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  • #91146

    In reply to: Reset emulator key

    Anonymous
    Inactive

    So…. Basically is there a way to have a hotkey that’s always enabled from the keyboard, but anything with the jpypads requires a hotkey button?

    If it’s possible I haven’t figured it out… Maybe it’s not. :-(

    Maybe I should have gpio’d it? Would that be possible easily?

    #91101

    In reply to: Reset emulator key

    Anonymous
    Inactive

    ok…so the actual line in the config should be:
    input_reset_btn = “m”

    but it requires the hotkey to be pressed too…any way around that?

    Anonymous
    Inactive

    Remember when you were a kid, and you’d start a game and die right away? “that’s not how THIS game starts” you’d think and hit the reset button? the game would quickly reload…and you’d start kicking ass again.

    I know how to QUIT the emulator from inside the game, but that’s like…you died, so you turned the power off on your NES and took the cart out, and then put it back in an turned it back on.

    I built a couple emulators for people over the holidays and I configured the Select button to be the hotkey ….and I SWEAR that if I held Select and hit B on their SNES controller, the rom would reset..like…well, exactly like the reset button.

    This may sound stupid, but …for the Pi I put in a NES console, I actually wired up a keyboard encoder JUST to control the reset button. it’s “m”. so…I need “m” to reload the emulator, or restart the game, but for the life of me, I can’t figure out how! I know it’s possible….or it was in 2.3. am I missing something? probably something obvious….

    HELP!
    Thanks!
    Matt

    LodanZark
    Participant

    Since i use different gamepads I really love the joypad_autoconfig_dir feature!

    This is my file playsegacontroller.cfg located in /opt/retropie/emulators/retroarch/configs/ for the usage of all emulators:

    input_device = "playsega controller"
    input_driver = "udev"
    input_b_btn = "1"
    input_y_btn = "0"
    input_select_btn = "7"
    input_start_btn = "8"
    input_up_axis = "-1"
    input_down_axis = "+1"
    input_left_axis = "-0"
    input_right_axis = "+0"
    input_a_btn = "2"
    input_x_btn = "4"
    input_l_btn = "3"
    input_r_btn = "5"
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "7"
    input_reset_btn = "6" 

    But for NES emulator I wanted to use this settings:

    input_device = "playsega controller"
    input_driver = "udev"
    input_b_btn = "0"
    input_y_btn = "4"
    input_select_btn = "7"
    input_start_btn = "8"
    input_up_axis = "-1"
    input_down_axis = "+1"
    input_left_axis = "-0"
    input_right_axis = "+0"
    input_a_btn = "1"
    input_x_btn = "2" 
    input_l_btn = "3"
    input_r_btn = "5"
    
    input_enable_hotkey_btn = "7"
    input_exit_emulator_btn = "8"
    input_reset_btn = "6"
    input_save_state_btn = "3"
    input_load_state_btn = "4" 

    So I saved this settings into /opt/retropie/configs/nes/joypad/playsegacontroller.cfg
    and I changed the file /opt/retropie/configs/nes/retroarch.cfg by adding the line joypad_autoconfig_dir = "/opt/retropie/configs/nes/joypad" but didn’t worked v.v …

    Anyone knows how to solve this situation?

    #91080
    davejaca
    Participant

    You’re on the right track but you need to set up two buttons for this, your hotkey button and your exit button. If you are still having trouble follow this, it does through the exact process you want to do: https://www.youtube.com/watch?v=ySoTQhQqZdI&t=639

    Anonymous
    Inactive

    Hope someone can help.

    I have a USB gamepad (http://www.amazon.co.uk/gp/product/B00FEFPDT4?psc=1&redirect=true&ref_=oh_aui_detailpage_o01_s00) and this works fine in the emulators (config below)

    input_enable_hotkey = nul
    input_player1_joypad_index = “0”
    input_player1_b_btn = “1”
    input_player1_y_btn = “0”
    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 = “2”
    input_player1_x_btn = “3”
    input_player1_l_btn = “4”
    input_player1_r_btn = “5”
    input_player1_l2_btn = “6”
    input_player1_r2_btn = “7”
    input_player1_l3_btn = “10”
    input_player1_r3_btn = “11”
    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_btn = “1”
    input_player1_r_x_minus_btn = “3”
    input_player1_r_y_plus_btn = “2”
    input_player1_r_y_minus_btn = “0”`

    When I try and config via Emulationstation it fails as you input the keys and it goes back to the to to the “up” selector and you cant do anything to get to the done button, meaning it wont save the config.

    Any ideas how I can make it work so I dont need the keyboard plugged in?

    #90988
    Floob
    Member

    You may find a quick overview on hotkeys helps you set exit combinations:

    petrockblog
    Keymaster

    Glad you figured it out and thanks for sharing it here!

    SNESDev simulates the press of the ESC key when pressing the button three times in a row. The hotkey behavior of RetroArch must have changed between RetroPie 2.3 and 2.6.

    #90969

    In reply to: FB Alpha 0.2.97.35 ??

    justinbeaird
    Participant

    Basicly just try switching the hotkey button and the exit button in controller config and see if that works

    #90964

    In reply to: FB Alpha 0.2.97.35 ??

    justinbeaird
    Participant

    What controller are you using? on my Xbox controller I made the hotkey the back button and the big Xbox button in center of controller the exit button+insert coin and it is working fine.

    #90949

    In reply to: FB Alpha 0.2.97.35 ??

    scaryevilguy
    Participant

    FBA liberto runs great on rpi2, but you will need to remap the exit+hotkey button on controller or it won’t let you input coin in some games

    In FBA Libretro, the Coin input (Select Button) works fine for me on NeoGeo games but not on Capcom ones. Is there something I can add to the config to force it to use select as Coin input? How did you fix it justinbeaird?

    #90937

    In reply to: FB Alpha 0.2.97.35 ??

    justinbeaird
    Participant

    FBA liberto runs great on rpi2, but you will need to remap the exit+hotkey button on controller or it won’t let you input coin in some games

    #90886
    koffieleut
    Participant

    that’s funny, the only thing that works with me are the hotkeys. I can’t get fmsx to work with controllers, openmsx works though but my hotkeys aren’t.

    #90857
    cortex
    Participant

    Hi there,

    try to update your mupen64plus Emulator, because gizmo updated the configs for mariokart64 to work properly by default (like always, consider to backup your system before making changes):

    sudo ./home/pi/RetroPie-Setup/retropie_setup.sh

    and then update the script.
    restart it after the update was succesfull and choose
    “source-based Installation”
    and tick only the mupen64plus Emulator.

    This will reset your /opt/retropie/configs/n64/mupen64plus.cfg , so remember to set your hotkey to Exit the Emulator again.

    You might also consider to unzip your roms; I think i read something about this making the Emulation slower.

    With this, I can Play Mariokart64 and Mario64 smooth and without any noticeable crackles. Even the Multiplayer of Mariokart64 works now nearly fullspeed (only the race-start seems to be a bit slower).

    Jara
    Participant

    I was too lazy to do it before, but solved the problem rather quickly.

    The issue presents itself when adding these two lines to retroarch.cfg (/opt/retropie/configs/all/)

    input_enable_hotkey_btn = "X"
    input_exit_emulator_btn = "Y"

    With X and Y buttons on the controller. It’s a button combination to exit the emulator. Taken from this guide https://supernintendopi.wordpress.com/

    I guess that adding that option to exit emulators with a controller button combination somehow prevents SNESDev from using it’s button (in pin 11) to do the same thing.

    But like I said before, in RetroPie 2.3 that problem doesn’t happen. I can exit with both the controller button combination and the SNESDev button in Pin 11 (with the same configuration).

    It would be good to know if someone who is using the GPIO adapter has this same problem when adding those lines to retroarch.cfg.

    I’ll contact the person that wrote that guide in case he wants to add a warning about this issue.

    #90792

    In reply to: GameBoy Shaders?

    koffieleut
    Participant

    I just can’t get the shader to work.
    I followed everything on this topic, used all the files and edited my gb cfg file.

    cfg file:

    video_shader_enable = true
    video_shader = /opt/retropie/emulators/retroarch/shader/gb-shader.glslp

    input_overlay_enable = true
    input_overlay = /opt/retropie/emulators/retroarch/overlays/gb.cfg
    input_overlay_opacity = 0.70
    input_overlay_scale = 1.0

    aspect_ratio_index = “22”
    custom_viewport_width = “642”
    custom_viewport_height = “581”
    custom_viewport_x = “638”
    custom_viewport_y = “248”

    here is the gb-shader.glslp file:

    shaders = 5
    shader0 = shader-files/dot.glsl
    shader1 = shader-files/gb-pass-1.glsl
    shader2 = shader-files/gb-pass-2.glsl
    shader3 = shader-files/gb-pass-3.glsl
    shader4 = shader-files/gb-pass-4.glsl

    scale_type0 = viewport
    scale0 = 1

    scale_type1 = source
    scale1 = 1

    scale_type2 = source
    scale2 = 1

    scale_type3 = source
    scale3 = 1

    scale_type4 = source
    scale4 = 1

    filter_linear0 = false
    filter_linear1 = false
    filter_linear2 = false
    filter_linear3 = false
    filter_linear4 = false

    textures = COLOR_PALETTE;BACKGROUND
    COLOR_PALETTE = resources/palette.png
    COLOR_PALETTE_linear = false
    BACKGROUND = resources/background.png
    BACKGROUND_linear = true

    I store my shaders in opt/retropie/emulators/retroarch/shader/
    also in opt/retropie/emulators/retroarch/shader/shader-files/

    In both those folders are the png files and also in
    opt/retropie/emulators/retroarch/shader/resources/

    If I just change the shader in the gb cfg file to dot.glsl it works but without the green color. I tried changing the shader option in the emulator itself by pressing hotkey + F1 > options > shaders, but that doesn’t do a thing.

    I use a RPI1 model b

    Please help me.

    Cheers

    jchurch81
    Participant

    Here is my retroarch.cfg lines 745 through 804. The index appears to be correct.

    input_enable_hotkey_btn = "8"
    input_menu_toggle_btn = "16"
    input_player1_turbo_btn = "10"
    input_turbo_period = 6
    input_turbo_duty_cycle = 3
    input_save_state_btn = "1"
    input_load_state_btn = "2"
    input_exit_emulator_btn = "9"
    
    input_player1_joypad_index = "0"
    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_l3_btn = "1"
    input_player1_r3_btn = "2"
    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_player2_joypad_index = "1"
    input_player2_b_btn = "14"
    input_player2_y_btn = "15"
    input_player2_select_btn = "0"
    input_player2_start_btn = "3"
    input_player2_up_btn = "4"
    input_player2_down_btn = "6"
    input_player2_left_btn = "7"
    input_player2_right_btn = "5"
    input_player2_a_btn = "13"
    input_player2_x_btn = "12"
    input_player2_l_btn = "10"
    input_player2_r_btn = "11"
    input_player2_l2_btn = "8"
    input_player2_r2_btn = "9"
    input_player2_l3_btn = "1"
    input_player2_r3_btn = "2"
    input_player2_l_x_plus_axis = "+0"
    input_player2_l_x_minus_axis = "-0"
    input_player2_l_y_plus_axis = "+1"
    input_player2_l_y_minus_axis = "-1"
    input_player2_r_x_plus_axis = "+2"
    input_player2_r_x_minus_axis = "-2"
    input_player2_r_y_plus_axis = "+3"
    input_player2_r_y_minus_axis = "-3"
    
    #90700
    Borgar
    Participant

    I have this figured out. Now let me see if I can explain how I have set this up.

    First of all, the gamecon_gpio_rpi controller maps axis as follows: X/Y, RX/RY, HAT0X/HAT0Y confirmed by source code. This is simply the way joystick-axis are set up on Linux (again, confirmed by source). The d-pad buttons on the Playstation controller are emitted as a “fake” axis X/Y, and I’m guessing this is pretty standard so most games will detect the pad first.

    Linux treats all hats as axis by default so this is why jstest looks fine. But as far as I can see, the RetroArch udev driver treats all hats as buttons only. So that means these things are never going to work together.

    The workaround: Use the linuxraw driver instead!

    Here’s how I’ve set this up on my machine:

    Because I like different button-mappings for different emulators I created a basic file that simulates the SNES layout:

    input_device = "PSX controller"
    input_driver = "udev"
    input_a_btn = "1"
    input_b_btn = "2"
    input_x_btn = "0"
    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_l_btn = "6"
    input_r_btn = "7"
    input_l2_btn = "4"
    input_r2_btn = "5"
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"

    Along with some alternate-layout versions which are the same except for this bit:

    input_a_btn = "2"
    input_b_btn = "3"
    input_x_btn = "0"
    input_y_btn = "1"

    And so on… These are each put into separate directories like this:

    ~/joyconf/snes/PSXcontroller.cfg
    ~/joyconf/nes/PSXcontroller.cfg
    ...

    Then I modified /opt/retropie/configs/all/retroarch.cfg to use these (defaulting to SNES for no special reason):

    # use input auto-detection
    input_autodetect_enable = true
    
    # use SNES layout by default
    joypad_autoconfig_dir = /home/pi/joyconf/snes/
    
    # set controllers as joypads by default
    input_libretro_device_p1 = 1
    input_libretro_device_p2 = 1
    
    # ensure correct order
    input_player1_joypad_index = 0
    input_player2_joypad_index = 1

    In all other ways my retroarch.cfg file is the same as the original (some of these settings are unchanged but I include them because they are important).

    Then, for every system I want a different layout, I alter its specific config. So:

    /opt/retropie/configs/nes/retroarch.cfg

    … includes:

    joypad_autoconfig_dir = /home/pi/joyconf/nes/

    And then the PSX:

    Ensure that /opt/retropie/configs/all/retroarch-core-options.cfg has these settings:

    pcsx_rearmed_pad1type = "analog"
    pcsx_rearmed_pad2type = "analog"

    I recommend starting with calibrating the analog sticks using:

    # jcal -c /dev/input/js0

    And if you have a second controller:

    # jcal -c /dev/input/js1

    I don’t know if this is vital but it will avoid fine analog stick movements triggering button selections in the next step.

    Secondly, detect button config for each controller (most likely you can just use mine below):

    # /opt/retropie/emulators/retroarch/retroarch-joyconfig -j 0 -p 1 -d linuxraw

    And for the second one:

    # /opt/retropie/emulators/retroarch/retroarch-joyconfig -j 0 -p 1 -d linuxraw

    Save the output.

    Lastly, edit /opt/retropie/configs/psx/retroarch.cfg.

    Here, I prevent the auto-detection, which seemed to be causing retroarch to shift to the udev driver:

    # set controllers as joypads+analog
    input_libretro_device_p1 = 5
    input_libretro_device_p2 = 5
    
    # don't auto-detect
    input_autodetect_enable = false
    
    # use raw driver
    input_joypad_driver = linuxraw

    This then gets followed by the previously generated output from retroarch-joyconfig, and whatever extra hotkeys you might want.

    I have not gone through this for the N64, but I expect that to be something along similar lines (using linuxraw).

    I should mention that I had some problems that seem to have been caused by removing quotation marks. Using retroarch-joyconfig output as-is worked perfectly.

    So here is my full /opt/retropie/configs/psx/retroarch.cfg:

    # All settings made here will override the global settings for the current emulator core
    
    rewind_enable = false
    
    input_libretro_device_p1 = 5
    input_libretro_device_p2 = 5
    
    input_autodetect_enable = false
    input_joypad_driver = linuxraw
    
    input_player1_joypad_index = "0"
    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_player1_l2_btn = "4"
    input_player1_r2_btn = "5"
    input_player1_l3_btn = "11"
    input_player1_r3_btn = "10"
    input_player1_l_x_plus_axis = "+4"
    input_player1_l_x_minus_axis = "-4"
    input_player1_l_y_plus_axis = "+5"
    input_player1_l_y_minus_axis = "-5"
    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_player2_joypad_index = "1"
    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_player2_l2_btn = "4"
    input_player2_r2_btn = "5"
    input_player2_l3_btn = "11"
    input_player2_r3_btn = "10"
    input_player2_l_x_plus_axis = "+4"
    input_player2_l_x_minus_axis = "-4"
    input_player2_l_y_plus_axis = "+5"
    input_player2_l_y_minus_axis = "-5"
    input_player2_r_x_plus_axis = "+2"
    input_player2_r_x_minus_axis = "-2"
    input_player2_r_y_plus_axis = "+3"
    input_player2_r_y_minus_axis = "-3"
    
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"

    Done! Ape Escape is now playable.

    #90653
    justinbeaird
    Participant

    [quote=90652]To clarify: All emulators that I have running are working fine. For SNES/NES/GB/Megadrive I only need, and want, the d-pad. I am only interested in analog support for the PSX, which I think is pcsx-rearmed retroarch core. It’s whatever 2.6 uses by default and is most certainly a retroarch core.

    Analog is already enabled. As I said above; the right analog stick does work! The left one is the only thing missing.
    [/quote]

    try this

    /opt/retropie/configs/all/retroarch-core-options.cfg

    change

    pcsx_rearmed_pad1type = “standerd”
    to
    pcsx_rearmed_pad1type = “analog”
    

    there is a hotkey to do this in the psx emulator menu that you can setup
    some games will tell you controller not supported until you change it back to standard. ans some the opposite. thats why the menu hotkey is useful

    #90644
    herbfargus
    Member

    If you are using mupen64plus it has its own set of controls for exiting (I.e doesn’t support hotkeys rather you choose one unused key to be your exit button.) See this video:

    #90617

    In reply to: PLEASE HEEELP!

    pariah315
    Participant

    Ive been at this literally 8 hours trying to figure it out. It turns out I was in fact not using that image vers I guess cause when I just re downloaded the image and installed it, set up the controller I didn’t even have to manually type in for the hotkeys as they were there already and yes it works on mega drive now!!!! I really want to thank you Floob for taking the time out of your day to help and for all those videos that have been invaluable to me

    #90601
    greetingkunt
    Participant

    That worked but I’m having one more issue , I cant seem to exit n64 games using the hotkeys start and select , they work ok with psx and the pre installed games

    pariah315
    Participant

    For the life of me I cannot find a single tutorial on how to get my controllers to work with the megadrive. I have looked for hours and nothing. It seems the info I do come across really doesn’t work for me. I have essentially a fake USB playstation controller and configured it via the retroarch controller setup and have even enabled hotkeys for emulator exit load save state ect. They are working beautiful for the nes and snes but when I start the megadrive its completely screwed no buttons work the start button exits the game and it acts as if the hotkey is always pressed. I tried to edit the .cfg file under the megadrive but there really isn’t nothing there to edit and when I attempt to add to it like copying my contents of controller cfg file nothing happens. please I have spent hours on this but to no avail any help is extremely appreciated and yes I am very new to all this so please be patient if I sound clueless I am a quick learner thanks in advance.

    Floob
    Member

    This should help explain the hotkey behaviour:

    Volans
    Participant

    Hi everybody :)

    I used the latest SD card image (01/22/2015) to setup RetroPie on my Raspberry Pi 2. After I changed the /boot/config.txt for fixing the sound and fullscreen on my HDTV, I wanted to use shader for SNES games. So I checked/uncommented:

    video_shader_enable = true
    video_shader_dir = /opt/retropie/emulators/retroarch/shader/
    input_shader_next = m
    input_shader_prev = n

    But “m” and “n” don’t do anyting when the emulator runs. :/
    So I wanted to open RGUI and switch the shaders there.

    input_menu_toggle = F1

    But “F1” doesn’t work either. Then I wanted to exit the emulator with escape and that was working.. for the first time. When I tried another game, later even exiting via escape didn’t work. I’m using wireless XBOX360 controllers and mapped button 6 (select) for exit the emulator:

    input_exit_emulator_btn = “6”

    ..the same problem here. Sometimes it works, sometimes not.

    I read every thread related to those problems but I couldn’t find a solution. :(

    The keyboard works. If I switch to console, I see the Ms and Ns I typed for swithing the shaders. ;) “input_enable_hotkey” is only in one line with “nul“.

    I would appreciate every help. :)

    PS.:

    If I would install RetroPie on Raspian via installscript from source, would this fix the black screen issue in Super Mario Kart 64 Multiplayer?^^

    N64 – Two Player

    #90473

    In reply to: Retroarch Configs

    Roo
    Participant

    My recommendation would be to stop trying to fight RetroPie for control of the configs. Why do you want to change the location of the configs? Why do you want to enable save on exit? If you don’t want RetroPie to be RetroPie, install Raspbian and then install RetroArch on top of that and be done. It will act just like your Windows installation of RA.

    If you take my advice, then the layout of the configs is pretty straight forward. /opt/retropie/configs/all/retroarch.cfg is the main config file

    The individual system configs, for example /opt/retropie/configs/nes/retroarch.cfg override the main config file (just like it says in each of these files)

    # All settings made here will override the global settings for the current emulator core

    if you run jstest and determine your button mappings you can modify the main config /opt/retropie/configs/all/retroarch.cfg. For example, if you have two buttons to spare and don’t want to use a hotkey:

    input_enable_hotkey_btn = nul
    input_menu_toggle_btn = "14"
    input_exit_emulator_btn = "15"
    

    RetroPie is designed to not use the RetroArch GUI – RetroPie is designed to be a 10 foot interface and the RA GUI is not a 10′ friendly interface. If you want to make changes, settings should be made in the config files, settings made via the GUI will not be saved. If you try to change that behavior, you’ll have to hack up ES – the commands it uses to launch RA are hard coded with the locations of the cfg files it is designed to use.

    #90396
    pattaboy
    Participant

    [quote=90373]Try running sudo ~/RetroPie_Setup/retropie_setup.sh and selecting “Register RetroArch controller”

    This is really just an automated way to run retroarch-joyconfig (which is located in the retroarch binaries folder) and add the results to the retroarch config. So if you’re comfortable with it, you can run this yourself to see the way the buttons on your gamepad are mapped
    [/quote]

    Thanks a lot!
    Weird. I did this before and then the player2 controller wouldn’t work.
    but now it works thanks a lot!

    I left the hotkey untagged so that I can return to emulationstation without the use of a keyboard.. PERFECT..

    pattaboy
    Participant

    Hey Guys,

    Just bought a raspberry pi2 and installed retropie on it.
    installed a few roms and it works perfectly.
    then I bought two snes usb controllers and installed them via this video: https://www.youtube.com/watch?v=Z0FT4i2CQVI

    the controllers work but whenever I press X on the controller
    it will go left.
    it just looks like my x button is mapped on to the left d-pad however I can’t find the problem in any of the config files. not the USBgamepad.cfg and not the retroarch.cfg in the /all folder.

    I have exactly the same controller as in the video so I thought I needed the same settings as expained. both controllers work and both register is player1 and player2.

    Can somebody please help me?

    EDIT: just noticed when pressing A on the controller it will respond like A+dpad down

    this is the config file from: /opt/retropie/configs/all

    ## 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 = 8
    
    #### 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 = 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/
    
    # 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_joypad_index = "0"
    input_player1_a_btn = "1"
    input_player1_b_btn = "2"
    input_player1_y_btn = "3"
    input_player1_x_btn = "0"
    input_player1_start_btn = "9"
    input_player1_select_btn = "8"
    input_player1_l_btn = "4"
    input_player1_r_btn = "5"
    input_player1_left_btn = "-0"
    input_player1_right_btn = "+0"
    input_player1_up_btn = "-1"
    input_player1_down_btn = "+1"
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "9"
    # input_player1_l2_btn =
    # input_player1_r2_btn =
    # input_player1_l3_btn =
    # input_player1_r3_btn =
    
    input_player2_joypad_index = "1"
    input_player2_a_btn = "1"
    input_player2_b_btn = "2"
    input_player2_y_btn = "3"
    input_player2_x_btn = "0"
    input_player2_start_btn = "9"
    input_player2_select_btn = "8"
    input_player2_l_btn = "4"
    input_player2_r_btn = "5"
    input_player2_left_btn = "-0"
    input_player2_right_btn = "+0"
    input_player2_up_btn = "-1"
    input_player2_down_btn = "+1"
    
    # 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 = "-0"
    input_player1_right_axis = "+0"
    input_player1_up_axis = "-1"
    input_player1_down_axis = "+1"
    
    input_player2_left_axis = "-0"
    input_player2_right_axis = "+0"
    input_player2_up_axis = "-1"
    input_player2_down_axis = "+1"
    
    # 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"
    
    # 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
    
    input_enable_hotkey = nul
    

    This is the cfg file for the gamepad named: 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”

    #90236
    labelwhore
    Participant

    I’m guessing not having the config file may cause some other issues. To properly set up controls for player 2, all you need to do is copy the section in retroarch.cfg for player 1 and just change input_player1_* to input_player2_* in the copied lines.

    input_enable_hotkey is the hotkey you need to hold for save states and exiting the emulator. For example, mine is set to the back button, so I need to hold back and press start to exit an emulator.

    #90193
    LodanZark
    Participant

    [quote=90192]…For your 2nd question, I don’t know if creating a new mapping file in /opt/retropie/configs/nes/ would make it, but actually you can remap your controllers directly in this file (/opt/retropie/configs/nes/retroarch.cfg).[/quote]

    I have tried:

    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "7"
    input_reset = "8"

    And didn’t worked :(

    Update: I FIXED!!!
    was my mispelling mistake, the write code here:

    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "7"
    input_reset_btn = "6"

    Feeling silly by mistake the input and forgot also the “btn” thingy

    #90191
    tipoto
    Participant

    Maybe I’m wrong, but I think you can’t have 2 enable_hotkey. You have to choose the one you prefer and deal with it.
    Also I think you don’t have to repeat the line for each new hotkey you want to associate with.

    LodanZark
    Participant

    This is my gamepad config

    input_device = "playsega controller"
    input_driver = "udev"
    input_b_btn = "0"
    input_y_btn = "4"
    input_select_btn = "7"
    input_start_btn = "8"
    input_up_axis = "-1"
    input_down_axis = "+1"
    input_left_axis = "-0"
    input_right_axis = "+0"
    input_a_btn = "1"
    input_x_btn = "2" 
    input_l_btn = "3"
    input_r_btn = "5"
    input_enable_hotkey_btn = "7"
    input_exit_emulator_btn = "8"
    input_enable_hotkey_btn = "6"
    input_reset = "8" 

    1st.question: (solved)
    Why the emulator soft reset hotkey is not working?

    2nd. question:
    I have found these command in “/opt/retropie/configs/nes/retroarch.cfg”
    ‘input_remapping_directory = /opt/retropie/configs/nes/`
    I am wonder if I can store in that directory different gamepad settings per emulator and how does it work?

    3rd question:
    In terms of NES emulation, how can I can set up turbo keys, for example “Y” be the turbo of “B” and “X” be the turbo of “A”?

    LodanZark
    Participant

    There is a lot retropie users that prefer snes gamepads, but since I prefer the Sega consoles I got a bootleg sega saturn gamepad called “Play Sega”.

    To activate the 6 button layout it is required to edit the file “/opt/retropie/configs/all/retroarch-core-options.cfg”
    and replace:

    picodrive_input1 = "3 button pad"
    picodrive_input2 = "3 button pad"
    

    to:

    picodrive_input1 = "6 button pad"
    picodrive_input2 = "6 button pad"
    

    My config file “/opt/retropie/emulators/retroarch/configs/playsegacontroller.cfg”

    input_device = "USB,2-axis 8-button gamepad  "
    input_driver = "udev"
    input_b_btn = "1"
    input_y_btn = "3"
    input_select_btn = "6"
    input_start_btn = "7"
    input_up_axis = "-1"
    input_down_axis = "+1"
    input_left_axis = "-0"
    input_right_axis = "+0"
    input_a_btn = "0"
    input_x_btn = "2"
    input_l_btn = "4"
    input_r_btn = "5"
    input_enable_hotkey_btn = "6"
    input_exit_emulator_btn = "5"
    

    Gamepad Layouts:
    Play Sega Gamepad Layouts

    petrockblog
    Keymaster

    [quote=90129]…

    and for configuring controllers for (most) of the emulators use this guide (from point 8 forward, point 10 describes how to add a hotkey to enable quiting the emulator/saving/loading)

    https://www.petrockblock.com/forums/topic/updated-for-2-3-step-by-step-guide/

    …[/quote]

    If that guide is useful, it would be great if some one from the community could put the information into the wiki at https://github.com/retropie/RetroPie-Setup/wiki. It might be easier to find there.

    #90140
    Anonymous
    Inactive

    I have installed my Set-up for Emulation Station as well. I have set up two of the same SNES controllers with the script as you can see at the bottom of this post. It works fine, except it only accepts the movement of player 2 whenever player one is entering input. So I try this when playing bomberman, but player 2 cannot move when player 1 is standing still. Does anyone know how I can fix this?

    #player 1
    input_player1_joypad_index = "0"
    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 = "4"
    input_player1_r_btn = "5"
    input_enable_hotkey_btn = "8"
    input_exit_emulator_btn = "4"
    
    #player 2
    input_player2_joypad_index = "1"
    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 = "4"
    input_player2_r_btn = "5"
    
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