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footwoParticipant
p.s. do you know where my “TAB” configurations is stored?
I would like to save it in case of reinstallAFAIK the configs you generate/alter in the TAB menu aren’t even human readable. Look at the default and per game config files in the mame config folder in a text editor – they contain binary information, not plain text.
I’ve been having my own nightmares with MAME since RP 3.3. For some reason I simply cannot fathom, pressing the left d-pad button on just one of my controllers turns the throttle on and speeds up the game to unplayable levels, even though ‘Throttle’ is only bound to F10 on the keyboard. Pressing right on the d-pad would alter the frame skip setting.
Only one particular controller does this (the iBuffalo SNES style pad), whereas a generic USB pad and a PS3 controller do not exhibit this behaviour.
To fix it I had to completely unmap throttle and frameskip, then I could press the directional buttons again without activating the throttle. However, I just tested on a virgin image of RP 3.3 and the pad works fine, so I’ve obviously fucked something up somewhere. OH WELL.
footwoParticipantnope, that doesn’t work.
footwoParticipantYes that completely disables the feature. I’m not sure if that has any other side effects, I would think not since the runcommand.sh script is quite well commented and that all seems to be a self contained section for allowing the user to enter the launch options.
Ideally I’d rather it just didn’t respond to joypad presses. I want a closed system when a joypad is used, so debug features like the launch options requires a keyboard.
I’m going to try just commenting out what LOOKS like the hook for the joypad button press but im not sure:
if [[ -n $__joy2key_pid ]]; then kill -INT $__joy2key_pid fi
footwoParticipant[quote=108823]go to /opt/retropie/supplementary/runcommand.sh
find this code:
# check for x/m key pressed to choose a screenmode (x included as it is useful on the picade) clear echo "Press a key (or joypad button 0) to configure launch options for emulator/port ($emulator). Errors will be logged to /tmp/runcommand.log" IFS= read -s -t 1 -N 1 key </dev/tty if [[ -n "$key" ]]; then get_all_modes main_menu dont_launch=$? clear fi
reduce the time to zero by switching this line
IFS= read -s -t 1 -N 1 key </dev/tty
toIFS= read -s -t 0 -N 1 key </dev/tty
[/quote]
Note that this does nothing.
I’m also trying to disable the launch options menu from being accessible, but only via joypad presses. Basically I only want access to the launch options menu as long as a keyboard is connected (on older version of retropie you could only use a keyboard at this point to enter the menu).
I’m convinced the solution is in the runcommand script I just don’t know what it is. I tried changing the -t time switch to 0 but I still see the message each time.
footwoParticipantThanks for the responses guys, I get it now!
06/23/2015 at 14:09 in reply to: Imitation XBox 360 controller not being properly recognized #100510footwoParticipant[quote=100506]Am I allowed to post links of that nature on this forum?[/quote]
Why wouldn’t you be?
Anyway, exit out of emulationstation and run jstest with the pad connected to see if it’s at least registering the button presses. If it isn’t, then the pad’s probably fucked. I’d advise getting a real wired x360 controller, or a PS3 controller.
footwoParticipantHi Patrick
Thanks for taking the time to answer, I appreciate it!
I think my use of the terminology was wrong, by overlays i do in fact mean borders, and just at the sides of the 4:3 image. I’m building this for my niece and I want it to have some bells and whistles just so she knows what system shes playing on at any one time. I figured having some pictures of the consoles at the side would do the trick
I am using the shaders that come loaded with retropie, I’m just not sure what to set the other various video settings within RA if I’m using a shader. I’m not planning on overlaying scanlines as I’ve been reading that shaders are perfectly fine to use on a native 720p display.
You could just select the Hyllian shader and then add a border overlay. That sounds like what you are after.
yeah pretty much. So the Hyllian shader in /opt/retropie/emualtors/retroarch/shaders should be good for my purposes I guess. For things like integer scaling, crop overscan, and the other video settings, from what ive been reading I should be using:
Integer scaling – ON
Fullscreen mode – ON
Crop overscan – OFF
Aspect Ratio – 4:3 or core providedThat sound right?
footwoParticipantIt’s a Raspberry Pi 2 running the most recent Retro Pie version and it’s composite output
Oh man, have you got an actual CRT?
Anyways yeah, to add to what Floob has said, I believe you need to alter the various overscan values in /boot/config.txt
overscan_left number of pixels to skip on left overscan_right number of pixels to skip on right overscan_top number of pixels to skip on top overscan_bottom number of pixels to skip on bottom
Tweak the values until the video output fits comfortably inside your display.
footwoParticipantYour main retroarch config is overriding the emulator specific one, go into your main retroarch.cfg and explicitly tell it to save on exit:
config_save_on_exit = "true"
then ALL emulators that use retroarch should save changes you make to their configs when you exit.
footwoParticipant[quote=99846]I just deleted the “nul assignment” in the main retroarch.cfg in the last line for the hotkey and now I can navigate through Retroarch Menu and even exit with my controller, but retroarch still does not remember my configurations.
Now everything ,except my analog sticks, is working (while analog to digital works fine).
[/quote]
for the saving thing, make sure the following is present in your main retroarch.cfg (I was having the same problem):
config_save_on_exit = true
and that will make sure that retroarch saves your config when you exit the emulator.
wrt your analog sticks, not sure what the deal is there. I installed the ps3 driver and plugged in a ps3 controller via cable and it seems to work (tested in n64 emulator and the right stick did something with the C buttons) but I haven’t spent that much time with it as the main purpose of what im making is to emu the 8-bit/16-bit games.
footwoParticipantnvm fixed it.
on 3.0 beta 3 its just a matter of copying dot.glsl into
/shader-files
and then editing the gb-shader.glslp thusly:shader0 = shader-files/dot.glsl
then set your shader as normal in retroarch.cfg, or using the in-emu retroarch gui menu.
footwoParticipant[quote=90824]
Fixed the palette problem, but it can’t open the background.png strangely enough they are in the same folder.
[/quote]Sorry for necroing this thread but this has been driving me mad for two hours now. How did you fix the palette problem? No matter what I try I cannot get the colour to work. I’m using the modified files from roo above, but changed for my own purposes, plus i’ve made sure all the paths are correct and the palette.png file is in the right place. No matter what, when I start I get errors in the runcommand log:
RetroArch: rarch_log_libretro: [libretro INFO] :: [Gambatte]: Got internal game name: WIZARDS WARRIORS. RetroArch [WARN] :: resolve_extensions :: [GL]: GLES implementation does not have BGRA8888 extension. 32-bit path will require conversion. RetroArch [ERROR] :: compile_program :: Failed to link program #1. RetroArch [ERROR] :: compile_programs :: Failed to create GL program #1. RetroArch [ERROR] :: gl_shader_init :: [GL]: Failed to initialize shader, falling back to stock. RetroArch [WARN] :: gl_glsl_init :: [GL]: Stock GLSL shaders will be used. RetroArch [WARN] :: resolve_extensions :: [GL]: GLES implementation does not have BGRA8888 extension. 32-bit path will require conversion. RetroArch [ERROR] :: compile_program :: Failed to link program #1. RetroArch [ERROR] :: compile_programs :: Failed to create GL program #1. RetroArch [ERROR] :: gl_shader_init :: [GL]: Failed to initialize shader, falling back to stock. RetroArch [WARN] :: gl_glsl_init :: [GL]: Stock GLSL shaders will be used.
this is on retropie 3.0 BETA 3 on a pi2, using the stock emulator choice for gb.
Can anyone assist?
footwoParticipantmake sure that you have configured hotkeys in your retroarch.cfg file
for example, lets say you are running a snes emulator, go to your config file for your xbox controller. probably located in:
/opt/retropie/emulators/retroarch/configs/<Some_Xbox_Controller_Config.cfg>
edit it and make sure you include:
input_enable_hotkey_btn = "6" input_exit_emulator_btn = "7"
those are my button binds, substitute them for the buttons on your xbox controller, which you can find out using
jstest
. then pressing select and start should exit the emulator.footwoParticipant[quote=99784]Ok,
so I just found out, that completely disconnecting the wireless receiver makes it at least possible to use the menu with the keyboard. I will go on and try some different combinations of installing drivers and using it without drivers, with no controllers connected etc.[/quote]
yeah, the combo of SELECT + f1 on my keyboard allows me to access the retro arch menu in-emu. a decent workaround as it lets me edit the cfg much easier now :D
[quote=99761]
Regarding the “never needing to push a hotkey on the keyboard before where escape and f1 just worked” this has been issue since around January and to be honest I think its an issue with the retroarch code and the “nul” key binding this is the post I had on it a while back and never really sorted it out (I just changed the hotkey to alt from the setup script)https://www.petrockblock.com/forums/topic/esc-key-not-working-to-exit-game-back-to-emulationstation/
[/quote]
hmm, I think I may have remapped something in the main retroarch.cfg then because I swear the ESC key and function keys work in the image of beta 2 that I burned to my SD card. but like i said above select + f1 seems to work and lets me navigate the retroarch gui menu just fine :D
thanks for the advice y’all
footwoParticipantI’m having keybord problems in v3.0 beta 3 as well. Whilst an emu is running only certain keys on the keyboard are detected and if I try to open retroarch settings in-game it freezes the screen.
I tried 2.6 and it seemed to be fine for me keyboard wise, guess the new beta still has some bugs to be worked out.
footwoParticipantI have a hotkey button (SELECT) enabled for the controller for things like reset, exit emulator, save/load state. It works fine, but you never used to need to push the hotkey button just to use the keyboard keys. ESC would quit the emulator and F1 would open retroarch settings when you were in the emulator itself.
footwoParticipantThanks for the tip, unfortunately it’s worse than that. The keyboard doesn’t seem to work in game. I’ve made sure the main Retroarch config at
/opt/retropie/configs/all/retroarch.cfg
Has
input_menu_toggle = f1
But the menu doesn’t appear when I press the button. The keyboard doesn’t work for function keys or the ESC key, but does work on the cursor arrow keys and action buttons like A!
I’m very confused
footwoParticipantI am getting this too, on beta 3 for Pi2. Retroarch configured the controller just fine and it works, but if I use the hot key to bring up the menu it freezes. You can connect via SSH however and restart emulationstation.
Is yours crashing in a snes emulator by chance?
Has anyone else seen this or found a fix?
06/10/2015 at 23:29 in reply to: Is it necessary to run the update if you are installing from the latest image? #99444footwoParticipantSweet, thanks again man!
06/10/2015 at 22:40 in reply to: Is it necessary to run the update if you are installing from the latest image? #99437footwoParticipantAh right, so those configs will pertain to individual systems. It’s probably a good idea to tailor each one then I’d imagine.
If the config file that’s created by the retroarch setup ends up as
/opt/retropie/emulators/retroarch/configs/SonyPLAYSTATION(R)3Controller.cfg
and that is used in the event you run an emulator that you haven’t explicitly overridden (by a retroarch.cfg in their respective folders), then what do these files do?
/opt/retropie/configs/all/retroarch.cfg
/opt/retropie/emulators/retroarch/retroarch.cfg
retroarch-core-options.cfg
Sorry to bombard you with questions :p
I’ve just hit up your youtube channel btw, gonna check out these how-tos!
06/10/2015 at 22:16 in reply to: Is it necessary to run the update if you are installing from the latest image? #99435footwoParticipantI’ll give it a go, thanks.
So is it possible to specify separate controllers on a per-emulator basis?
06/10/2015 at 21:37 in reply to: Is it necessary to run the update if you are installing from the latest image? #99430footwoParticipantHey! Thanks for replying. Good to know about the update!
Wrt retroarch, it just doesn’t seem to work. I’ve tried with a generic snes USB pad, and only the d-pad, SELECT, START, A & B work. X, Y & shoulder buttons dont. I’ve also tried a ps3 controller wired and that just goes haywire.
Both these pads are detected just fine in jstest so I know they work on the pi. Apparently the stock configs that come with the image are causing problems:
https://github.com/retropie/RetroPie-Setup/issues/795
So I’m going to try a fresh install, then delete all the configs, then run retroarch setup.
Thing is, I’m building this as a birthday present for my niece and I want her to be able to use the right pads for the right systems, or as far as possible anyway. I’m thinking a snes pad would work fine for the 8bit and 16bit consoles (as well as atari, c64 etc) whilst a ps3 controller would suit other systems with more elaborate controllers.
Is that possible? To configure retroarch as the master controller to use a ps3 pad, but then override individual emulators (nes/snes/megadrive etc) to use the generic snes style pad?
Retroarchs configs are all over the place and I find it a bit confusing :D
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