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petrockblogKeymaster
Marqs has pushed an update to the RetroPie Setup Script (see https://github.com/retropie/RetroPie-Setup/pull/243).
Does this solve your issue?
petrockblogKeymasterGlad to hear!
It would be great, if you could post your working script(s) here :-) In this way, others might get some inspiration.
11/10/2013 at 21:37 in reply to: Tutorial to get wiimotes with classic controllers to work with RetroPie #3146petrockblogKeymasterThanks a lot for that!
I have also added this guide to the wiki at https://github.com/retropie/RetroPie-Setup/wiki/Wiimotes-with-classic-controllers.
petrockblogKeymasterGreat idea!
Which devices can be attached to it (e.g., USB, Ethernet, SNES-controllers, power supply)?
petrockblogKeymasterI do not have any experience with that type of controller, but maybe someone wrote about it at https://www.petrockblock.com/forums/topic/what-controllers-are-you-using/.
petrockblogKeymasterThe RetroArch emulator, which is the base for most of the emulated systems in RetroPie, offers such a functionality. However, it is not included int the current RetroPie Setup Script in a ready-to-use way, see https://www.petrockblock.com/forums/topic/changing-player-1-based-on-controller-needed/#post-3079. It would be great, if you could post your solution/works on that here, if you follow that approach :-)
petrockblogKeymasterI used SNES extension cables that I bought from eBay, Amazon or any other electronics distributor. I dismantled the sockets from the cables then.
petrockblogKeymasterAlternative, you might be interested in the auto configure functionality of RetroArch: essentially, it changes the input settings depending on the controllers that are currently plugged in and supports hotplugging. You can find more information about that at
https://github.com/libretro/RetroArch/wiki/RGUI (quite at the bottom that site)
I never found time to have a deeper look into that, but I think that it might even be worth to be included into the RetroPie Script. Any help here would be greatly appreciated!
petrockblogKeymaster[quote=2861]I’m still having the problem with Golden Axe 2 after trying different rom versions. Can someone try this game to see if they have the same problem? I noticed that other role on using standalone binary of picodrive don’t encounter this problem. [/quote]
I am also facing the same issue: I am not able to run Golden Axe 2 as well.petrockblogKeymasterYou might want to post this issue of Emulation Station at https://github.com/Aloshi/EmulationStation/issues?state=open. This might be a bug or something to be improved.
petrockblogKeymasterGlad to hear!
petrockblogKeymasterYes – that’s correct!
petrockblogKeymasterHi!
The RetroPie GPIO Adapter offers four additional pin break outs: 0, 14, 21, and 22 (see also https://www.petrockblock.com/forums/topic/using-other-gpio-pins-with-the-retropie-adapter/#post-2996). You could connect the Mausberry switch to these pins. You probably would have to configure the Mausberry script according to your pin choice.
petrockblogKeymasterYou could access the pins, e.g., with a 2×3 male header. I attached an image that shows the PCB of the RetroPie GPIO Adapter:
petrockblogKeymasterglad to hear!
petrockblogKeymasterThanks!
I will update the SD-card image soon!
petrockblogKeymasterYes – the adapter breaks out four additional pins: 0, 14, 21, and 22. The schematics of the RetroPie GPIO Adapter are available at https://www.petrockblock.com/?wpdmdl=7. In addition, GND and 3.3V are broken out.
I hope that helps!?
petrockblogKeymasterIan not at home right now.
The hotkey functionality is also mentioned at https://github.com/retropie/RetroPie-Setup/wiki/Does-anybody-know-if-there’s-a-way-to-edit-the-retroarch.cfg-to-give-me-the-ability-to-exit-an-emulator-by-using-the-controller%3F
I would guess that for rewind the configuration would look like
input_rewind_btn = 1 (or some other button index)
petrockblogKeymasterIt might be that you also need to configure the hotkey button for your controller to bind the rewind function successfully to the controller. This is just a guess, though.
petrockblogKeymasterMaking SNESDev configurable is still on the to-do list. For now, you would need to change the source code around https://github.com/petrockblog/SNESDev-RPi/blob/master/src/SNESDev.c#L248 and recompile and reinstall SNESDev.
petrockblogKeymasterHi,
I think 25 frames are more than enough!
I already started to add a splashscreen configuration menu to the Setup Script …
petrockblogKeymaster[quote=2909]
Do you mean another emulated button on the software side?
Or another hardware button?
Both would be possible …
Yes, a hardware button. Is it just a quick short-circuit to send the signal to the Raspberry?
[/quote]
The schematics of the Adapter can be found at https://www.petrockblock.com/?wpdmdl=7.When the button is pressed, the pin is pulled high. I hope this helps?!
petrockblogKeymaster[quote=2881]Hello, I had a few issues with large Sim City cities (sound chopping and lag spikes), however when I set my PI to 420p. Yes emulationstation may look ugly and you have to resize covers but damn it increased the performance of ALL emulators and gaames. Yoshi Island runs at 100% also.[/quote]
The settings for Emulation Station that come with the RetroPie Script use the script runcommand.sh (https://github.com/retropie/RetroPie-Setup/blob/master/supplementary/runcommand.sh). This script, in turn, makes use of the tool tvservice that also changes the screen resolution to VGA (640×480) when a ROM is started.
You suggest to change the resolution of Emulation Station itself (before a game is started)?
petrockblogKeymasterAnimated splash screens would be great!
As far as I know it would be possible to provide a series of images as individual files that could be played in sequence.
For the beginning, you could provide your animation frames as a packed zip file here. We could come up with a menu entry in the RetroPie Script to choose between different splash screens.
petrockblogKeymasterActually, this is on the to-do list for the RetroPie Setup Script for quite a while now, see https://github.com/retropie/RetroPie-Setup/issues/135. In general, it is possible to what you described!
I am sure that the people here would be glad if you would post any descriptions etc. when you were successful with that :-)petrockblogKeymasterDo you mean another emulated button on the software side?
Or another hardware button?
Both would be possible …
petrockblogKeymasterThe gamecon driver was written by the community member “Marqs” (see http://www.raspberrypi.org/phpBB3/viewtopic.php?f=78&t=15787&p=433388&hilit=gamecon#p433388). I do not know how to solve possible problems between Raspbian and the gamecon driver.
Also, I do recommend to use only SNESDev when you are using the RetroPie GPIO Adapter. It is important that the game con driver is not installed in parallel, because both drivers would try to access the same GPIO pins. In case you have not seen this yet: THere is a guide for the RetroPie GPIO Adapter at https://www.petrockblock.com/2013/07/09/getting-started-with-the-retropie-gpio-adapter/.
petrockblogKeymasterGlad to hear :-)
petrockblogKeymasterA mapping between the SNES and NES pins can be found, e.g., here:
petrockblogKeymasterHi,
to test your game pad / joystick, you could also use the command line tool
jstest
. With that you could make sure that your game pad is fully recognized by the operating system in the first place!When you are done with that and you can be sure that the OS is recognizing the pads reliably, you can also be sure that it is “only” a matter of how to configure RetroArch and the other emulators (and also Emulation Station via es_input.cfg).
I can also confirm that Duke is flickering at the beginning, but this does not continue within the game. In order to play Doom, you need to add your Doom .WAD files. The one that is initially provided is needed by the emulator, but it is not an actual game.
Hope that his gives you some ideas!?
petrockblogKeymasterTHanks a lot for your effort!
I think I would prefer a sequence of png frames that could be played in a loop, e.g., a glowing of colors within one of the great splash screens at https://www.petrockblock.com/forums/forum/retropie-project-forum/splashscreens/.
petrockblogKeymasterSee https://github.com/retropie/RetroPie-Setup/issues/233 for further discussion.
petrockblogKeymasterYou are right – I did not notice this before.
When compiling uae4rpi, an error is generated, saying
/usr/bin/ld: warning: libvorbisfile.so.3, needed by /usr/lib/arm-linux-gnueabihf/libSDL_mixer.so, not found (try using -rpath or -rpath-link) /usr/lib/arm-linux-gnueabihf/libSDL_mixer.so: undefined reference to ov_time_seek /usr/lib/arm-linux-gnueabihf/libSDL_mixer.so: undefined reference to ov_clear /usr/lib/arm-linux-gnueabihf/libSDL_mixer.so: undefined reference to ov_pcm_total /usr/lib/arm-linux-gnueabihf/libSDL_mixer.so: undefined reference to ov_open_callbacks /usr/lib/arm-linux-gnueabihf/libSDL_mixer.so: undefined reference to ov_info /usr/lib/arm-linux-gnueabihf/libSDL_mixer.so: undefined reference to ov_read collect2: ld returned 1 exit status make: *** [uae4all] Error 1
petrockblogKeymasterHmm, I cannot confirm this resistance, see the attached images.
petrockblogKeymasterThe link is missing above – could you re-add it (again)?I am sure you mean the post at http://blog.sheasilverman.com/2013/09/adding-a-startup-movie-to-your-raspberry-pi/.
Actually, the RetroPie Script uses the approach that is described there for quite a while already. You will find
asplashscreen
in/etc/init.d/
as described at http://www.edv-huber.com/index.php/problemloesungen/15-custom-splash-screen-for-raspberry-pi-raspbian.Now, we only need some people to contribute animations or videos here ;-)
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