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  • cyberiano
    Participant

    Yes that’s weird indeed! And that’s what I thought at first but doesn’t work at all. I got surprised see that ROMs working on imame4all…

    In advmame runs but horrible slow. Is not an option.

    So, I just did what you said, disabling hotkeys and still can’t enter to mame menu pressing coin + start.

    It’s a shame but it seems that option it’s not available in imame4all libretro core.

    Anonymous
    Inactive

    Still no good.. Same problem.

    I thought it might have something to do with the hotkey but it doesn’t. I’ve tryed hitting x when having my hotkey button pressed in aswell but no good. as soon as I enter the game keyboard starts working again. It feels so random but I know there must be an answer some where..

    Floob
    Member

    I think it might be coin + start. But then that is the default to restart in retroarch, so maybe turn off hotkeys then try it?

    As an aside are you tempted to try the non libretro mame4all, or even fba-libretro on the Pi?

    #96813

    In reply to: Change hotkey button

    Anonymous
    Inactive

    As you wish herbfargus, here is the solution.

    1. go to console (f4 to quit emulationstation), or use a program of your chois on your pc (in my case i used PuTTY)
    2. log in with your user and password
    3. enter cd /opt/retropie/configs/all/
    4. open with sudo nano retroarch.cfg the retroarch.cfg file
    5. go to the end of the file and insert input_enable_hotkey_btn = "16" for the ps-button or another number (contoller) or letter (keyboard) for the button you of your wish.
    6. Then press “ctrl-x” to exit the file, “y” (without quotes) to safe and press “Enter” to safe it as retroarch.cfg

    And thats it.

    BTW: herbfargus, i said CLOSE or Delet it ;)

    Anonymous
    Inactive

    Hello everyone,

    my problem is, that i want to change the hotkey button from “Select” to the “PS”-button for all emulators. I’ve read many post on this and other forums, but i can’t finde the way to change it.
    I use RPi 2 wit RetroPie 3.0 BETA2
    I hope anybody can help me.

    (Sorry for me bad english, its not my main language)

    #96632
    irmanezirevic
    Participant

    Ok, 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 = 8

    input_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 = 6

    any suggestions?

    irmanezirevic
    Participant

    Hi guys

    I have now been trying for two days, but just can’t seem to get my Xin-Mio usb controller configured with retropie. Not even player 1 works in games.

    The joystick works ok, can go op and down, but the six buttones does not work :-(

    There are seven buttons:
    The first row three have numbers 1, 0, 9
    The second row three have numbers 2,3,4
    And then there is the One Player button on the side, that has the number 8

    My retroarch files input is this:
    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_a_btn = “8”
    input_player1_x_btn = “7”
    input_player1_l_btn = “3”
    input_player1_r_btn = “2”
    input_player1_up_axis = “-1”
    input_player1_down_axis = “+1”
    input_player1_left_axis = “-0”
    input_player1_right_axis = “+0”

    input_player2_joypad_index = “0”
    input_player2_b_btn = “11”
    input_player2_y_btn = “14”
    input_player2_select_btn = “7”
    input_player2_start_btn = “16”
    input_player2_a_btn = “10”
    input_player2_x_btn = “13”
    input_player2_l_btn = “12”
    input_player2_r_btn = “15”
    input_player2_up_axis = “-3”

    input_player2_down_axis = “+3”
    input_player2_left_axis = “-2”
    input_player2_right_axis = “+2”

    input_enable_hotkey_btn = “6”
    input_exit_emulator_btn = “7”
    input_save_state_btn = “#”
    input_load_state_btn = “#”

    I also have a file in the folder /opt/retropie/emulators/retroarch/configs called Xin-MoXin-MoDualArcade.cfg with the following input:

    input_device = “Xin-Mo Xin-Mo Dual Arcade”
    input_driver = “udev”

    What am I doing wrong?? Is there a step by step guide somewhere for all this? I have read lots of blogs and other articles but just can’t seem to find out what to do.

    PS. When I for example try to play sonic game then i can use the joystick and button 0 which pauses the game. Anything else is not possible, all the other buttons have no effect when used

    #96560
    gizmo98
    Participant

    You are using mupen64plus-libretro with rice plugin at the moment. Use another emu or plugin. Press x/m at game startup and select another one. MK64 + RetroPie Beta 2 runs fine with:
    mupen64plus-libretro + gles2n64 plugin
    mupen64plus + rice plugin
    mupen64plus + gles2n64 plugin
    mupen64plus-testing + rice plugin
    mupen64plus-testing + gles2n64 plugin

    Mupen64plus-libretro + rice is default because it does not crash your pi with certain games and uses retroarch controller setup. Mupen64plus standalone should be faster but needs more effort to setup unknown controllers and hotkeys.

    #96552
    herbfargus
    Member

    bottom of the page:
    https://github.com/retropie/RetroPie-Setup/wiki/Game-Boy-Advance

    if you are using gpsp press F10 to set up you controls through the menu. you can set up a menu hotkey that will open the menu which you can then exit from. If you are referring to libretro-gpsp or libretro-vba-next they use retroarch hotkeys.

    https://github.com/retropie/RetroPie-Setup/wiki/RetroArch-Configuration

    #96477
    patrickm
    Participant

    [quote=96281]Hello all,

    By hitting the hotkey button and F1 in game, you get access to (Retroarch?) menu.

    Going to Options >> Core Options and ensuring “Dynamic Recompiler” is enabled, PSX sound is absoulutley fantastic. Great.

    Now there is another option called “Enhanced Resolution” with a (Slow) warning. When enabled the graphics look absolutely amazing, however the sound then gets terrible.

    So I have everything I want, great sound, great graphics, but they will not work together.

    I have tried an aggressive overclock like this,

    force_turbo=1 #Voids Warranty!!!
    arm_freq=1100
    sdram_freq=500
    core_freq=500
    over_voltage=6
    temp_limit=80 #Will throttle to default clock speed if hit.

    and there was no improvement. Although shaders can be used they have nothing on the “Enhanced Resolution” setting.

    Has anyone figured out how to get both sound and graphics top notch?

    [/quote]

    The very best video output for all systems is IMO achieved by using the default core options with the scanline overlay and sharp-bilinear filter. This will give you a clean image with scanlines, similar to using an XRGB-Mini.

    go to settings -> overlay settings -> effects -> wii -> scanlines.cfg

    go to options -> shader options -> shader passes and select “1”. Go to shader 0 and select “sharp-bilinear.” Go to shader 0 filter and select linear. Select apply settings.

    make sure your scaling is correct! Enable integer scaling if you haven’t. You should immediately be able to tell if scaling is correct by just looking at some small text – some pixels will be warped/distorted as a result of bad scaling. The scanline overlay makes it easy to detect bad scaling, as the scanlines should always line up with pixel edges.

    Enhanced smoothing is the devil, you’re losing detail and introducing artifacts into the image, which is bad :P

    sarsons
    Participant

    I managed to work around this issue by writing a python script to send a sigterm to retroarch or mame on the button press. Retroarch exits cleanly and emulationstation restarts as if pressing esc, works fine and I can still use the hotkeys on the controller to do the same thing.

    #96359
    herbfargus
    Member

    The binding for R2 is a hotkey for RGUI see this video.

    As far as i understand it, In the retroarch.cfg file it will be a line called input_menu_toggle_btn it is also automatically added to the autoconfig file created when you run retroarch-joyconfig

    #96304
    jamesandjome-com
    Participant

    Hello,

    I think it is Ctrl + F1.

    My hotkey is select on my controller. Enter a game and then press these to access the menu. Good luck.

    #96301
    ertain
    Participant

    Thanks for the reply, jamesandjomes-com. But what exactly is the “hotkey” you speak of? Or rather, what’s the default hotkey? Control? Alt?

    jamesandjome-com
    Participant

    Hello all,

    By hitting the hotkey button and F1 in game, you get access to (Retroarch?) menu.

    Going to Options >> Core Options and ensuring “Dynamic Recompiler” is enabled, PSX sound is absoulutley fantastic. Great.

    Now there is another option called “Enhanced Resolution” with a (Slow) warning. When enabled the graphics look absolutely amazing, however the sound then gets terrible.

    So I have everything I want, great sound, great graphics, but they will not work together.

    I have tried an aggressive overclock like this,

    force_turbo=1 #Voids Warranty!!!
    arm_freq=1100
    sdram_freq=500
    core_freq=500
    over_voltage=6
    temp_limit=80 #Will throttle to default clock speed if hit.

    and there was no improvement. Although shaders can be used they have nothing on the “Enhanced Resolution” setting.

    Has anyone figured out how to get both sound and graphics top notch?

    #96280
    jamesandjome-com
    Participant

    Hello,

    I am in no way an expert however I can share with you my findings that I used to get smooth sound in PSX Emulation.

    When I was in the PSX emulator I pressed the hotkey and F1 to bring up the menu.

    I then went to Options, than Core Options. You will see an option called “Dynamic Recompiler”, ensure that this is enabled.

    There is another option called “Enhanced Resolution”, ensure this is disabled.

    Sound on PSX works flawlessly doing this, I hope this helps you.

    #96100
    herbfargus
    Member

    Have you looked at this video for hotkeys?

    #96098
    travellersczech
    Participant

    Thanks for the quick and very helpful response! I have 2.6 loaded. Got the controller(s) to work on the games but am having a heck of a time trying to enable the hotkey combo to exit out of games (select-start) without having to unplug the raspberry each time…like the SNES controllers are able to perform.

    -I followed the instructions on the video and the written, but am having a hard time accessing retroarch. Accessed it via WinSCP but so far no success.

    #96084
    zrontron
    Participant

    Thanks Dave. I did see that in another thread and tried it. It does seem to get me past the Ape Escape warning message, and I can actually play the game. However, pressing the right stick forward doesn’t elicit a response.

    Trying to play any other games with the [pcsx_rearmed_pad#type = “analog”] line seems to simply break the controls and no buttons respond, but my hotkeys to exit still work.

    gobbla
    Participant

    I have the same problem with the same controller.
    I have tried deleting USBGamepad.cfg and doing the retropie_setup.sh script. It does work in other emulators, but not on SNES games..

    USBGamepad.cfg:
    input_device = “USB Gamepad ”
    input_driver = “udev”
    input_b_btn = “2”
    input_y_btn = “3”
    input_select_btn = “8”
    input_start_btn = “9”
    input_up_axis = “-1”
    input_down_axis = “+1”
    input_left_axis = “-0”
    input_right_axis = “+0”
    input_a_btn = “1”
    input_x_btn = “0”
    input_l_btn = “4”
    input_r_btn = “5”
    input_enable_hotkey_btn = “8”
    input_exit_emulator_btn = “9”
    input_menu_toggle_btn = “0”
    input_load_state_btn = “4”
    input_save_state_btn = “5”
    input_reset_btn = “2”
    input_state_slot_increase_axis = “+0”
    input_state_slot_decrease_axis = “-0”

    #95970
    pinion
    Participant

    The menu I was after is actually the retroarch menu, to configure it I uncommented the input_input_menu_toggle = 1 in the /home/pi/RetroPie/configs/all/retroarch.cfg

    Then I added an input_enable_hotkey value to the es_systems.cfg.
    The buttons need to both be pressed to enter the menus.

    whywilson1
    Participant

    I think the biggest reason why people keep having issues, and why I had so many issues with my 360 controllers was because I ran multiple methods to setup the controller and never removed it. Even after clearing my SD card Jstest would recognize 6 controllers but the 1st was controller #3.

    Just remember if you want to change your controller setup for different RetroArch emulators the folder location is

    cd /opt/retropie/configs

    Just make sure to edit the retroarch.cfg file in the specific emulator AND at the top change the default location from ALL to it’s newly edited location.

    And here is my RetroArch Xbox 360 wireless controller mapped out.

    RetroArch Setup
    XboxGamepad(userspacedriver).cfg
    button(4) = A
    button(5) = B
    button(6) = X
    button(7) = Y
    button(12) = Back
    button(13) = Start
    button(14) = Guide Button
    button(8) = Left Bumper
    button(9) = Right Bumper
    button(10) = Left Trigger
    button(11) = Right Trigger
    button(15) = Left Analog Stick Press
    button(16) = Right Analog Stick Press

    button(0) = D-Pad Up axis
    button(1) = D-Pad Down
    button(2) = D-Pad Left
    button(3) = D-Pad Right

    axis(-0) = Left Analog Stick Left
    axis(+0) = Left Analog Stick Right
    axis(-1) = Left Analog Stick Up
    axis(+1) = Left Analog Stick Down

    axis(-3) = Right Analog Stick Up
    axis(+3) = Right Analog Stick Down
    axis(-2) = Right Analog Stick Left
    axis(+2) = Right Analog Stick Right

    Also some various hotkeys.

    input_enable_hotkey_btn = “12”
    input_exit_emulator_btn = “13”
    input_save_state_btn = “8”
    input_load_state_btn = “9”
    input_state_slot_increase_btn = “10”
    input_state_slot_decrease_btn = “11”

    Remember this is only for RetroArch emulators, so GPSP, Mupen and other outside emulators use their own configurations.

    #95797
    phrazelle
    Participant

    Last post here and I’ll call it resolved. Running through the non-libretro core fixed the resolution issues as stated.

    USB controller configuration was set within the emulator itself. While a rom is running, press TAB on a keyboard to get to the in-emulator menu and you can set global properties from there. The exit emulator hotkey is labeled “UI Cancel” if anyone is wondering. All of my buttons were identified without any additional configuration.

    garfield85
    Participant

    Dear reader,

    For a long time now I’m a big fan of RetroPie-project. Recently I bought a Raspberry Pi 2. Mostly because of the N64 games I wanted to play.

    So far so good. SD burned and everything works like a charm. Until the moment I tried to play a N64 game in the N64 emulator (Libero I thought, not the mupen64plus).

    I have installed a Logitech Rumble 2 USB controller, (it’s exactly like a ps2 controller). Almost every button works, except the moving button, the left analog stick.
    I’ve watched and read, I think, almost everything there is to find about, setting up a controller for the N64. But still… Nothing.

    On the mupen64plus emulator everything works fine tho. The only problem I in the mupen64plus emulator is the lack of my hotkeys.

    Could somebody please help me, anything like a link or some pointing in the right direction would be appreciated.
    If only I can use the Hotkey’s in the mupen64plus or analog stick in the Libero emulator.

    system: Raspberry Pi 2 standard settings, not overclocked.
    Retropie-project latest image
    (16 GB SD

    Cheers,
    Michel

    Anonymous
    Inactive

    Hello!

    I’ve got 3 oses installed on my SD card. Retropie, Raspbian and Openelec..

    I know I can via commandline automatically reboot to a certain OS by typing:
    crontab -e
    @reboot /usr/bin/sudo su -c ‘echo 5 > /sys/module/bcm2708/parameters/reboot_part’

    However I want to make it more userfriendly and swap between OS’s by using the graphical interface or some sort of hotkey.

    Is this doable? Been looking all over the Place for such a solution but can’t find anything. Thanks in advance!

    jaymzwise
    Participant

    Hi !

    I’ve installed Retropie 3.0 Beta2 on my rPi2 and I have some problems with my XBOX360 controller. Everything worked fine under Retropie 2.6, I could map buttons like I wanted.
    Under Retropie 3.0 Beta2 I can only use A and B buttons. For example, in Alex Kidd, A is Jump and B is Attack, I want to map Attack on Y button but none of my modifications in /opt/retropie/configs/mastersystem/retroarch.cfg are efficient.

    My retroarch.cfg :

    input_device = "Xbox Gamepad (userspace driver)"
    input_driver = "udev"
    input_b_btn = "6"
    input_y_btn = "4"
    input_select_btn = "12"
    input_start_btn = "13"
    input_up_btn = "0"
    input_down_btn = "1"
    input_left_btn = "2"
    input_right_btn = "3"
    input_a_btn = "5"
    input_x_btn = "7"
    input_l_btn = "8"
    input_r_btn = "9"
    input_l2_btn = "10"
    input_r2_btn = "11"
    input_l3_btn = "15"
    input_r3_btn = "16"
    input_l_x_plus_axis = "+0"
    input_l_x_minus_axis = "-0"
    input_l_y_plus_axis = "+1"
    input_l_y_minus_axis = "-1"
    input_r_x_plus_axis = "+2"
    input_r_x_minus_axis = "-2"
    input_r_y_plus_axis = "+3"
    input_r_y_minus_axis = "-3"
    input_enable_hotkey_btn = "12"
    input_exit_emulator_btn = "13"
    input_menu_toggle_btn = "7"
    input_load_state_btn = "8"
    input_save_state_btn = "9"
    input_reset_btn = "4"
    input_state_slot_increase_btn = "3"
    input_state_slot_decrease_btn = "2"

    Thanks !

    tombofix
    Participant

    herbfargus:
    I did look at the autoenable feature but I do use a multitude of controllers based on the emulator I’m playing on. Is there a way to specify specific controllers when they are plugged in based on the RetroArch.cfg file?

    Floob:
    I have re-run it several times, even with all the config files deleted so it recreated a fresh version. The content is listed below:

    input_device = “USB gamepad ”
    input_driver = “udev”
    input_b_btn = “2”
    input_y_btn = “3”
    input_select_btn = “8”
    input_start_btn = “9”
    input_up_axis = “-1”
    input_down_axis = “+1”
    input_left_axis = “-0”
    input_right_axis = “+0”
    input_a_btn = “1”
    input_x_btn = “0”
    input_l_btn = “4”
    input_r_btn = “5”
    input_enable_hotkey_btn = “8”
    input_exit_emulator_btn = “9”
    input_menu_toggle_btn = “0”
    input_load_state_btn = “4”
    input_save_state_btn = “5”
    input_reset_btn = “2”
    input_state_slot_increase_axis = “+0”
    input_state_slot_decrease_axis = “-0”

    #95387
    zrontron
    Participant

    Looking at the .cfg file RetroArch created, it appears to be similar to all the other USB Gamepad mappings:

    input_device = “USB Gamepad ”
    input_driver = “udev”
    input_b_btn = “2”
    input_y_btn = “3”
    input_select_btn = “8”
    input_start_btn = “9”
    input_up_axis = “-1”
    input_down_axis = “+1”
    input_left_axis = “-0”
    input_right_axis = “+0”
    input_a_btn = “1”
    input_x_btn = “0”
    input_l_btn = “4”
    input_r_btn = “5”
    input_enable_hotkey_btn = “8”
    input_exit_emulator_btn = “9”
    input_menu_toggle_btn = “0”
    input_load_state_btn = “4”
    input_save_state_btn = “5”
    input_reset_btn = “2”
    input_state_slot_increase_axis = “+0”
    input_state_slot_decrease_axis = “-0”

    #95324
    fastlanetech
    Participant

    Ok, probably easy answer but I’m not figuring it out. I’m on Pi 2, 32GB MicroSD, Beta 3 (latest).
    I have everything working just fine and controllers are working super cool!!
    I want a way to return back to the main menu when I’m done with the game. I saw I can configure how to do it on a YouTube video. Only problem is when I’m at the prompt “pi@retropie ~$” and when I “ls” I only see two directories “RetroPie” and “RetroPie-Setup”. I cannot find “/opt/retropie/emulators/RetroArch/installdir/bin” like in version 2 and cannot find “/Retropie/emulators/Retroarch/tools/” because the only directories under RetroPie are BIOS, retropiemenu, and roms. Under RetroPie-Setup I only have directories of: logs, scriptmodules, supplementary, tools, and wiki. Where do I find the configuration file so I can set it up to bounce back with a hotkey on the controller? Thank you in advance!

    j2k15
    Participant

    Hi,

    Does someone has a documentation about the PiSNES config file ?

    I understood that we should run the joystick test utility to grab the value for each key of the controller.

    However I’d like to know :
    1) How to configure 2 controllers ?
    Is e.g A_1 = … and A_2 = … the way to do ?
    2) Can we have in the config file several key mapping and link each of them to a controller type ? So just like how RetroArch registered controllers are working…
    3) Do you have a clear explanation of hotkeys settings ?

    I hope a kind of Wiki or readme file does exist but I have not found it…

    kettlehelm
    Participant

    Hi all,

    I had great success in running RetroPie on my old Pi 1 using Xin-Mo dual arcade controllers, and decided to upgrade to Pi 2. The problem is that the 2nd player joystick can’t distinguish itself from the 1st player’s and both are reporting axis +/- 0 and 1 (X & Y). Buttons for both players are working fine.

    Here’s my retroarch.cfg copied from my Pi1 to the new Pi2

    input_player1_joypad_index = "0"
    input_player1_b_btn = "4"
    input_player1_y_btn = "1"
    input_player1_select_btn = "8"
    input_player1_start_btn = "9"
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"
    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_x_btn = "0"
    input_player1_l_btn = "2"
    input_player1_r_btn = "5"
    input_player1_l_x_plus_axis = "+0"
    input_player1_l_x_minus_axis = "-0"
    input_player1_l_y_plus_axis = "+1"
    input_player1_l_y_minus_axis = "-1"
    
    input_player2_joypad_index = "0"
    input_player2_b_btn = "14"
    input_player2_y_btn = "11"
    input_player2_up_axis = "-3"
    input_player2_down_axis = "+3"
    input_player2_left_axis = "-2"
    input_player2_right_axis = "+2"
    input_player2_a_btn = "13"
    input_player2_x_btn = "10"
    input_player2_l_btn = "12"
    input_player2_r_btn = "15"
    input_player2_l_x_plus_axis = "+2"
    input_player2_l_x_minus_axis = "-2"
    input_player2_l_y_plus_axis = "+3"
    input_player2_l_y_minus_axis = "-3"

    I’m running RetroPie 3.0Beta 2, kernel version 3.18.11-v7, including updated firmware. I’ve double checked for the patch described here and rebuilt it eliminate the rapid joystick movement bug in the new kernel. https://github.com/retropie/RetroPie-Setup/wiki/Troubles-with-the-Xin-Mo-Controller

    jstest /dev/input/js0 reports only 2 axis on Pi 2

    Driver version is 2.1.0.
    Joystick (Xin-Mo Xin-Mo Dual Arcade) has 2 axes (X, Y)
    and 22 buttons (Trigger, ThumbBtn, ThumbBtn2, TopBtn, TopBtn2, PinkieBtn, BaseBtn, BaseBtn2, BaseBtn3, BaseBtn4, BaseBtn5, BaseBtn6, BtnDead, BtnA, BtnB, BtnC, BtnX, BtnY, BtnZ, BtnTL, BtnTR, BtnTL2).

    The jstest on Pi 1 reports 4 axis (X, Y, Z, Rx)

    Anyone have any suggestions on how to fix this problem and distinguish the two joysticks?

    Thanks!

    ps. My Pi 1 is running RetroPie 2.6.0 and kernel v 3.6.11

    ceuse
    Participant

    Sorry for the delay.

    im using the SNSP-005 Controllers . hers my Config for the Controlls in /opt/retropie/configs/all/retroarch.cfg

    input_player1_joypad_index = "3"
    input_player1_b_btn = "2"
    input_player1_y_btn = "3"
    input_player1_select_btn = "8"
    input_player1_start_btn = "9"
    input_player1_up_axis = "-1"
    input_player1_down_axis = "+1"
    input_player1_left_axis = "-0"
    input_player1_right_axis = "+0"
    input_player1_a_btn = "1"
    input_player1_x_btn = "0"
    input_player1_l_btn = "6"
    input_player1_r_btn = "7"
    input_player2_joypad_index = "2"
    input_player2_b_btn = "2"
    input_player2_y_btn = "3"
    input_player2_select_btn = "8"
    input_player2_start_btn = "9"
    input_player2_up_axis = "-1"
    input_player2_down_axis = "+1"
    input_player2_left_axis = "-0"
    input_player2_right_axis = "+0"
    input_player2_a_btn = "1"
    input_player2_x_btn = "0"
    input_player2_l_btn = "6"
    input_player2_r_btn = "7"
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "7"
    input_save_state_btn = "3"
    input_load_state_btn = "0"
    

    I dont think though that your configs are the issue if there infact is something wrong with the drivers. my best guess is use jstest to configure it further (finding out device numbers / if it works at all)

    #95159
    Floob
    Member

    Yes, you can change hotkeys. This gives an overview

    nickademusss
    Participant

    I am super new to Linux retropie, my back ground is I am an old school gamer from the Apple 2e to DOS and up from there, including most of the early console systems.

    When I read about the retropie system I new I had to get one and give it a shot. I have had loads of fun with it already, thanks you to all that are involved with it and it’s development!

    I have figured out how to install Retropie V3.0 beta, got my USB controllers to work, even several of my favorite DOS games.
    My issue and I am sure you guys have seen it before is that I want to go wireless with my controllers. So I have a compatable USB to Bluetooth dongle, and a NES30 bluetooth controler. Now I can get the thing to work and be seen by holding down start+b but it sees it as a keyboard, this interferes with the hotkeys during any of the emulators.
    So I disabled the hotkeys in retropie setup, this allows me to play all the game, but I can’t exit the games with out reboot…..
    Is it possible to change the default hotkeys around what I have to map this controller?
    Is it possible to add a command somewhere for an exit combo?
    Bear with me now, it’s been 22 years since I tried to learn any programming!
    Also thanks in advance for any help!

    PeriodicLogic
    Participant

    I have had significant problems configuring emulator-specific input controls in Retropie 3.0 beta. Specifically, I have been unable to make input configurations in my emulator-specific retroarch.cfg’s override input configurations in my configs/all/retroarch.cfg.

    Other emulater-specific settings (such as shader-related configurations) were working, so I don’t think it was an emulation-station setup issue, or anything wrong with either my configs/all/retroarch.cfg or my emulator-specific retroarch.cfg (in this case, configs/atari2600/retroarch.cfg).

    However, when I deleted all of the input configurations in configs/all/retroarch.cfg, and put them exclusively in the emulator-specific retroarch.cfg, it worked.

    While this is great (and not too hard to replicate from emulator to emulator), I don’t believe this is consistent with either the Wiki or the intent. I believe emulator specific input controls are supposed to override those contained in configs/all/retroarch.cfg.

    For those experiencing similar problems (and I’ve seen what could be similar issues in this and other forums), I offer this approach as a possible solution/work-around.

    My configuration is for 2 wireless Xbox360 controllers.

    Any and all suggested improvements are also welcome.

    Here is my current configs/atari2600/retroarch.cfg:

    #include "/opt/retropie/configs/all/retroarch.cfg"
    input_remapping_directory = "/opt/retropie/configs/atari2600/"
    
    video_shader = "/opt/retropie/emulators/retroarch/shader/scanline.glsl"
    video_shader_enable = "true"
    
    input_player1_joypad_index = "0"
    input_player1_b_btn = "0"
    input_player1_y_btn = "3"
    input_player1_select_btn = "8"
    input_player1_start_btn = "9"
    #input_player1_up_btn = "h0up"
    #input_player1_down_btn = "h0down"
    #input_player1_left_btn = "h0left"
    #input_player1_right_btn = "h0right"
    input_player1_up_axis = "-1"
    input_player1_down_axis = "+1"
    input_player1_left_axis = "-0"
    input_player1_right_axis = "+0"
    input_player1_a_btn = "1"
    input_player1_x_btn = "2"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_l2_btn = "6"
    input_player1_r2_btn = "7"
    input_player1_l3_btn = "11"
    input_player1_r3_btn = "12"
    
    input_player2_joypad_index = "1"
    input_player2_b_btn = "0"
    input_player2_y_btn = "3"
    input_player2_select_btn = "8"
    input_player2_start_btn = "9"
    #input_player2_up_btn = "h0up"
    #input_player2_down_btn = "h0down"
    #input_player2_left_btn = "h0left"
    #input_player2_right_btn = "h0right"
    input_player2_up_axis = "-1"
    input_player2_down_axis = "+1"
    input_player2_left_axis = "-0"
    input_player2_right_axis = "+0"
    input_player2_a_btn = "1"
    input_player2_x_btn = "2"
    input_player2_l_btn = "4"
    input_player2_r_btn = "5"
    input_player2_l2_btn = "6"
    input_player2_r2_btn = "7"
    input_player2_l3_btn = "11"
    input_player2_r3_btn = "12"

    And here is my current configs/all/retroarch.cfg:

    
    ## Skeleton config file for RetroArch
    
    # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ...
    # This will be overridden by explicit command line options.
    # savefile_directory =
    
    # Save all save states (*.state) to this directory.
    # This will be overridden by explicit command line options.
    # savestate_directory =
    
    # If set to a directory, Content which is temporarily extracted
    # will be extracted to this directory.
    # extraction_directory =
    
    # Save all input remapping files to this directory.
    # input_remapping_directory =
    
    # Save all playlist files to this directory.
    # playlist_directory =
    
    # If set to a directory, the content history playlist will be saved
    # to this directory.
    # content_history_dir =
    
    # Automatically saves a savestate at the end of RetroArch's lifetime.
    # The path is $SRAM_PATH.auto.
    # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
    # savestate_auto_save = false
    # savestate_auto_load = true
    
    # Load libretro from a dynamic location for dynamically built RetroArch.
    # This option is mandatory.
    
    # Path to a libretro implementation.
    # libretro_path = "/path/to/libretro.so"
    
    # A directory for where to search for libretro core implementations.
    # libretro_directory =
    
    # A directory for where to search for libretro core information.
    # libretro_info_path =
    
    # Sets mode for archived files in file browser.
    # 0 = Ask, 1 = Load Archive, 2 = Open Archive
    # archive_mode = 0
    
    # Sets log level for libretro cores (GET_LOG_INTERFACE).
    # If a log level issued by a libretro core is below libretro_log_level, it is ignored.
    # DEBUG logs are always ignored unless verbose mode is activated (--verbose).
    # DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3.
    # libretro_log_level = 0
    
    # Enable or disable verbosity level of frontend.
    # log_verbosity = false
    
    # If this option is enabled, every content file loaded in RetroArch will be
    # automatically added to a history list.
    # history_list_enable = true
    
    # Enable or disable RetroArch performance counters
    # perfcnt_enable = false
    
    # Path to core options config file.
    # This config file is used to expose core-specific options.
    # It will be written to by RetroArch.
    # A default path will be assigned if not set.
    core_options_path = /opt/retropie/configs/all/retroarch-core-options.cfg
    
    # Path to content load history file.
    # RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading.
    # A default path will be assigned if not set.
    # game_history_path =
    
    # Number of entries that will be kept in content history file.
    # game_history_size = 100
    
    # Sets the "system" directory.
    # Implementations can query for this directory to load BIOSes, system-specific configs, etc.
    system_directory = /home/pi/RetroPie/BIOS
    
    # Sets start directory for menu content browser.
    # rgui_browser_directory =
    
    # Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY.
    # Usually set by developers who bundle libretro/RetroArch apps to point to assets.
    # content_directory =
    
    # Assets directory. This location is queried by default when menu interfaces try to look for
    # loadable assets, etc.
    assets_directory = /opt/retropie/emulators/retroarch/assets
    
    # Sets start directory for menu config browser.
    # rgui_config_directory =
    
    # Show startup screen in menu.
    # Is automatically set to false when seen for the first time.
    # This is only updated in config if config_save_on_exit is set to true, however.
    rgui_show_start_screen = false
    
    # Flushes config to disk on exit. Useful for menu as settings can be modified.
    # Overwrites the config. #include's and comments are not preserved.
    config_save_on_exit = false
    
    # Load up a specific config file based on the core being used.
    core_specific_config = true
    
    #### Video
    
    # Video driver to use. "gl", "xvideo", "sdl"
    # video_driver = "gl"
    
    # Which OpenGL context implementation to use.
    # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
    # By default, tries to use first suitable driver.
    # video_context_driver =
    
    # Windowed x resolution scale and y resolution scale
    # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
    # video_scale = 3.0
    
    # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
    # video_fullscreen_x = 0
    # video_fullscreen_y = 0
    
    # Start in fullscreen. Can be changed at runtime.
    # video_fullscreen = false
    
    # If fullscreen, prefer using a windowed fullscreen mode.
    # video_windowed_fullscreen = true
    
    # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
    # suggests RetroArch to use that particular monitor.
    # video_monitor_index = 0
    
    # Forcibly disable composition. Only works in Windows Vista/7 for now.
    # video_disable_composition = false
    
    # Video vsync.
    # video_vsync = true
    
    # Forcibly disable sRGB FBO support. Some Intel OpenGL drivers on Windows
    # have video problems with sRGB FBO support enabled.
    # video_force_srgb_disable = false
    
    # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance.
    # video_hard_sync = false
    
    # Sets how many frames CPU can run ahead of GPU when using video_hard_sync.
    # Maximum is 3.
    # video_hard_sync_frames = 0
    
    # Sets how many milliseconds to delay after VSync before running the core.
    # Can reduce latency at cost of higher risk of stuttering.
    # Maximum is 15.
    # video_frame_delay = 0
    
    # Inserts a black frame inbetween frames.
    # Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting.
    # video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2).
    # video_black_frame_insertion = false
    
    # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
    video_threaded = true
    
    # Use a shared context for HW rendered libretro cores.
    # Avoids having to assume HW state changes inbetween frames.
    # video_shared_context = false
    
    # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
    video_smooth = false
    
    # Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio.
    # video_force_aspect = true
    
    # Only scales video in integer steps.
    # The base size depends on system-reported geometry and aspect ratio.
    # If video_force_aspect is not set, X/Y will be integer scaled independently.
    # video_scale_integer = false
    
    # A floating point value for video aspect ratio (width / height).
    # If this is not set, aspect ratio is assumed to be automatic.
    # Behavior then is defined by video_aspect_ratio_auto.
    # video_aspect_ratio = 
    
    # If this is true and video_aspect_ratio is not set,
    # aspect ratio is decided by libretro implementation.
    # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
    video_aspect_ratio_auto = true
    
    # Forces cropping of overscanned frames.
    # Exact behavior of this option is implementation specific.
    # video_crop_overscan = true 
    
    # Path to shader. Shader can be either Cg, CGP (Cg preset) or GLSL, GLSLP (GLSL preset)
    # video_shader = "/path/to/shader.{cg,cgp,glsl,glslp}"
    
    # Load video_shader on startup.
    # Other shaders can still be loaded later in runtime.
    # video_shader_enable = false
    
    # Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access.
    video_shader_dir = /opt/retropie/emulators/retroarch/shader/
    
    # CPU-based video filter. Path to a dynamic library.
    # video_filter =
    
    # Defines a directory where CPU-based video filters are kept.
    # video_filter_dir =
    
    # Path to a font used for rendering messages. This path must be defined to enable fonts.
    # Do note that the _full_ path of the font is necessary!
    # video_font_path = 
    
    # Size of the font rendered.
    video_font_size = 12
    
    # Enable usage of OSD messages.
    # video_font_enable = true
    
    # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. 
    # [0.0, 0.0] maps to the lower left corner of the screen.
    # video_message_pos_x = 0.05
    # video_message_pos_y = 0.05
    
    # Color for message. The value is treated as a hexadecimal value.
    # It is a regular RGB hex number, i.e. red is "ff0000".
    # video_message_color = ffffff
    
    # Video refresh rate of your monitor.
    # Used to calculate a suitable audio input rate.
    # video_refresh_rate = 59.95
    
    # Allows libretro cores to set rotation modes.
    # Setting this to false will honor, but ignore this request.
    # This is useful for vertically oriented content where one manually rotates the monitor.
    # video_allow_rotate = true
    
    # Forces a certain rotation of the screen.
    # The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
    # The angle is <value> * 90 degrees counter-clockwise.
    # video_rotation = 0
    
    #### Audio
    
    # Enable audio.
    # audio_enable = true
    
    # Mutes audio.
    # audio_mute_enable = false
    
    # Audio output samplerate.
    # audio_out_rate = 48000
    
    # Audio resampler backend. Which audio resampler to use.
    # Default will use "sinc".
    # audio_resampler =
    
    # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
    # audio_driver =
    
    # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ...
    # audio_device =
    
    # Audio DSP plugin that processes audio before it's sent to the driver. Path to a dynamic library.
    # audio_dsp_plugin =
    
    # Directory where DSP plugins are kept.
    # audio_filter_dir =
    
    # Will sync (block) on audio. Recommended.
    # audio_sync = true
    
    # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
    # audio_latency = 64
    
    # Enable audio rate control.
    # audio_rate_control = true
    
    # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
    # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
    # audio_rate_control_delta = 0.005
    
    # Controls maximum audio timing skew. Defines the maximum change in input rate.
    # Input rate = in_rate * (1.0 +/- max_timing_skew)
    # audio_max_timing_skew = 0.05
    
    # Audio volume. Volume is expressed in dB.
    # 0 dB is normal volume. No gain will be applied.
    # Gain can be controlled in runtime with input_volume_up/input_volume_down.
    # audio_volume = 0.0
    
    #### Overlay
    
    # Defines a directory where overlays are kept for easy access.
    overlay_directory = /opt/retropie/emulators/retroarch/overlays
    
    # Enable or disable the current overlay.
    # input_overlay_enable = true
    
    # Path to input overlay
    # input_overlay =
    
    # Overlay opacity
    # input_overlay_opacity = 1.0
    
    # Overlay scale
    # input_overlay_scale = 1.0
    
    #### OSK (Onscreen Keyboard) Overlay
    
    # Defines a directory where overlays are kept for easy access.
    # osk_overlay_directory =
    
    # Enable OSK overlay.
    # input_osk_overlay_enable = true
    
    # Path to OSK overlay
    # input_osk_overlay =
    
    # OSK Overlay opacity
    # input_osk_overlay_opacity = 1.0
    
    # OSK Overlay scale
    # input_osk_overlay_scale = 1.0
    
    #### Input
    
    # Input driver. Depending on video driver, it might force a different input driver.
    # input_driver = sdl
    
    # Joypad driver. (Valid: linuxraw, sdl, dinput)
    # input_joypad_driver =
    
    # Path to input remapping file.
    # input_remapping_path =
    
    # If enabled, overrides the input binds with the remapped binds set for the current core.
    input_remap_binds_enable = true
    
    # Maximum amount of users supported by RetroArch.
    input_max_users = 4
    
    # Keyboard layout for input driver if applicable (udev/evdev for now).
    # Syntax is either just layout (e.g. "no"), or a layout and variant separated with colon ("no:nodeadkeys").
    # input_keyboard_layout =
    
    # Defines axis threshold. Possible values are [0.0, 1.0]
    # input_axis_threshold = 0.5
    
    # Enable input auto-detection. Will attempt to autoconfigure
    # joypads, Plug-and-Play style.
    input_autodetect_enable = false
    
    # Show the input descriptors set by the core instead of the
    # default ones.
    # input_descriptor_label_show = true
    
    # Hide input descriptors that were not set by the core.
    # input_descriptor_hide_unbound = false
    
    # Directory for joypad autoconfigs.
    # If a joypad is plugged in, that joypad will be autoconfigured if a config file
    # corresponding to that joypad is present in joypad_autoconfig_dir.
    # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
    # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
    # Requires input_autodetect_enable to be enabled.
    joypad_autoconfig_dir = /opt/retropie/emulators/retroarch/configs/
    
    #Set Hotkeys
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"
    input_menu_toggle_btn = "7"
    input_save_state_btn = "4"
    input_load_state_btn = "5"
    
    # Sets which libretro device is used for a user.
    # Devices are indentified with a number.
    # This is normally saved by the menu.
    # Device IDs are found in libretro.h.
    # These settings are overridden by explicit command-line arguments which refer to input devices.
    # None: 0
    # Joypad (RetroPad): 1
    # Mouse: 2
    # Keyboard: 3
    # Generic Lightgun: 4
    # Joypad w/ Analog (RetroPad + Analog sticks): 5
    # Multitap (SNES specific): 257
    # Super Scope (SNES specific): 260
    # Justifier (SNES specific): 516
    # Justifiers (SNES specific): 772
    
    # input_libretro_device_p1 =
    # input_libretro_device_p2 =
    # input_libretro_device_p3 =
    # input_libretro_device_p4 =
    # input_libretro_device_p5 =
    # input_libretro_device_p6 =
    # input_libretro_device_p7 =
    # input_libretro_device_p8 =
    
    # Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_"
    # is for keypad keys):
    #
    #   left, right, up, down, enter, kp_enter, tab, insert, del, end, home,
    #   rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus,
    #   f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12,
    #   num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown,
    #   keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9,
    #   period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock,
    #   tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket,
    #   backslash, rightbracket, kp_period, kp_equals, rctrl, ralt
    #
    # 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 =
    
    # Axis for RetroArch D-Pad. 
    # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. 
    # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
    # input_player1_left_axis =
    # input_player1_right_axis =
    # input_player1_up_axis =
    # input_player1_down_axis =
    
    # Holding the turbo while pressing another button will let the button enter a turbo mode
    # where the button state is modulated with a periodic signal.
    # The modulation stops when the button itself (not turbo button) is released.
    # input_player1_turbo =
    
    # Describes the period and how long of that period a turbo-enabled button should behave.
    # Numbers are described in frames.
    # input_turbo_period = 6
    # input_turbo_duty_cycle = 3
    
    # This goes all the way to user 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
    # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.
    
    # Toggles fullscreen.
    # input_toggle_fullscreen = f
    
    # Saves state.
    # input_save_state = f2
    # Loads state.
    # input_load_state = f4
    
    # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
    # When slot is != 0, path will be $path%d, where %d is slot number.
    # input_state_slot_increase = f7
    # input_state_slot_decrease = f6
    
    # Toggles between fast-forwarding and normal speed.
    # input_toggle_fast_forward = space
    
    # Hold for fast-forward. Releasing button disables fast-forward.
    # input_hold_fast_forward = l
    
    # Key to exit RetroArch cleanly. 
    # Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc.
    # On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization.
    input_exit_emulator = escape
    
    # Applies next and previous shader in directory.
    input_shader_next = m
    input_shader_prev = n
    
    # Hold button down to rewind. Rewinding must be enabled.
    input_rewind = r
    
    # Toggle between recording and not.
    # input_movie_record_toggle = o
    
    # Toggle between paused and non-paused state
    # input_pause_toggle = p
    
    # Frame advance when content is paused
    # input_frame_advance = k
    
    # Reset the content.
    # input_reset = h
    
    # Cheats.
    # input_cheat_index_plus = y
    # input_cheat_index_minus = t
    # input_cheat_toggle = u
    
    # Mute/unmute audio
    # input_audio_mute = f9
    
    # Take screenshot
    # input_screenshot = f8
    
    # Netplay flip users.
    # input_netplay_flip_players = i
    
    # Hold for slowmotion.
    # input_slowmotion = e
    
    # Enable other hotkeys.
    # If this hotkey is bound to either keyboard, joybutton or joyaxis,
    # all other hotkeys will be disabled unless this hotkey is also held at the same time.
    # This is useful for RETRO_KEYBOARD centric implementations
    # which query a large area of the keyboard, where it is not desirable
    # that hotkeys get in the way.
    
    # Alternatively, all hotkeys for keyboard could be disabled by the user.
    # input_enable_hotkey_btn =
    
    # Increases audio volume.
    # input_volume_up = kp_plus
    # Decreases audio volume.
    # input_volume_down = kp_minus
    
    # Toggles to next overlay. Wraps around.
    # input_overlay_next =
    
    # Toggles eject for disks. Used for multiple-disk content.
    # input_disk_eject_toggle =
    
    # Cycles through disk images. Use after ejecting.
    # Complete by toggling eject again.
    # input_disk_next =
    
    # Toggles menu.
    # input_menu_toggle = f1
    
    # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
    # and keeps the mouse pointer inside the window to allow relative mouse input
    # to work better.
    # input_grab_mouse_toggle = f11
    
    #### Menu
    
    # Menu driver to use. "rgui", "lakka", etc. 
    # menu_driver = "rgui"
    
    # If enabled, the libretro core will keep running in the background when we
    # are in the menu.
    # menu_pause_libretro = false
    
    # Enable mouse input inside the menu.
    # menu_mouse_enable = false
    
    # Enable touch input inside the menu.
    # menu_pointer_enable = false
    # Shows current date and/or time inside menu.
    # menu_timedate_enable = true
    
    # Shows current core inside menu.
    # menu_core_enable = true
    
    # Path to a .png image to set as menu wallpaper.
    # menu_wallpaper =
    
    # Wrap-around toe beginning and/or end if boundary of list reached horizontally
    # menu_navigation_wraparound_horizontal_enable = false
    
    # Wrap-around to beginning and/or end if boundary of list reached vertically
    # menu_navigation_wraparound_vertical_enable = false
    
    # Filter files being show in 'Load Content' by supported extensions
    # menu_navigation_browser_filter_supported_extensions_enable = true
    
    # Collapse subgroup settings into main group to create one big listing of settings
    # per category.
    # menu_collapse_subgroups_enable = false
    
    #### UI
    
    # Suspends the screensaver if set to true. Is a hint that does not necessarily have to be honored
    # by video driver.
    # suspend_screensaver_enable  = true
    
    #### Camera
    
    # Override the default camera device the camera driver uses. This is driver dependant.
    # camera_device =
    
    # Override the default privacy permission for cores that want to access camera services. Is "false" by default.
    # camera_allow = false
    
    #### Location
    
    # Override the default privacy permission for cores that want to access location services. Is "false" by default.
    # location_allow = false
    
    #### Core Updater
    
    # URL to core update directory on buildbot.
    # core_updater_buildbot_url = "http://buildbot.libretro.com"
    
    # URL to assets update directory on buildbot.
    # core_updater_buildbot_assets_url = "http://buildbot.libretro.com/assets/"
    
    # Automatically extract archives that the cores are contained in to the libretro cores directory.
    # core_updater_auto_extract_archive = true
    
    #### Network
    
    # When being client over netplay, use keybinds for user 1.
    # netplay_client_swap_input = false
    
    # The username of the person running RetroArch. This will be used for playing online, for instance.
    # netplay_nickname = 
    
    # The amount of delay frames to use for netplay. Increasing this value will increase
    # performance, but introduce more latency.
    # netplay_delay_frames = 0
    
    # Netplay mode for the current user.
    # false is Server, true is Client.
    # netplay_mode = false
    
    # Enable or disable spectator mode for the user during netplay.
    # netplay_spectator_mode_enable = false
    
    # The IP Address of the host to connect to.
    # netplay_ip_address = 
    
    # The port of the host IP Address. Can be either a TCP or an UDP port.
    # netplay_ip_port = 55435
    
    #### Misc
    
    # Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
    rewind_enable = false
    
    # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
    # The buffer should be approx. 20MB per minute of buffer time.
    rewind_buffer_size = 10
    
    # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
    rewind_granularity = 2
    
    # Pause gameplay when window focus is lost.
    # pause_nonactive = true
    
    # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
    # The interval is measured in seconds. A value of 0 disables autosave.
    # autosave_interval =
    
    # Path to content database directory.
    # content_database_path =
    
    # Path to cheat database directory.
    # cheat_database_path =
    
    # Path to XML cheat config, a file which keeps track of which
    # cheat settings are used for individual games.
    # If the file does not exist, it will be created.
    # cheat_settings_path =
    
    # Directory to dump screenshots to.
    # screenshot_directory =
    
    # Records video after CPU video filter.
    # video_post_filter_record = false
    
    # Records output of GPU shaded material if available.
    # video_gpu_record = false
    
    # Screenshots output of GPU shaded material if available.
    video_gpu_screenshot = true
    
    # Block SRAM from being overwritten when loading save states.
    # Might potentially lead to buggy games.
    # block_sram_overwrite = false
    
    # When saving a savestate, save state index is automatically increased before
    # it is saved.
    # Also, when loading content, the index will be set to the highest existing index.
    # There is no upper bound on the index.
    # savestate_auto_index = false
    
    # Slowmotion ratio. When slowmotion, content will slow down by factor.
    # slowmotion_ratio = 3.0
    
    # The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap).
    # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
    # Do not rely on this cap to be perfectly accurate.
    # fastforward_ratio = 1.0
    
    # Setting this to false equals no FPS cap and will override the fastforward_ratio value.
    # fastforward_ratio_throttle_enable = false
    
    # Enable stdin/network command interface.
    # network_cmd_enable = false
    # network_cmd_port = 55355
    # stdin_cmd_enable = false
    
    
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