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  • duglor
    Participant

    Been setting up EmulationStation on the RPi2 with a GameStop Xbox 360 controller without too much hassle. It works fine with xpad bar the blinking LED which I decided to remedy by switching over to xboxdrv, plus I wanted to control Kodi with the controller but that isn’t a big deal itself.

    It fixed the blinking LED but now RetroArch menu can’t be opened or games can’t be controlled or exited via keyboard, nothing on it works not even F4.

    The Xbox buttons can’t be assigned either so although I can navigate through EmulationStation menus with the joypad/keyboard, once a game is loaded (no matter the emulator) there’s no response at all and exiting out using Putty to reboot the Pi is the only way.

    I’ve gone through numerous other topics here about hotkey_btn / reassigning keys in retroarch.cfg but nothing applies. Xboxdrv essentially disables the keyboard when any game from any emulator is started. So without it I can’t make any mappings for the controller unless I go through each and every emulator config file which I really don’t want to do.

    If I switch back to xpad, everything is hunky-dory bar the blinking LEDs. It’s wrecking my head and considering this is a new install I can’t understand what’s killing the keyboard functionality.

    #94255
    Anonymous
    Inactive

    Honestly, I’ve been wading through the mess of N64 info for RetroPie for a few weeks because I recently got a Pi2 and was excited at the prospect of playing the N64 games, and it isn’t worth it.

    Both N64 emulators are more or less trash–certain games only work semi-decently on one or the other, setting up the controllers is a giant, giant pain, and then switching between the right gfx plugins (which work differently for each game) is just another fun step.

    Unless you’re pursuing N64 emulation as a kind of work project, save yourself the frustration and just wait until someone gets that shit figured out. The last thing I want to do is have some friends over and try loading up something like Mario Kart 64, only to have them wait while I hotkey+F1 into the retroarch menu, swap out some video plugins, and pray the damn thing will work without issue.

    danielfsc
    Participant

    Good news guys, digitalLumberjack modify the original pifba with some improvements:
    1) 4 players configuration
    2) Configure D-pad and analog stick at same time (I tested with my wireless xbox controller and works great)
    3) Configure hotkey and exit button
    4) Pass cofiguration file as argument

    To install, first backup your old pifba folder and follow the guide:
    https://github.com/digitalLumberjack/pifba

    moddinu
    Participant

    Hi people , I am a noob that just both a raspberry pie 2 and got started with this project. I currently installed Retro Pie 2.6 and put some gba game on it. My issue although I mapped my ps3 control keys the gba games are mapped differently. Can any run me to the process of setting them up. Any information would be helpfull

    ## 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 =

    # 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 = true

    # 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 = false

    #### 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 = 32

    # 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 =

    # 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 = 16

    # 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 = true

    # 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/

    # 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

    # Shows current date and/or time inside menu.
    # menu_timedate_enable = true

    # Shows current core inside menu.
    # menu_core_enable = true

    # Throttle the menu to ~60 FPS instead of using v-sync. Useful for 120+Hz monitors.
    # menu_throttle = false

    # 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&#8221;

    # URL to assets update directory on buildbot.
    # core_updater_buildbot_assets_url = “http://buildbot.libretro.com/assets/&#8221;

    # 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

    input_player1_b_btn = “14”
    input_player1_y_btn = “15”
    input_player1_select_btn = “0”
    input_player1_start_btn = “3”
    input_player1_up_btn = “4”
    input_player1_down_btn = “6”
    input_player1_left_btn = “7”
    input_player1_right_btn = “5”
    input_player1_a_btn = “13”
    input_player1_x_btn = “12”
    input_player1_l_btn = “10”
    input_player1_r_btn = “11”
    input_player1_l2_btn = “8”
    input_player1_r2_btn = “9”
    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_player1_r_x_plus_axis = “+2”
    input_player1_r_x_minus_axis = “-2”
    input_player1_r_y_plus_axis = “+3”
    input_player1_r_y_minus_axis = “-3”

    input_enable_hotkey_btn = “0”
    input_exit_emulator_btn = “3”
    input_menu_toggle_btn = “12”
    input_load_state_btn = “10”
    input_save_state_btn = “11”
    input_state_slot_increase_btn = “5”
    input_state_slot_decrease_btn = “7”
    input_disk_eject_toggle_btn = “15”
    input_disk_next_btn = “13”
    input_reset_btn = “14”
    input_analog_dpad_mode = “1”

    #93876

    In reply to: how to exit game?

    czesiek32
    Participant

    [quote=93868]you can have it configured to your keyboard as well.

    in the setup script you can go into SETUP and then option 310- change hotkey behaviour and select option 2 Press ALT to enable hotkeys

    Then you can press alt+esc to exit your emulator
    [/quote]

    I’ll stay with gamepad solution, but thanks for this hint ;)

    I’ve also added wiki post about this.

    #93868

    In reply to: how to exit game?

    herbfargus
    Member

    you can have it configured to your keyboard as well.

    in the setup script you can go into SETUP and then option 310- change hotkey behaviour and select option 2 Press ALT to enable hotkeys

    Then you can press alt+esc to exit your emulator

    brunchero
    Participant

    I use a RetroPie 2.6 image on a RPi 2, Raspbian is up-to-date including the latest firmware, I do not use rpi-update. Freqs are 1000/500/500 with heatsinks applied. Two WiiMote+Classic Controllers are connected via Bluetooth Dongle. (Both controllers work fine in RetroArch, e.g. we played Secret of Mana PocketSNES for hours.)

    But 1.1 PCSX-ReARMed r22 has strange issues. Some Games like Mega Man X work flawlessly with Controller and are not affected. But Crash Bandicoot does accept controller input only, when no BIOS is present (warning appears). As soon as I put any PSX BIOS into the BIOS folder, no input is accepted anymore. The hotkey RetroArch menu still works, the input settings still are the same.

    Do I have to play without bios? Or try more versions? I tried SCPH 7502, 7003, 5502, 1001, 1000.

    #93864
    Floob
    Member

    A stock version of /opt/retropie/configs/all/retroarch.cfg should be fine.
    Yours seems tweaked.

    Try making these changes
    xinput_player1_a = x
    to
    input_player1_a = x

    Put a hash # at the start of these lines

    input_player1_l2 =
    input_player1_r2 =
    input_player1_l3 =
    input_player1_r2 =

    Remove these lines (as your setup is pulling them from the auto config anyway)

    input_enable_hotkey_btn = 8
    input_exit_emulator_btn = 9
    input_menu_toggle_btn = 5

    Check this for multiple controllers:

    #93858

    In reply to: how to exit game?

    czesiek32
    Participant

    [quote=93844]Its already there on the wiki. They are known as hotkeys. See the bottom of this post.

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

    [/quote]

    It is there indeed – now I can see, but it’s within ‘Configuring Controllers (RetroArch)’ section, which is quite confusing. I was looking for keyboard shortcut, didn’t this that it’s possible using gamepad only :) Many thanks for your help!

    #93857
    czesiek32
    Participant

    [quote=93845]See video at the bottom of the page:

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

    Default save and load hotkeys:

    Select+right bumper= save state

    Select+left bumper= load state
    [/quote]

    Thanks for your answer! Unfortunately solution you provided does not work for me in retropie v3.0 (I guess it can work with some previous versions).

    However thanks to link you provided I’ve found another solution. While in game you can push ‘select’ + X on gamepad (I use retrolink SNES USB retro pad, X is the top button), and Retroarch menu will appear. It’s possible to save/load games state within this menu.

    I’ve added wiki post with the answer – thanks a lot! :)

    #93845
    herbfargus
    Member

    See video at the bottom of the page:

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

    Default save and load hotkeys:

    Select+right bumper= save state

    Select+left bumper= load state

    #93844

    In reply to: how to exit game?

    herbfargus
    Member

    Its already there on the wiki. They are known as hotkeys. See the bottom of this post.

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

    #93837

    In reply to: how to exit game?

    czesiek32
    Participant

    [quote=93831]Hey There,
    usually the default escape button is the Esc key, but if that doesnt work you will need to add in two lines to your Retroarch.cfg file:
    input_enable_hotkey_btn =
    input_exit_emulator =
    Any Questions, Please Ask!
    AJ[/quote]

    Thanks for your answer! I accidentally found out that if you press ‘select’ and ‘start’ on your pad in the same time, than game exits to retropie menu :) Perhaps ‘esc’ was working in 2.X version, I’m using 3.0.

    I believe it’s good idea to add this to wiki/F.A.Q. – how do you think?

    #93831

    In reply to: how to exit game?

    Anonymous
    Inactive

    Hey There,
    usually the default escape button is the Esc key, but if that doesnt work you will need to add in two lines to your Retroarch.cfg file:
    input_enable_hotkey_btn =
    input_exit_emulator =
    Any Questions, Please Ask!
    AJ

    #93770
    Floob
    Member

    /opt/retropie/configs/all/retroarch.cfg is probably set to pick up the controllers automatically.

    This line decides that:
    input_autodetect_enable = true

    This will read the relevant file in: joypad_autoconfig_dir
    This is usually:
    /opt/retropie/emulators/retroarch/configs/

    So if you feel you dont need any of the config in the dir above, you could stop retroarch reading it by changing the value to false.

    You can tell if its reading the auto files as yellow text appears at the bottom of the screen when you start a game showing the path.

    If you get bored check out the hotkey video:

    ftfme
    Participant

    I’m running Retropie 2.6 on a Raspberry pi2.

    I have modified my joypad config for SNES, GBC, NES, Megadrive,
    and have those saved in their folders located in /opt/retropie/configs/
    Everything works well except one thing.

    The issue I am having is that although there is no load-state hotkey listed in /opt/retropie/configs/snes/retroarch.cfg or
    /opt/retropie/configs/all/retroarch.cfg

    Everytime I enter the retroarch menu (Select+RB) the state is saved
    and everytime I use Select+LB it loads state.

    I have looked through /opt/retropie/configs/all/retroarch.cfg and all lines with the word load in it are commented out. Any information would be appreciated.

    #93723

    In reply to: Autofire on the axis

    TorVaga
    Participant

    Yay. Finaly got it! (Atleast ingame in emulators)

    
    input_player1_joypad_index = 0
    input_player1_b_btn = 4
    input_player1_y_btn = 0
    input_player1_select_btn = 2
    input_player1_start_btn = 5
    input_player1_up_axis = +0
    input_player1_down_axis = -0
    input_player1_left_axis = -1
    input_player1_right_axis = +1
    input_player1_a_btn = 3
    input_player1_enable_hotkey_btn = 2
    input_player1_exit_emulator_btn = 5
    
    input_player2_joypad_index = 1
    input_player2_b_btn = 4
    input_player2_y_btn = 0
    input_player2_select_btn = 2
    input_player2_start_btn = 5
    input_player2_up_axis = +1
    input_player2_down_axis = -1
    input_player2_left_axis = -0
    input_player2_right_axis = +0
    input_player2_a_btn = 3
    input_player2_enable_hotkey_btn = 2
    input_player2_exit_emulator_btn = 5
    

    I had to swap player_2 axis +0/-0 and +1/-1. And I removed all the “quotes”
    Out in Emulationstation my player 2 joystick register up and down as left and right. Can this just be the wiring?
    Last question regarding the buttons: Anyone got a clue how to map the “Select 1 player” and “Select 2 player” buttons?
    Edit:
    It was just my wiring on the one controller I was sure I had wired correct =) So now all of my controls work as the should. Thanks again for all the guiding Feederchain!

    whywilson1
    Participant

    I’ve been trying for a few hours now and I have no idea how to get multiple controllers working on RetroArch or Mupen64. Using standard Xbox 360 wireless controllers with dongle.

    Here is my .cfg file

    input_device = “Xbox Gamepad (userspace driver)”
    input_driver = “udev”
    input_b_btn = “4”
    input_y_btn = “6”
    input_select_btn = “12”
    input_start_btn = “13”
    input_up_axis = “-1”
    input_down_axis = “+1”
    input_left_axis = “-0”
    input_right_axis = “+0”
    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_btn = “3”
    input_l_x_minus_btn = “2”
    input_l_y_plus_btn = “1”
    input_l_y_minus_btn = “0”
    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_load_state_btn = “8”
    input_save_state_btn = “9”
    input_state_slot_increase_axis = “11”
    input_state_slot_decrease_axis = “10”

    #93675

    In reply to: Autofire on the axis

    TorVaga
    Participant

    Then I understand the concept of what I should do, but I can’t seem to get the right mappings.
    Should the mapping of the buttons be the same as the output of the jstest?
    When I haven’t altered the retroarch.cfg Player 1 works as it should.
    When I alter the file, and try this, nothing works (neither joysticks or buttons)

    #input_device = “Xin-Mo Xin-Mo Dual Arcade”
    #input_driver = “udev”
    
    #input_player1_joypad_index= “0”
    #input_player1_b_btn = “4”
    #input_player1_select_btn = “2”
    #input_player1_start_btn = “5"
    #input_player1_up_axis = “+0"
    #input_player1_down_axis = “-0"
    #input_player1_left_axis = “-1"
    #input_player1_right_axis = “+1"
    #input_player1_a_btn = “3”
    #input_player1_l_btn = “0”
    #input_player1_r_btn = “1”
    
    #input_enable_hotkey_btn = “2”
    #input_exit_emulator_btn = “5”
    
    #input_player2_joypad_index = “1”
    #input_player2_b_btn = “4”
    #input_player2_select_btn = “2”
    #input_player2_start_btn = “5”
    #input_player2_up_axis = “+0"
    #input_player2_down_axis = “-0"
    #input_player2_left_axis = “-1"
    #input_player2_right_axis = “+1"
    #input_player2_a_btn = “3”
    #input_player2_l_btn = “0”
    #input_player2_r_btn = “1”
    

    The Xin-Mo….cfg file (from the configuration I did in Retroarch of player 1) gives me this:`input_device = Xin-Mo Xin-Mo Dual Arcade
    input_driver = udev

    input_player1_joypad_index = 0
    input_player1_b_btn = 4
    input_player1_select_btn = 2
    input_player1_start_btn = 5
    input_player1_up_axis = +0
    input_player1_down_axis = -0
    input_player1_left_axis = -1
    input_player1_right_axis = +1
    input_player1_a_btn = 3
    input_player1_l_btn = 0
    input_player1_r_btn = 1
    `
    I’m a question mark at this point. Sorry for troubling you guys!

    #93459
    krauthaus
    Participant

    input_player1_joypad_index = “0”
    input_player1_b_btn = “1”
    input_player1_y_btn = “4”
    input_player1_select_btn = “7”
    input_player1_start_btn = “6”
    input_player1_a_btn = “0”
    input_player1_x_btn = “3”
    input_player1_l_btn = “2”
    input_player1_r_btn = “5”
    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” ###— RetroArchConfig gave me a other entry than this one.
    This four (up, down, left, right) are working.
    input_player2_down_axis = “+3”
    input_player2_left_axis = “-2”
    input_player2_right_axis = “+2”

    input_enable_hotkey_btn = “6” ###– If you press Button 6 AND 7 you get back to Emulation Station
    input_exit_emulator_btn = “7” ###– -“-
    input_save_state_btn = “#” ###— Save Games
    input_load_state_btn = “#” ###— Load Games

    ____________________________________________

    This is my working config. -> https://www.petrockblock.com/forums/topic/raspberryretropie-arcade-gaming-cabinet/

    dennismark
    Participant

    hi guys,

    i have some problems with the hotkeys in the atari 2600 emulator.
    every other emulator is working fine with select – start as the exit hotkey but atari 2600 doesn’t regonise the hotkey? al my other controls are working fine in the atari 2600 i can play the game only not exit a game..

    i also tried different hotkey combinations and try to add them specific to the atari 2600 config file instead of the all config but the emulator just wouldn’t regonise them..

    is there something i’m missing?? i know my hotkey input command is right otherwise the other emulators wouldn’t work also.

    thank you in advance,
    someone who realy wants to play dig dug and pitfall on his arcade cabinet :D

    #93339
    rook0316
    Participant

    Do not try to set up a player 1 and player 2 using the index method in some posts here, that is when my controls quit working.

    Edit the configuration file below for only 1 player. It seems player 2 gets duplicated to the exact button layout. Make sure your button wiring for both controllers are mirrored copies of each other.

    input_device = "THT THT Arcade console 2P USB Player"
    input_driver = "udev"
    
    #Player 1&2P
    
    input_b_btn = "1"
    input_y_btn = "0"
    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 = "3"
    input_x_btn = "2"
    input_l_btn = "4"
    input_r_btn = "5"
    
    input_enable_hotkey_btn = "9"
    input_exit_emulator_btn = "8"

    Put the edited file in /opt/retropie/emulators/retroarch/configs named THTTHTArcadeconsole2PUSBPlayer.cfg, for some reason the Xin MO gets named that.

    Hope this helps.

    nbk7
    Participant

    Hi all,

    I ve managed to make my two NES30 controllers (8bitdo) work with NES, SNES and Amiga emulators but I’m really struggling to make it work with mupen64plus.

    Via lr-mupen64plus:
    Aside from the messed up menu e.g. in MarioKart64 it seems like its at least partly using the retroarch.cfg file. During start it shows the correct controller in yellow letters and I m able to go ‘left/right/up/down’ in the menus, go backwards with ‘B’ and choose a setting via ‘A’. Also the combination “select start” finishes a game. But surprisingly while playing the game I cant move to the left/right/up/down anymore. Only the ‘input_r_btn’, ‘start’ and ‘A’ seems to have an effect here.

    Via gles2N64
    Most important for me is to get gles2N64 running because It works better with MarioKart64 – but here I don’t even have any controls at all. Not a single button is working :(

    MY 8BitdoNES30GamePad.cfg under /opt/retropie/emulators/retroarch/configs looks like this:

    input_device = “8Bitdo NES30 GamePad”
    input_driver = “udev”
    input_b_btn = “12”
    input_y_btn = “15”
    input_select_btn = “21”
    input_start_btn = “22”
    input_up_btn = “0”
    input_down_btn = “5”
    input_left_btn = “2”
    input_right_btn = “3”
    input_a_btn = “11”
    input_x_btn = “14”
    input_l_btn = “17”
    input_r_btn = “18”

    input_enable_hotkey_btn = “21”
    input_exit_emulator_btn = “22”
    input_menu_toggle_btn = “14”
    input_load_state_btn = “17”
    input_save_state_btn = “18”
    input_reset_btn = “12”
    input_state_slot_increase_btn = “3”
    input_state_slot_decrease_btn = “2”

    I adjusted the InputAutoCfg.ini like this just to see if it would have any effect on the control (but to no avail):

    [8BITDO NES30]
    plugged = True
    plugin = 2
    mouse = False
    DPad R = key(3)
    DPad L = key(2)
    DPad D = key(5)
    DPad U = key(0)
    Start = key(22)
    Z Trig = key(21)
    B Button = key(12)
    A Button = key(11)
    C Button R = key(3)
    C Button L = key(2)
    C Button D = key(5)
    C Button U = key(0)
    R Trig = key(99)
    L Trig = key(120)
    Mempak switch = key(44)
    Rumblepak switch = key(46)
    X Axis = key(276,275)
    Y Axis = key(273,274)

    Also I tried to transfer the values to mupen64plus.cfg – also didnt work out. Any suggestions would be highly apprechiated :)

    #93193
    Floob
    Member

    Yes, but you wouldnt want to use the button for another function, so you need an unused one really.
    Then you just keep hotkeys enabled (so no need for an enable_hotkey button):

    #93174
    herbfargus
    Member

    there used to be a “nul” bind that you would put as the value for your hotkey so that you could just press one button to make it work but I haven’t been able to get it to work on the newer versions of RetroPie. you could give it a go though and see if it works for you.

    input_enable_hotkey_btn= “nul”

    #93164
    elgur85
    Participant

    So, I found out what file / files to edit.
    But do I have to use a “hotkey” to be able to save/load state?
    Can’t I just configure to use one button?

    #93091
    Anonymous
    Inactive

    Interestingly since i upgraded to a clean 3.0 beta, i ran into the same problem as you. Similar threads have appeared on the forum as well. Looks like a retropie issue with the hotkeys being set to on. Disregard my last post about jstest on your pad. sorry for bad info :p

    #93073

    In reply to: mupen64 video plug ins

    robofruit
    Participant

    @max0r if you add the following to the emulators retroarch.cfg file under /opt/emulators/configs/’emulator’ it will allow exit with start and select …

    input_enable_hotkey_btn = “8”
    input_exit_emulator_btn = “9”

    Where 8 was my joypads select button and 9 my start button.

    Jara
    Participant

    Yeah. That’s my next step as well. Weeding out cfg files. It’s a hassle because I have to give writing permissions, but it has to be tried.

    In the emulators where the start+select combo is enabled, you can’t use escape to exit (which is most of them). In NeoGeo the combo doesn’t work, but hitting escape does. I already had trouble some months ago with “enable_hotkey” overriding other configs so I don’t use it anymore.

    Edit: /opt/retropie/emulators/retroarch/configs has cfg files that override whatever is in retroarch.cfg (as this file draws configs from that folder). There is a config file for my joypad (logitech F310). I’ll try removing or editing that file to see if problem persists.

    There is also a config for Wiimote, so you should check there as well. I’ll post again if it works.

    #93031
    robofruit
    Participant

    Sorted !

    Found an old post by petrockblock. To resolve I removed the hotkey option from my retroarch.cfg under NES and added the line to enable keyboard escape as below …

    #input_enable_hotkey_btn = “8”
    #input_exit_emulator_btn = “9”
    input_exit_emulator = escape

    Works like a charm :o)

    laundromat
    Participant

    Just to record my progress:

    It’s the input_enable_hotkey_btn setting that is the culprit. I had it set to a button on the controller (so that I could call the rgui menu from the controller), but for some reason this prevents f1 from working (which it didn’t in the past iirc).

    I’ve also weeded out the myriad of .cfg files, I’ll first set the configs/all/retroarch.cfg file right and then start with the rest of them.

    #93014
    Floob
    Member

    Ok, two things.

    1) On the roms (i.e Lightning Fighter) that dont accept “Select” as the coin button, using the keyboard version of “Right Shift” works fine for coin, the joypad then functions correctly.

    OR

    2) By swapping the hotkey enable button to anything else (in my case left trigger) in /opt/retropie/configs/fba/retroarch.cfg (this way all other libretro emulation keeps using select as the hotkey) everything then works fine (as in, select then works as coin).
    I simply added this line to that file
    input_enable_hotkey_btn = "4"

    either of these solve the problem.

    Can anyone who knows how fba-libretro handles inputs, see what the cause may be based on the resolutions above working?

    Either way, I’m happy it works now :)

    janezkranjc
    Participant

    Ok I figured it out!

    You have to use lr-genesis-plus-gx for this to work. When you’re inside the game press the hotkey+menu toggle button together to get to the menu.

    Then you have to go to Settings and then to Input settings.

    Then I changed the Use 2 Device Type from Joypad Auto to MD Joypad 3 button + 4-WayPlay

    When I reset the game it worked! (Hotkey+reset)

    I then saved the config to see what the setting looks like in the config:

    its like this:

    input_libretro_device_p2="1025"

    I included this in my megadrive retroarch.cfg and now it works like a charm everytime I start the game!

    #92740
    Anonymous
    Inactive

    Glad you got it fixed,

    Still thats strange behaviour you were getting from your pad. It sounds almost like your SELECT button was stuck down so it was passing Hotkeys on every press maybe?

    if it happens again try running jstest /dev/input/js0 to test your pad, see if any buttons are stuck in an ON state (i think button 8 or 9 is select on that pad)

    Anonymous
    Inactive

    I have been having trouble with my controller not recognizing my button presses unless I let off completely of another button and then re-pressing. For instance, when I play Mario and I am running and try to change direction quickly or have to press more than one button at the same time or very closely together its like it doesnt register anything. I have to let off every button and then go again or its like it locks up (the controls lockup not the game). It seems like its a problem with multi- touching keys but Im not sure. I am using wireless xbox controllers. Is there anything I can do to help?

    Here are the config settings I have changed:

    In /opt/retropie/emulators/retroarch/configs/XboxGamePad…. I have the following:

    input_b_btn = “5”
    input_y_btn = “7”
    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 = “4”
    input_x_btn = “6”
    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_save_state_btn = 8
    input_load_state_btn = 9
    input_rewind_btn = 10

    In /opt/retropie/configs/nes/retroarch.cfg I have the following:

    input_player1_a_btn = 4
    input_player1_b_btn = 6
    input_player2_a_btn = 4
    input_player2_b_btn = 6

    In /opt/retropie/configs/all/retroarch.cfg the only thing I changed was rewind_enable = false to rewind_enable = true

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