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12/07/2014 at 05:39 #83390silvervolkanoParticipant
I cant make the second player work.
I’m using two 360 xbox controller both linked with the wireless reciever. When i’m playing a game just 1 controller works and this controller is controlling both players.
this is my retroarch.cfg
thanks in advance.
PS: Also, i cant exit a game or save states using only the controller…
## 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 = false# 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 = true# 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 = false# 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 = 0.0#### 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 = z
input_player1_y = a
input_player1_x = s
input_player1_start = enter
input_player1_select = rshift
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_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.# 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 = falseinput_player1_joypad_index = “0”
input_player1_b_btn = “1”
input_player1_y_btn = “3”
input_player1_select_btn = “6”
input_player1_start_btn = “7”
input_player1_up_btn = “13”
input_player1_down_btn = “14”
input_player1_left_btn = “11”
input_player1_right_btn = “12”
input_player1_a_btn = “0”
input_player1_x_btn = “2”
input_player1_l_btn = “4”
input_player1_r_btn = “5”
input_player1_l2_axis = “+2”
input_player1_r2_axis = “+5”
input_player1_l3_btn = “9”
input_player1_r3_btn = “10”
input_player1_l_x_plus_axis = “+0”
input_player1_l_x_minus_axis = “-0”
input_player1_l_y_plus_axis = “+1”
input_player1_l_y_minus_axis = “-1”
input_player1_r_x_plus_axis = “+3”
input_player1_r_x_minus_axis = “-3”
input_player1_r_y_plus_axis = “+4”
input_player1_r_y_minus_axis = “-4”input_player2_joypad_index = “1”
input_player2_b_btn = “1”
input_player2_y_btn = “3”
input_player2_select_btn = “6”
input_player2_start_btn = “7”
input_player2_up_btn = “13”
input_player2_down_btn = “14”
input_player2_left_btn = “11”
input_player2_right_btn = “12”
input_player2_a_btn = “0”
input_player2_x_btn = “2”
input_player2_l_btn = “4”
input_player2_r_btn = “5”
input_player2_l2_axis = “+2”
input_player2_r2_axis = “+5”
input_player2_l3_btn = “9”
input_player2_r3_btn = “10”
input_player2_l_x_plus_axis = “+0”
input_player2_l_x_minus_axis = “-0”
input_player2_l_y_plus_axis = “+1”
input_player2_l_y_minus_axis = “-1”
input_player2_r_x_plus_axis = “+3”
input_player2_r_x_minus_axis = “-3”
input_player2_r_y_plus_axis = “+4”
input_player2_r_y_minus_axis = “-4”input_enable_hotkey_btn = “8”
input_exit_emulator_btn = “9”12/13/2014 at 18:58 #83568AnonymousInactiveI have the same problem. I can get both controllers to be recognized with method 1 or 2, method 3 did not work for me. I wonder if there’s a joystick index mismatch issue.
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