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ceuseParticipant
what helped/did the trick for me to get it to work under N64 was manually modify the mupen64plus.cfg file. make sure to set all controllers there to mode 0 (manual configuration) otherwise your manual changes will be overwritten.
ceuseParticipant[quote=91092]Nope, havent had any issues since. I still havent really figured out how to configure exactly to each specific emulator, but it doesnt really matter to me as the control schemes all work on each emulator. How’d you fix yours?[/quote]
Under
/otp/retropie/configs/
there are emulator specific folders which will overwrite the configuration in the all folder if put there.also some Emulators (like GBA and N64) wont use the Retroarch.cfg at all. so you have to configure thos eseperatly anyway.
ceuseParticipantWhere does mupen64plus save the savestates though? also is there a trick to get them to load since mine just crashes if i try to load a savestate (probably because it doenst save properly aswell since i cant find savestate files in the directory)
ceuseParticipantalso make sure to set the mode to 0 in the mupen64config.cfg file. Gave me alot of headaches since it seems as long as mode 1 or 2 is present manuel configuration gets overwritten every start.
ceuseParticipantSadly no effect at all.
I got it to work prior to installing the Experimental package.
Still im trying to understand how / where it is actualy defined.also: i have 2 hardware controller(adapters). one is a 2 port snes adapter and one a 2port snes adapter.
how it works that i get player 1 and 3 mapped is beyond my knowlage.
If i remember correctly i got it working by changing the modes of the configuration but i cant pull it off after installing the experimental package.got it ! The trick is that you have to set the controllers to mode 0 and then fiddle around with device numbers. Otherwise it seems that the configuration gets overwritten every time
ceuseParticipantI tried to modify the Theme for zoid but emulationstation crashed when i tried to activate the theme. i think svg was the fault. can anybody take a look what could be wrong with the svg (i created it with the online website out of a png)
ceuseParticipant…can you help me out again really quick.
how can i change the actual controller order in mupen64plus.cfg
i tried all kinds of combination and cant figure this out
if i leave all to standart (mode2) my controllers i want to use get mappend to 1 and 3. how do i change the order?
this is my sdl config config (i have 2 adapters that are named exactly the same, one for snes one for n64 controllers) :
[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 = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 0 # SDL joystick name (or Keyboard) name = "HuiJia USB GamePad" # 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 = 2 # 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 = "100,100" # 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 = "20000,20000" # Digital button configuration mappings DPad R = "button(13)" DPad L = "button(15)" DPad D = "button(14)" DPad U = "button(12)" Start = "button(9)" Z Trig = "button(8)" B Button = "button(2)" A Button = "button(1)" C Button R = "axis(3-)" C Button L = "axis(3+)" C Button D = "axis(2+)" C Button U = "axis(2-)" R Trig = "button(7)" L Trig = "button(6)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [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 = 0 # SDL joystick name (or Keyboard) name = "HuiJia USB GamePad" # 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 = 2 # 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 = "100,100" # 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 = "20000,20000" # Digital button configuration mappings DPad R = "button(29)" DPad L = "button(31)" DPad D = "button(30)" DPad U = "button(28)" Start = "button(25)" Z Trig = "button(24)" B Button = "button(18)" A Button = "button(17)" C Button R = "axis(7-)" C Button L = "axis(7+)" C Button D = "axis(6+)" C Button U = "axis(6-)" R Trig = "button(23)" L Trig = "button(22)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(4-,4+)" Y Axis = "axis(5-,5+)" [Input-SDL-Control3] # 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 = "HuiJia USB GamePad" # 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 = 2 # 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 = "100,100" # 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 = "20000,20000" # Digital button configuration mappings DPad R = "button(13)" DPad L = "button(15)" DPad D = "button(14)" DPad U = "button(12)" Start = "button(9)" Z Trig = "button(8)" B Button = "button(2)" A Button = "button(1)" C Button R = "axis(3-)" C Button L = "axis(3+)" C Button D = "axis(2+)" C Button U = "axis(2-)" R Trig = "button(7)" L Trig = "button(6)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [Input-SDL-Control4] # 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 = 0 # 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 = "HuiJia USB GamePad" # 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 = 2 # 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 = "100,100" # 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 = "20000,20000" # Digital button configuration mappings DPad R = "button(29)" DPad L = "button(31)" DPad D = "button(30)" DPad U = "button(28)" Start = "button(25)" Z Trig = "button(24)" B Button = "button(18)" A Button = "button(17)" C Button R = "axis(7-)" C Button L = "axis(7+)" C Button D = "axis(6+)" C Button U = "axis(6-)" R Trig = "button(23)" L Trig = "button(22)" Mempak switch = "key(109)" Rumblepak switch = "key(114)" # Analog axis configuration mappings X Axis = "axis(4-,4+)" Y Axis = "axis(5-,5+)"
ceuseParticipantshould probably put inside the roms.cfg (where you put target fps etc per rom). Just use a script that checks if the roms in the list. if yes start with the emulator defined there. else use the standard.
ceuseParticipantWorks quite well.
But is there a way to keep only one n64 in emulationstation?
if i put Zelda in a other folder N64 shows up 2 timesceuseParticipanttry to remove all roms except n64. If it still happens im out of ideas.
ceuseParticipanti allways get a error : no such file or dictenory (N64-gles2rice) gotta recompile the test package agian i suppose.the message is : failed to find mupen64plus core libary
also : where do mupen64plus keep the save files? directly inside the rom? or is there a special folder for them
recompiling solved those issues and yes it is saved inside the rom it seems. will post again if i notice more bugs (inside the menue the avatar is still buggy though i can see allready)ceuseParticipantand which should have the best results for oot with rpi2 :-)
ceuseParticipant[quote=90392]I’m sorry I can not help. I do not know how to change this file. but maybe someone else here can help you.[/quote]
You mean the SVG file? yeah probably im failing there :-( did you see any other mistakes?
ceuseParticipanti had some similar issues. as soon as i added a 12th emulator to the startscreen(by placing a rom inside the folder) emulationstation frooze on startup. try to remove one system and it should work again. WHy this happens though is beond me (i myself removed my atari2600 roms to make place for n64 roms)
keep me updated when you find a way around this (i couldt find one. it happend for me with both pi 1b and now Pi 2, so the only answer i get : “not enough memory” cant be the problem (imo))
ceuseParticipantStill some glitches though (fire not showing. start menue messed up).
im having the roms in the mupen64plus folder. gonna try to change them around abit and report back (or is this normal)edit : the comandline states im running it with Rice 2.0.0 though.. strange stuff
ceuseParticipant[quote=90380] @texasliberal: Exactly!
@all: mupen64plus-testing should build again.
[/quote]Great work as allways :-) is it possible to use savestates now aswell? mine allways crashes when i try to load a state.
ceuseParticipantnot familar with a minipac but a great way to test the recognised buttons and how they are mapped is
jstest /dev/input/js0
(you need to change js0 to the number your joystick gets recognised)
ceuseParticipantSorry i couldt respond faster:
USA Rom works totaly fine. only the Pal rom has this issue..
didnt knew there were so much major difrence between the 2.
i will mark the question as Answered since it is a compability / rom issue.ceuseParticipantProbably some power issues?
can you still log in via ssh while the system is frozen?
also do you have roms in more then 12 systems? (breaks my emulationstation every time)thats what i can come up with the information provided.
ceuseParticipantI installed it (after updating the script of cause) roughly 10-12 hours ago. did a new build came out in the last 10 hours?
ceuseParticipantwell the original posters problem i think i can answer by looking :
input_player1_joypad_index = “0”
input_player2_joypad_index = “0”cant be right :-)
ceuseParticipantThe emulator specific configurations override the ones in all/Retroarch.cfg.
havent tried it on systems that doesnt require specific configuration (gba, n64) anyway though.
ceuseParticipantyep works like a charm. mupen64plus uses a diffrent controll set as above, and it worked out of the box with the n64 controller adapter. you might have to reassign some of the buttons on a gc controller but defently doable
03/04/2015 at 15:32 in reply to: Controller-only operation of Retropie: Realistic expectation? #90129ceuseParticipantemulationstation should (if the drivers are included) work out of the box (use the gui controller config option)
and for configuring controllers for (most) of the emulators use this guide (from point 8 forward, point 10 describes how to add a hotkey to enable quiting the emulator/saving/loading)
some systems like gba and n64 (at least i know about those 2) will need a special configuration but most will work just fine with this guide
03/04/2015 at 14:58 in reply to: Controller-only operation of Retropie: Realistic expectation? #90127ceuseParticipant100% possible. Expecially if you use something like a xbox360/ps3 wireless controller since it has plenty of extra button where you can map stuff like exit emulator savesate/loadstate.
It works perfectly for me with a snes controller for all of my “normal” systems (you might run into problems with some of the ports like minecraft/doom where there are more buttons used)
Of cause you would need a keyboard / ssh to set everything up. but after the configurition it works great without needing to touch a keyboard
ceuseParticipanti use both Mayflash Snes and N64 controller Adapters (or Huijia usb gamepad as its called by Linux).
Dont see a reason why the Gamecube one shouldt work. Basicly all Buttons get recognised out of the box just have to configure the keymapping for Retroarch.Edit : also 2 Players work aswell. just have to configure via the Retroarch with
cd /opt/retropie/emulators/RetroArch/tools
sudo ./retroarch-joyconfig -j 0 -p 1 >> /opt/retropie/configs/all/retroarch.cfg
sudo ./retroarch-joyconfig -j 1 -p 2 >> /opt/retropie/configs/all/retroarch.cfg03/04/2015 at 10:55 in reply to: RetroPie white screens during loadup with certain roms installed #90109ceuseParticipantBump
After Migrating to a Rpi2 and Setting up a new REtropie 2.6 built i still experience the issue. Everything works fine as long as i keep it 12 active emulators shown or less (same as i had with rpi B). At first i Removed Ports and Added N64 and everything was working. as soon as i added ports back the issue occured again. After clearing a diffrent rom folder (atari2600 since i hardly ever played them/ will play again) everything was working fine again.
I would say with the Rpi2 (and overclock setting set to Pi2) Memory should defently be out of question here.
something seems to be wrong with ES.ceuseParticipantYou can also assign a hotkey on a diffrent controller your not using. (I got 2 snes and 2 n64 controllers hooked up. i have all my Hotkeys on the snes controller while only using the n64 controllers inside mupen64plus)
The Video herbfargus posted explains it pretty good where to set the Hotkeys.
ceuseParticipantThanks for the video. worked great for me.
other problems i had / kinda solved :
– using a usb snes and a usb n64 adapter wich has the same name kinda screws with emulationstation. i can just configure emulationstation to use either the snes or n64 controllers– gpsp uses J0 as default. i would need j2 though. started a specific topic for that HERE
– having more then 12 system still f*$*s up emulationstation (i think i just have to accept that)
– set up kody but struggeling to get my snes controllers (j2 & j3) working within cody. asked for a guide here HERE
-begged zoid for a Kodi background HERE :D
if anyone has an idea on the first 4 problems thanks in advance :-)
03/03/2015 at 20:49 in reply to: A guide for adding xbmc with working wireless 360 to RetroPie. #90045ceuseParticipantwould need the same thing but with my usb snes controller adapter… isnt there a way/someone able to write a more general guide? i cant wrap my head around how to use other drivers with this.
ceuseParticipantany way to find that out / git from the developer to ask :(
ceuseParticipantHey im having some issues here.
im trying to change the joypad gpsp is using (it uses J0 as default i think?) and i want it to use J2. how do i change this?
thanks in advance
ceuseParticipantCan you Create a Background for Kodi (Xbmc) since you can install it now via the setup script and im thinking about just adding kodi to the es_systems file but a white background would break that idea completly :-)
ok i tried doing it myself but failed miserably. probably because i cant wrap my head around the svg.
as soon as i use this config in es_systems.cfg emulationstation wont boot up with segmentation fault.
<theme> <formatVersion>3</formatVersion> <include>./../simple.xml</include> <view name="system"> <image name="background" extra="true"> <path>./art/kodi_art.jpg</path> </image> <image name="logo"> <path>./art/kodi.svg</path> </image> <helpsystem name="help"> <textColor>ffffff88</textColor> <iconColor>ffffff88</iconColor> </helpsystem> </view> <view name="basic, detailed"> <text name="system_name_1" extra="true"> <text>kodi</text> <forceUppercase>1</forceUppercase> <size>0.45 0.16</size> <pos>0.527 0</pos> <color>7b7d7f</color> <fontPath>./../art/OPENSANS-LIGHT.TTF</fontPath> <fontSize>0.055</fontSize> <alignment>right</alignment> </text> <image name="logo"> <path>./art/kodi.svg</path> <pos>0.025 0.079</pos> <maxSize>0.47 0.1</maxSize> <origin>0 0.5</origin> </image> </view>
i tried to use a modified version of the kodi logo and created a svg
cant upload the svg due to security error from the forum. but i basicly used the mobilefish online svg converter with the pgn
ceuseParticipantI would have another Request. I fucked up my manually modified Gamelist because i forgot that the tool creates a completly new list:-(
could you built in a optional switch (i.e) found somethig difrent in gamelist allready. do you want to overwrite it ?
also i would love to have a way to manually create a gamelist with thegamesdb ids (somewhat like a batch programm manuscrape.exe -attend -path .\gamelist.xml -imgdir “.\imgs” -thegamesdbid 1255) and that would add to the text file the completly scraped data for that id (for faster manual adding missing stuff)
ceuseParticipantcan you post some screens?
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