_r_btn =
# input_player1_left_btn =
# input_player1_right_btn =
# input_player1_up_btn =
# input_player1_down_btn =
# input_player1_l2_btn =
# input_player1_r2_btn =
# input_player1_l3_btn =
# input_player1_r3_btn =# Axis for RetroArch D-Pad.
# Needs to be either ‘+’ or ‘-‘ in the first character signaling either positive or negative direction of the axis, then the axis number.
# Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
# input_player1_left_axis =
# input_player1_right_axis =
# input_player1_up_axis =
# input_player1_down_axis =# Holding the turbo while pressing another button will let the button enter a turbo mode
# where the button state is modulated with a periodic signal.
# The modulation stops when the button itself (not turbo button) is released.
# input_player1_turbo =# Describes the period and how long of that period a turbo-enabled button should behave.
# Numbers are described in frames.
# input_turbo_period = 6
# input_turbo_duty_cycle = 3# This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
# All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.10/30/2014 at 21:56 #82228electromaster64ParticipantI am having simmilar problems with the MINI PAC. I had problem getting “control” and “alt” buttons to work I will try “Lctrl” and “Lalt” like you did to see if this helps. My other problem is that I am using
input_player2_select = esc
I tried to use the “1” button to exit emulator but it wont and “esc” wont work as the select button. Let me know if you have any luck!10/30/2014 at 22:38 #82232electromaster64ParticipantI put
input_player1_a = ctrl input_player1_b = alt
on the MINI PAC and it worked fine! I may rewire the ESC button to another button but didn’t want to do that as the wiring is set up to work in MAME. Try that and see if it helps.
10/31/2014 at 01:37 #82239djdtimeParticipantTo fix your problem, hard wire the escape key to “B2” connection. That will fix all your problems, there is no need to map the scape key in RetroArch/configs/all. Use the same key when you start the emulator, map the menu key as the scape key, in this way the key will do two things, it will pop up the menu and when you are into the game, it will exit, in this works in all the emulators. In my case MAME and Neo Geo are working perfectly. I cannot see why Super Nintendo and Genesis do not respond to the mapping key, it must be something in the software; let me know if you need any help or figure out anything.
Please let me know if you are available to get other emulators working with the ipac.Take a look at my console in action!, let me know what you think!
11/01/2014 at 22:53 #82320electromaster64ParticipantDo your buttons representing “p,” “k,” and “f” cause emulators to behave strangely? For example “p” pauses the emulator and “f” shows me the command screen and when released goes back into the emulator. I deleted these in retroarch.cfg whenever they were listed as hotkeys so I cannot figure out why they behave strangely.
11/02/2014 at 12:17 #82337mrdacostaParticipantHi all
This was annoying me for awhile
but i figured it out snes and genesis do not like left-ctrl left-shift in this retropie 2.3.
but if you use WinIpac software and map your keys for the joystick to just letters it will be fine
Forgot to say then just edit retroarch cfg file to map your buttons
Hope this helps11/02/2014 at 21:58 #82367djdtimeParticipantYou are right mrdacosta, retropie doesn’t like the key combination.
So now Genesis and NS works perfectly, but now I am having problems with MAME, with the coin key and the start, can you paste you configuration, please?
Take a look to my MAME configuration, what am I missing?
input_player1_a = u
input_player1_b = m
input_player1_y = space
input_player1_x = b
input_player1_l = z
input_player1_r = x
input_player1_start = 1
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
input_exit_emulator = escape
input_player1_select = enterinput_player2_a = a
input_player2_b = s
input_player2_y = q
input_player2_x = w
input_player2_l = i
input_player2_r = k
input_player2_start = 2
input_player2_left = d
input_player2_right = g
input_player2_up = r
input_player2_down = f11/02/2014 at 22:50 #82373mrdacostaParticipantMy start button is still “1” player 1 coin “5”. I would load up mame and use the tab function to be able to set the buttons, it will still save for the Mame
but here is my config as well Im playing witht the snes set up at the moment
## Skeleton config file for RetroArch
# Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc …
# This will be overridden by explicit command line options.
# savefile_directory =# Save all save states (*.state) to this directory.
# This will be overridden by explicit command line options.
# savestate_directory =# If set to a directory, Content which is temporarily extracted
# will be extracted to this directory.
# extraction_directory =# Automatically saves a savestate at the end of RetroArch’s lifetime.
# The path is $SRAM_PATH.auto.
# RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
# savestate_auto_save = false
# savestate_auto_load = true# Load libretro from a dynamic location for dynamically built RetroArch.
# This option is mandatory.# Path to a libretro implementation.
# libretro_path = “/path/to/libretro.so”# A directory for where to search for libretro core implementations.
# libretro_directory =# Sets log level for libretro cores (GET_LOG_INTERFACE).
# If a log level issued by a libretro core is below libretro_log_level, it is ignored.
# DEBUG logs are always ignored unless verbose mode is activated (–verbose).
# DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3.
# libretro_log_level = 0# Enable or disable verbosity level of frontend.
# log_verbosity = false# Enable or disable RetroArch performance counters
# perfcnt_enable = false# Path to core options config file.
# This config file is used to expose core-specific options.
# It will be written to by RetroArch.
# A default path will be assigned if not set.
core_options_path = /opt/retropie/configs/all/retroarch-core-options.cfg# Path to content load history file.
# RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading.
# A default path will be assigned if not set.
# game_history_path =# Number of entries that will be kept in content history file.
# game_history_size = 100# Sets the “system” directory.
# Implementations can query for this directory to load BIOSes, system-specific configs, etc.
system_directory = /home/pi/RetroPie/roms/../BIOS# Sets start directory for menu content browser.
# rgui_browser_directory =# Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY.
# Usually set by developers who bundle libretro/RetroArch apps to point to assets.
# content_directory =# Assets directory. This location is queried by default when menu interfaces try to look for
# loadable assets, etc.
# assets_directory =# Sets start directory for menu config browser.
# rgui_config_directory =# Show startup screen in menu.
# Is automatically set to false when seen for the first time.
# This is only updated in config if config_save_on_exit is set to true, however.
# rgui_show_start_screen = true# Flushes config to disk on exit. Useful for menu as settings can be modified.
# Overwrites the config. #include’s and comments are not preserved.
config_save_on_exit = false# Load up a specific config file based on the core being used.
# core_specific_config = false#### Video
# Video driver to use. “gl”, “xvideo”, “sdl”
# video_driver = “gl”# Which OpenGL context implementation to use.
# Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
# By default, tries to use first suitable driver.
# video_gl_context =# Windowed xscale and yscale
# (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
# video_xscale = 3.0
# video_yscale = 3.0# Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
# video_fullscreen_x = 0
# video_fullscreen_y = 0# Start in fullscreen. Can be changed at runtime.
video_fullscreen = true# If fullscreen, prefer using a windowed fullscreen mode.
# video_windowed_fullscreen = true# Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
# suggests RetroArch to use that particular monitor.
# video_monitor_index = 0# Forcibly disable composition. Only works in Windows Vista/7 for now.
# video_disable_composition = false# Video vsync.
# video_vsync = true# Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance.
# video_hard_sync = false# Sets how many frames CPU can run ahead of GPU when using video_hard_sync.
# Maximum is 3.
# video_hard_sync_frames = 0# Inserts a black frame inbetween frames.
# Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting.
# video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2).
# video_black_frame_insertion = false# Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
video_threaded = true# Use a shared context for HW rendered libretro cores.
# Avoids having to assume GL state changes inbetween frames.
# video_shared_context = false# Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
video_smooth = false# Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio.
video_force_aspect = false# Only scales video in integer steps.
# The base size depends on system-reported geometry and aspect ratio.
# If video_force_aspect is not set, X/Y will be integer scaled independently.
# video_scale_integer = false# A floating point value for video aspect ratio (width / height).
# If this is not set, aspect ratio is assumed to be automatic.
# Behavior then is defined by video_aspect_ratio_auto.
video_aspect_ratio = 1.33# If this is true and video_aspect_ratio is not set,
# aspect ratio is decided by libretro implementation.
# If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
video_aspect_ratio_auto = true# Forces cropping of overscanned frames.
# Exact behavior of this option is implementation specific.
# video_crop_overscan = true# Path to shader. Shader can be either Cg, CGP (Cg preset) or GLSL, GLSLP (GLSL preset)
# video_shader = “/path/to/shader.{cg,cgp,glsl,glslp}”# Load video_shader on startup.
# Other shaders can still be loaded later in runtime.
# video_shader_enable = false# Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access.
video_shader_dir = /opt/retropie/emulators/RetroArch/shader/# CPU-based video filter. Path to a dynamic library.
# video_filter =# Path to a font used for rendering messages. This path must be defined to enable fonts.
# Do note that the _full_ path of the font is necessary!
# video_font_path =# Size of the font rendered.
# video_font_size = 32# Enable usage of OSD messages.
# video_font_enable = true# Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values.
# [0.0, 0.0] maps to the lower left corner of the screen.
# video_message_pos_x = 0.05
# video_message_pos_y = 0.05# Color for message. The value is treated as a hexadecimal value.
# It is a regular RGB hex number, i.e. red is “ff0000”.
# video_message_color = ffffff# Video refresh rate of your monitor.
# Used to calculate a suitable audio input rate.
# video_refresh_rate = 59.95# Allows libretro cores to set rotation modes.
# Setting this to false will honor, but ignore this request.
# This is useful for vertically oriented content where one manually rotates the monitor.
# video_allow_rotate = true# Forces a certain rotation of the screen.
# The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
# The angle is <value> * 90 degrees counter-clockwise.
# video_rotation = 0#### Audio
# Enable audio.
# audio_enable = true# Audio output samplerate.
# audio_out_rate = 48000# Audio resampler backend. Which audio resampler to use.
# Default will use “sinc”.
# audio_resampler =# Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
# audio_driver =# Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on …
# audio_device =# Audio DSP plugin that processes audio before it’s sent to the driver. Path to a dynamic library.
# audio_dsp_plugin =# Will sync (block) on audio. Recommended.
# audio_sync = true# Desired audio latency in milliseconds. Might not be honored if driver can’t provide given latency.
# audio_latency = 64# Enable audio rate control.
# audio_rate_control = true# Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
# Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
# audio_rate_control_delta = 0.005# Audio volume. Volume is expressed in dB.
# 0 dB is normal volume. No gain will be applied.
# Gain can be controlled in runtime with input_volume_up/input_volume_down.
audio_volume = 3.5#### Overlay
# Enable overlay.
# input_overlay_enable = false# Path to input overlay
# input_overlay =# Overlay opacity
# input_overlay_opacity = 1.0# Overlay scale
# input_overlay_scale = 1.0#### Input
# Input driver. Depending on video driver, it might force a different input driver.
# input_driver = sdl# Joypad driver. (Valid: linuxraw, sdl, dinput)
# input_joypad_driver =# Keyboard layout for input driver if applicable (udev/evdev for now).
# Syntax is either just layout (e.g. “no”), or a layout and variant separated with colon (“no:nodeadkeys”).
# input_keyboard_layout =# Defines axis threshold. Possible values are [0.0, 1.0]
# input_axis_threshold = 0.5# Enable input auto-detection. Will attempt to autoconfigure
# joypads, Plug-and-Play style.
input_autodetect_enable = true# Directory for joypad autoconfigs (PC).
# If a joypad is plugged in, that joypad will be autoconfigured if a config file
# corresponding to that joypad is present in joypad_autoconfig_dir.
# Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
# Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
# Requires input_autodetect_enable to be enabled.
joypad_autoconfig_dir = /opt/retropie/emulators/RetroArch/configs/# Enable debug input key reporting on-screen.
# input_debug_enable = false# Sets which libretro device is used for a player.
# Devices are indentified with a number.
# This is normally saved by the menu.
# Device IDs are found in libretro.h.
# These settings are overridden by explicit command-line arguments which refer to input devices.
# None: 0
# Joypad (RetroPad): 1
# Mouse: 2
# Keyboard: 3
# Generic Lightgun: 4
# Joypad w/ Analog (RetroPad + Analog sticks): 5
# Multitap (SNES specific): 257
# Super Scope (SNES specific): 260
# Justifier (SNES specific): 516
# Justifiers (SNES specific): 772# input_libretro_device_p1 =
# input_libretro_device_p2 =
# input_libretro_device_p3 =
# input_libretro_device_p4 =
# input_libretro_device_p5 =
# input_libretro_device_p6 =
# input_libretro_device_p7 =
# input_libretro_device_p8 =# 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 = x
input_player1_b = b
input_player1_y = a
input_player1_x = s
input_player1_start = 1
input_player1_select = 5
input_player1_l = q
input_player1_r = w
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down
# input_player1_l2 =
# input_player1_r2 =
# input_player1_l3 =
# input_player1_r3 =
# Two analog sticks (DualShock-esque).
# Bound as usual, however, if a real analog axis is bound,
# it can be read as a true analog.
# Positive X axis is right, Positive Y axis is down.
# input_player1_l_x_plus =
# input_player1_l_x_minus =
# input_player1_l_y_plus =
# input_player1_l_y_minus =
# input_player1_r_x_plus =
# input_player1_r_x_minus =
# input_player1_r_y_plus =
# input_player1_r_y_minus =# If desired, it is possible to override which joypads are being used for player 1 through 8.
# First joypad available is 0.
# input_player1_joypad_index = 0
# input_player2_joypad_index = 1
# input_player3_joypad_index = 2
# input_player4_joypad_index = 3
# input_player5_joypad_index = 4
# input_player6_joypad_index = 5
# input_player7_joypad_index = 6
# input_player8_joypad_index = 7# Joypad buttons.
# Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
# You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction.
# E.g. “h0up”input_player1_joypad_index = “0”
input_player1_a = x
input_player1_b = b
input_player1_y = a
input_player1_x = s
input_player1_start = 1
input_player1_select = 5
input_player1_l = q
input_player1_r = w
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = downinput_player2_joypad_index = “1”
input_player2_a = z
input_player2_b = u
input_player2_y = n
input_player2_x = i
input_player2_start = 2
input_player2_select = 6
input_player2_l = m
input_player2_r = k
input_player2_left = D
input_player2_right = g
input_player2_up = r
input_player2_down = f# Axis for RetroArch D-Pad.
# Needs to be either ‘+’ or ‘-‘ in the first character signaling either positive or negative direction of the axis, then the axis number.
# Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
# input_player1_left_axis =
# input_player1_rig2222kht_axis =
# input_player1_up_axis =
# input_player1_down_axis =# Holding the turbo while pressing another button will let the button enter a turbo mode
# where the button state is modulated with a periodic signal.
# The modulation stops when the button itself (not turbo button) is released.
# input_player1_turbo =# Describes the period and how long of that period a turbo-enabled button should behave.
# Numbers are described in frames.
# input_turbo_period = 6
# input_turbo_duty_cycle = 3# This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
# All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.# Toggles fullscreen.
# input_toggle_fullscreen = f# Saves state.
# input_save_state = f2
# Loads state.
# input_load_state = f4# State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
# When slot is != 0, path will be $path%d, where %d is slot number.
# input_state_slot_increase = f7
# input_state_slot_decrease = f6# Toggles between fast-forwarding and normal speed.
# input_toggle_fast_forward = space# Hold for fast-forward. Releasing button disables fast-forward.
# input_hold_fast_forward = l# Key to exit RetroArch cleanly.
# Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc.
# On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization.
input_exit_emulator = escape# Applies next and previous shader in directory.
input_shader_next = m
input_shader_prev = n# Hold button down to rewind. Rewinding must be enabled.
input_rewind = r# Toggle between recording and not.
# input_movie_record_toggle = o# Toggle between paused and non-paused state
# input_pause_toggle = p# Frame advance when content is paused
# input_frame_advance = k# Reset the content.
# input_reset = h# Cheats.
# input_cheat_index_plus = y
# input_cheat_index_minus = t
# input_cheat_toggle = u# Mute/unmute audio
# input_audio_mute = f9# Take screenshot
# input_screenshot = f8# Netplay flip players.
# input_netplay_flip_players = i# Hold for slowmotion.
# input_slowmotion = e# Enable other hotkeys.
# If this hotkey is bound to either keyboard, joybutton or joyaxis,
# all other hotkeys will be disabled unless this hotkey is also held at the same time.
# This is useful for RETRO_KEYBOARD centric implementations
# which query a large area of the keyboard, where it is not desirable
# that hotkeys get in the way.# Alternatively, all hotkeys for keyboard could be disabled by the user.
input_enable_hotkey = escape# Increases audio volume.
# input_volume_up = kp_plus
# Decreases audio volume.
# input_volume_down = kp_minus# Toggles to next overlay. Wraps around.
# input_overlay_next =# Toggles eject for disks. Used for multiple-disk content.
# input_disk_eject_toggle =# Cycles through disk images. Use after ejecting.
# Complete by toggling eject again.
# input_disk_next =# Toggles menu.
# input_menu_toggle = f1# Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
# and keeps the mouse pointer inside the window to allow relative mouse input
# to work better.
# input_grab_mouse_toggle = f11#### Menu
# Menu driver to use. “rgui”, “lakka”, etc.
# menu_driver = “rgui”#### Camera
# Override the default camera device the camera driver uses. This is driver dependant.
# camera_device =# Override the default privacy permission for cores that want to access camera services. Is “false” by default.
# camera_allow = false#### Location
# Override the default privacy permission for cores that want to access location services. Is “false” by default.
# location_allow = false#### Netplay
# When being client over netplay, use keybinds for player 1.
# netplay_client_swap_input = false# The nickname being used for playing online.
# netplay_nickname =# The amount of delay frames to use for netplay. Increasing this value will increase
# performance, but introduce more latency.
# netplay_delay_frames = 0# Netplay mode for the current user.
# false is Server, true is Client.
# netplay_mode = false# Enable or disable spectator mode for the player during netplay.
# netplay_spectator_mode_enable = false# The IP Address of the host to connect to.
# netplay_ip_address =# The port of the host IP Address. Can be either a TCP or an UDP port.
# netplay_ip_port = 55435#### Misc
# Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
rewind_enable = false# Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
# The buffer should be approx. 20MB per minute of buffer time.
rewind_buffer_size = 10# Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
rewind_granularity = 2# Pause gameplay when window focus is lost.
# pause_nonactive = true# Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
# The interval is measured in seconds. A value of 0 disables autosave.
# autosave_interval =# Path to XML cheat database (as used by bSNES).
# cheat_database_path =# Path to XML cheat config, a file which keeps track of which
# cheat settings are used for individual games.
# If the file does not exist, it will be created.
# cheat_settings_path =# Directory to dump screenshots to.
# screenshot_directory =# Records video after CPU video filter.
# video_post_filter_record = false# Records output of GPU shaded material if available.
# video_gpu_record = false# Screenshots output of GPU shaded material if available.
video_gpu_screenshot = true# Block SRAM from being overwritten when loading save states.
# Might potentially lead to buggy games.
# block_sram_overwrite = false# When saving a savestate, save state index is automatically increased before
# it is saved.
# Also, when loading content, the index will be set to the highest existing index.
# There is no upper bound on the index.
# savestate_auto_index = false# Slowmotion ratio. When slowmotion, content will slow down by factor.
# slowmotion_ratio = 3.0# The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap).
# RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
# Do not rely on this cap to be perfectly accurate.
# A negative ratio equals no FPS cap.
# fastforward_ratio = -1.0# Enable stdin/network command interface.
# network_cmd_enable = false
# network_cmd_port = 55355
# stdin_cmd_enable = falsevideo_fullscreen = true
video_aspect_ratio = 1.7711/10/2014 at 19:14 #82592yippyyayParticipanthere is my post that will help with some ipac questons.
How to key map mapping the keyboard for the I-PAC or other keyboard duplicator.
djdtime. your start key has to be “num1” not “1” on the code a number will be used as a math reference. where “num1” is a reference to the key on your keyboard.
04/16/2015 at 16:29 #95142jlooParticipantHey guys.. Is this right.!!!! I noticed that there are 2 places in the config file where you can add the code to the controllers…
For example there its a section for Keyboard and another for joypad buttons… I”m been having issues where my ipac2 doens’t recgonize player 2 joypad or its buttons.. What I was doing was editing the keyboard section and adding player 2 there.. but I noticed this in the forum, where there are 2 index for player 1 and 2. I’ll give this a try tonight.
wish me luck
# 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 = x
input_player1_b = b
input_player1_y = a
input_player1_x = s
input_player1_start = 1
input_player1_select = 5
input_player1_l = q
input_player1_r = w
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = down# Joypad buttons.
# Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
# You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction.
# E.g. “h0up”input_player1_joypad_index = “0”
input_player1_a = x
input_player1_b = b
input_player1_y = a
input_player1_x = s
input_player1_start = 1
input_player1_select = 5
input_player1_l = q
input_player1_r = w
input_player1_left = left
input_player1_right = right
input_player1_up = up
input_player1_down = downinput_player2_joypad_index = “1”
input_player2_a = z
input_player2_b = u
input_player2_y = n
input_player2_x = i
input_player2_start = 2
input_player2_select = 6
input_player2_l = m
input_player2_r = k
input_player2_left = D
input_player2_right = g
input_player2_up = r
input_player2_down = f -
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