Forum Replies Created

Viewing 30 posts - 1 through 30 (of 30 total)
  • Author
    Posts
  • in reply to: GPIO to Keys simplest method? #110210
    phoenix
    Participant

    [quote=110050] @phoenix, I know that this post is old; but out of curiosity, what is the difference between Retropie recognizing it as a keyboard vs a gamepad? does Retropie limit functionality on keyboards? I’m the developer of GPioneer, so I’d like to know if I can make this better. I use Piplay, not Retropie; but I’d like GPioneer to be able to support both.

    [/quote]

    The difference is when one is stupid. I didn’t realize that all I needed to do was keep holding the button when emulationstation starts configuring. I just pressed it, saw it said “keyboard input”, and gave up. Once I figured that out, I was fine. GPIoneer is by far the best way to interface directly with arcade controls via the GPIO. Kudos, sir.

    phoenix
    Participant

    I have used Adafruit’s Retrogame, the mk_arcade_joystick, and GPioneer. for arcade builds that are wired directly to the GPIO.

    Of the three, GPioneer is BY FAR the easiest to install, configure, and change. It was built for piPlay, but it is perfectly compatible with Retropie.

    The advantages are you don’t have to compile anything, it doesn’t matter what GPIO input you use for each button/control, and you can change the assignments using a web-based interface.

    http://piplay.org/forum/discussion/1891/gpioneer-a-side-project-compatible-with-piplay/p1?post#Form_Body

    in reply to: List of working MAME titles for Retropie 3? #105476
    phoenix
    Participant

    It is more a question of ROMSETS rather than “compatible working ROMS”. The Retropie version does not matter, as they all pretty much use the same emulators.

    Bottom line is .37b5 for Mame4all, or 0.2.96.71 for PiFBA.

    If you look hard enough, you can find them. Oddly, youtube is your friend.

    in reply to: binding keyboard keys to arcade buttons set? #105218
    phoenix
    Participant

    That’s it exactly. The Gpioneer plays together with the USB controller just fine. It does not matter which GPIO inputs you use for your buttons, just make sure it’s an INPUT. The only thing that threw me with installing GPIOneer is it needs the rpi.gpio library installed first. Use the answer in this link:http://raspberrypi.stackexchange.com/questions/8220/how-to-correctly-install-the-python-rpi-gpio-library if you are not python smart.

    Once installed, you just type in the URL of the pi, and it will bring up the GPIOneer configurator to program your buttons. What’s nice is you can change them at any time very simply. Your other choice is retrogame. It does basically the same thing as GPIOneer, but it is not as flexible.

    in reply to: binding keyboard keys to arcade buttons set? #105054
    phoenix
    Participant

    I had the same issue. I don’t think you can really bind buttons from your joystick controller to keyboard inputs.

    I have made two different consoles, one with a USB “zero delay” encoder, and one with arcade controls wired directly to the GPIO.

    I added 3 buttons to the first one, (wired direct to the GPIO) and used GPIOneer to map them (one to ESC, one to “5”(coin), and a couple for pinball. GPIOneer has a nice web interface to change them once you have wired them. It is completely compatible with Retropie.
    http://piplay.org/forum/discussion/1891/gpioneer-a-side-project-compatible-with-piplay/p1?post#Form_Body
    On the other arcade, I used mkjoystick to map the controls and extra buttons to the GPIO: https://github.com/digitalLumberjack/mk_arcade_joystick_rpi

    hope this helps. let me know if you have questions.

    phoenix
    Participant

    [quote=104036]I have sussed it but its a bit annoying.

    I have to load into the RetroPie frontend the Quit/Reboot so it basically loads it all again for a second time, only this time the resolutions is correct.

    Any ideas why?

    [/quote]

    I built a minicade using a 10.1″ 1280×800 IPS display. It boots to 640×480, and upon reboot from ES, it goes to 720p. I have a basically identical unit with the same screen, and it boots at 1280/800, period. I am clueless as well.

    The only thing I put in config.txt was to force HDMI (on both) because the screen lags on startup.

    in reply to: Upgrade from 3.0b4 to Retropie 3.0 final #103992
    phoenix
    Participant

    Thanks, Herb.

    I made backups and then updated the setup script and did a full binary install.

    Worked like a champ.

    Thanks for the input.

    in reply to: cave story game saves? #103917
    phoenix
    Participant

    mine are in:

    pi/Retropie/roms/ports/CaveStory/profile.dat (profile2.dat/profile3.dat etc).

    in reply to: GPIO to Keys simplest method? #103614
    phoenix
    Participant

    I have found an even better solution – GPIoneer. Just google it. It was designed for “PiPlay”, but works just fine with Retropie. It is very similar to adafruit’s “retrogame”, but much easier to configure using the web interface.

    edit: Gpioneer is great for adding Key inputs; but Retropie only sees it as a keyboard, not as a gamepad.

    in reply to: Adding a capacitive touch sensor #103613
    phoenix
    Participant

    I tried modifying adafruit’s “retrogame” program for this purpose with ZERO success. Finally, I ditched retrogame, and installed GPIoneer, which has a flag where you can set all GPIO pins to pulldown. I only had one other button besides the capacitive touch button to program, so I wired it to 3.3v with a 10K ohm resistor, and other side to the GPIO pin. They work perfectly now. Just wanted to add that in case anyone ran into the same problem.

    phoenix
    Participant

    I had the same issue using “zero delay encoders”. The problem is that they aren’t “true” keyboard encoders, but are seen as generic “joysticks”. I used adafruit’s guide and used their retrogame tutorial and program to program a GPIO button (much like Matthew did) to key “ESC”.

    Here is the link: https://learn.adafruit.com/retro-gaming-with-raspberry-pi/buttons

    Works like a champ and gets me out of FBA/Mame every time.
    read the instructions CAREFULLY.

    in reply to: GPIO to Keys simplest method? #101900
    phoenix
    Participant

    I didn’t come across this thread until late, but for anyone else working on this, I found the instructions at https://learn.adafruit.com/retro-gaming-with-raspberry-pi/buttons to be quite helpful.

    The procedure is essentially what @raoulangel described.

    in reply to: N64 controller setup #98276
    phoenix
    Participant

    The Retroarch configuration will only work with the libretto emulator, which in my experience, is not optimal for N64.

    You can modify/edit/check the Retroarch config – it is kept in opt/retropie/emulators/retroarch/configs/ (I think – I cant check, as I’m on the road). If you use the MUPEN64PLUS emulator, then the config file is in the InputAuto.cfg or maybe I got it backwards and it is AutoInput.cfg. Anyway, that file is in the opt/retropie/configs/n64/ folder.

    To figure out the EXACT name of your controller (so you know which configuration to edit), from the terminal, type
    jstest /dev/input/js0 (and check your button map while you are there).

    Hope this helps.

    in reply to: N64 games running bad – is there a fix? #98099
    phoenix
    Participant

    If you search “N64” using the search panel, you’ll find a lot of useful info.

    Update your setup script, and you will be able to install the mupen64plus-testing emulators. I found that the mupen64plus- testing with the gles plug in runs the best overall, while the rice plugin runs Zelda better. MANY GAMES WILL NOT RUN PROPERLY NO MATTER WHAT YOU DO. That said, the Pi2 will do better than the B+ – you should set the overclock to “Pi2”. My memory setting is 256MB.

    in reply to: N64 games running bad – is there a fix? #98064
    phoenix
    Participant

    What model of pi do you have? What model of Retropie are you using? And what emulators have you tried? All these things are important to get help.

    in reply to: XBOX 360 Wirless #97930
    phoenix
    Participant

    hmm. I’m not any smarter. I installed the driver, and actually did option one after I read a post (on here) about how it was the easiest. I did configure the controller on initial boot. For N64 games, you have to put in an “exit emulator” button into the mupen config file, but for retroarch, “back”+”start” should work fine (it does for me).

    Try this: see what Retropie names your controller (jstest /dev/input/js0) and then check the Retroarch config for it in opt/retropie/emulators/retroarch/config

    editing that file may solve your issue.

    in reply to: XBOX 360 Wirless #97890
    phoenix
    Participant

    Start here:
    https://github.com/retropie/RetroPie-Setup/wiki/Setting-up-the-XBox360-controller

    and search this forum for xbox 360 and also blacklist you will find how to get rid of the lights and get the controller to work properly.

    in reply to: FBA Retroarch core – coin controls #97808
    phoenix
    Participant

    Floob has it right. I am on 3beta on a pi2. I first tried remapping the exit combo (that another person recommended) and it did not work.

    However, remapping the hotkey by adding Floob’s line to the retroarch.cfg files for fba-lr and imame4all-lr work for all games that the [rSHIFT] keyboard button had been working for to add coins.

    Getting MAME games to play nice is not for the faint of heart.

    in reply to: Mapping buttons in MAME and piFBA #97794
    phoenix
    Participant

    My problem is that when using Mame4all-Pi, I can hit TAB to bring up the menu, but then nothing will input.

    I’m using wireless xbox controllers, and for many games, I can’t insert coins, but some games work just fine using iMAME4ALL-lr.

    Does the xboxdrv interfere with the USB keyboard?

    edit: I solved the coin issue by using the suggestion in the Retropie Wiki FBA section (moving the exit/hotkey button). I still cannot input after hitting TAB when using MAME4ALL-PI.

    in reply to: What controllers are you using? #97317
    phoenix
    Participant

    [quote=95299]Hi guys, will I be able to run 4 xbox 360 wireless controllers with one PC adapter
    -> N64 obviously :D?

    [/quote]

    I have played Mario Kart with (3) Logitech 310s, and then with (2) xbox wireless controllers using a MS USB plugged directly into the pi (no powered hub). Both worked fine, so I wouldn’t know why not. I only have 2 wireless xbox controllers, so I can’t check that.

    in reply to: Help on Nintendo 64 Performance #97031
    phoenix
    Participant

    Unfortunately, for now, that’s the best you are going to get. Some N64 games just don’t emulate well on the pi. Doesn’t matter which emulator you use, Goldeneye is going to be s-l-o-w and other games Like Yoshi and Smash Bros are going to get slower and slower as the game’s graphics get more complex. c’est la vie. It will take a major improvement in the emulation software, or a new model of pi to improve N64 performance. Your best bet is likely PC emulation for those games.

    in reply to: RP2 3.0b2 N64 game configs #96793
    phoenix
    Participant

    I edited the first post instead of adding to it.

    mods, please delete this post.

    in reply to: Anyone got n64 Mario Kart working? #96653
    phoenix
    Participant

    yes, you can make mupen64plus gles2n64 (testing) the default, and it should be, not only for that ROM, but for N64. The only exception I have really found is Zelda, which runs better with Rice. Mario Kart runs sweet with the (testing) mupen64plus.

    in reply to: N64 crashing? #96652
    phoenix
    Participant

    I have found that a “kick-back” to the ES menu almost always means a bad ROM.

    Several N64 games work just fine, like Mario Kart, but you need to install the “testing” version of MUPEN64plus as already pointed out. I second herbfargus’s idea to test the ROMS on Project 64 (to rule that error source out).

    phoenix
    Participant

    I have a Sony 32GB micro SD card which is tempermental. It runs and boots fine when it is cold, but – reboots are a headache. For some reason, if you let it set for 5-10 minutest, it boots perfectly. My other card is a 16G Sandisk (both of these cards are class 10) and I have no issues with it whatsoever.

    phoenix
    Participant

    I just finished my Retropie, pi2, and RP2b2.

    I first tried option 3 of the xbox controller setup, but, although jstest correctly identified my controller, no button pushes registered. So, I renamed the xboxdrv files, and tried option 1, which worked perfectly. Just a data point.

    I did find that for Mario Kart, I had to remap via the AutoInitcfg.ini, the “Z” button trigger (which I mapped to the RT), and also the start button. In mupen64plus.cfg, I mapped the “exit emulator” to “JOB10”, which is the big “X” button in the center of the xbox 360 controller.

    Mario Kart now works fine, and I can exit no problem.

    For the record, I have experimented with SNES-type controllers, N64 (Retrolink) controllers, and Logitech F310 controllers along with MS xbox360 wireless controllers. The xbox 360 wireless controllers are (by far) the most elegant solution. The Retrolink controllers are horrible. The SNES controllers are good for little kids, and work well with Sega, Atari 7800, NES and SNES games.

    in reply to: troubles configuring mupen64 #96508
    phoenix
    Participant

    the best way is to edit the mupen64plus.cfg file’s “exit emulator” joystick button.
    I use a Logitech F310, and I used “J0B10”, which is Joystick 0, Button 10 (left analog push). Works great for all N64 games. No quotes used in the edit, btw.

    phoenix
    Participant

    I’m looking for the best answer as well. I did find I can force it by changing the screen resolution in the config file to 1960×1080.

    in reply to: RP2 3.0b2 N64 game configs #95886
    phoenix
    Participant

    Thanks, I hadn’t seen Gizmo’s settings, but I wonder what differences there are between the baseline mupen64+ and the “testing” version. I haven’t tried messing with the settings, as for the most part, the ones that do run with the gles2N64 are good enough “as is”.

    edit: I totally missed the “Mupen64plus (ricrpi branch) thread, and did not realize that Gizmo’s settings are included for both the standard and the “testing” emulators (so now I know what you are saying) Still, it is not always clear when to use the rice or glesN64.

    in reply to: N64 problems… #95564
    phoenix
    Participant

    First, are you on 3.0 beta 2? because if not, you should update to it.

    Second, you should update your setup script, and install the testing emulators if you are going to run n64 games. I have found the mupen64+ testing glesN64 works well with mario themed games except Yoshi’s Island.

    Third, if your controller is listed in the /n64/InputAuto.cfg file, it should work for you.

Viewing 30 posts - 1 through 30 (of 30 total)