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irmanezirevicParticipant
After I ran the patch from the “autofire on axis” post, the retropie sees my Xin-Mo as two controllers. Should I maybe try to start all from scratch ( reinstall retoroppie) and see if it works without the patch?
irmanezirevicParticipantHi,
nope it doesn’t work :-(irmanezirevicParticipantCan anyone help me with this one PLEASE:
Have hit rock butom, and have no idea how to move on…
irmanezirevicParticipantThe funny thing is that if I use the player1 title on the now player2 title, then the buttons and joystick work on that side, but not on the other side (which worked when it was player1).
So there seems to be communication on all the buttons. But not both sides can work at the same time.
I have also tried with these combinations:
input_player1_joypad_index = 0
input_player2_joypad_index = 0and
input_player1_joypad_index = 0
input_player2_joypad_index = 1but still no luck.
When I list all med inputs i have js0 and js1, so the retropi sees the both sides…
irmanezirevicParticipantHi Dpicc
Thanks for your reply. I dont see any “hats” :-) Which one of these are we talking about:
# 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 user 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 =irmanezirevicParticipantHi guys, could you help me here:
I have used your topic here with success and the player 1 controllers are working. And also have js0 and js1 when running dev/input.
But i just can’t seem to get player two to work :-(
irmanezirevicParticipantOk, big progress. Player 1 works now but not player two. Have the following:
input_player1_joypad_index = 0
input_player1_b_btn = 1
input_player1_y_btn = 0
input_player1_select_btn = 9
input_player1_start_btn = 4
input_player1_up_axis = -1
input_player1_down_axis = +1
input_player1_left_axis = -0
input_player1_right_axis = +0
input_player1_a_btn = 3
input_player1_enable_hotkey_btn = 2
input_player1_exit_emulator_btn = 8input_player2_joypad_index = 0
input_player2_b_btn = 2
input_player2_y_btn = 1
input_player2_select_btn = 0
input_player2_start_btn = 3
input_player2_up_axis = +1
input_player2_down_axis = -1
input_player2_left_axis = -0
input_player2_right_axis = +0
input_player2_a_btn = 4
input_player2_enable_hotkey_btn = 5
input_player2_exit_emulator_btn = 6any suggestions?
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