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  • calathia
    Participant
    Post count: 9

    Hello!

    I have Pi2 with retropie 2.6 in it. It is awesome software but controller configuration logic and effort is straight from hell…

    I have tried hours and hours to configure usb snes and xbox360 wireless controllers. So far I understood that the logic goes like this:

    configure a controller, its keymaps are stored in file to opt/retropie/configs/all/retroarch-joypads. Here file contains keymaps, for example xbox360 controller button Y is “1” but SNES controllers Y is “2”. This is smart because ABXY buttons are in different order with these controllers.

    After controller specific keymaps are done, its time to tell emulators what are “global” keymaps. This is stored in opt/retropie/configs/all/retroarch.cfg. Here it can read (for example):

    input_player1_a_btn = 2

    This means retroarch uses that button which is assigned as 2 depending on controller. in this case is snes controller is used, its Y (lefmost button) BUT with xbox360 controller its X (leftmost button).

    This is smart!…If it would work! Because it isn’t working. No matter what you change in controller specific mappings (in opt/retropie/configs/all/retroarch-joypads) it does absolutely nothing. And it does not make any sense. Only thing that works is changing keymaps in opt/retropie/configs/all/retroarch.cfg but this changes it with every controller! In other words, only one controller (xbox360 or SNES) is working properly, no both.

    And to make things worse, xbox360 controller keymaps are weird and corruped with nintendo64 emulator. Changing keymap does absolutely nothing…

    What the heck is happening here? What I am missing?

    juicebag85
    Participant
    Post count: 40

    Hey.

    You must not change your button layout in opt/retropie/configs/all/retroarch.cfg
    This is not how it supposed to be.

    You have to change it directly in the controller config file itself (for example: “/opt/retropie/emulators/retroarch/configs/XboxGamepad(userspacedriver).cfg”)

    Retroarch will recognize and detect your controller when you start a game so you have to specify the config of the controller itself to let it work properly.

    One problem that you also might have is that your SNES-Controller is detected as player 1, which would also explain, why nothing works as you want. :)
    Luckily I have the exact same setup and had the same problem but I could solve it. (I just guess that you want your Xbox 360 Controller always as player 1, right?)

    You can check this thread out, where I go more into detail:

    If you have any more question or if I wasn’t clear enough don’t hesitate to ask. :)

    Edit: And you should definitly check out Floobs youtube channel. His videos might be long but he’s a very good teacher and after that you should know everything that you need.
    https://www.youtube.com/channel/UCdSu9Y0xAyY8V77vj6mQ-0g

    calathia
    Participant
    Post count: 9

    Hello!

    I understand that I should only edit controller configurations. But like I said, editing those does absolutely nothing. I think program does not use autodetect? I could be the issue. Could you post your retroarch.cfg so I can compare mine.

    Here is mine, please inform if you see odd stuff there.

    
    ## Skeleton config file for RetroArch
    
    # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ...
    # This will be overridden by explicit command line options.
    # savefile_directory =
    
    # Save all save states (*.state) to this directory.
    # This will be overridden by explicit command line options.
    # savestate_directory =
    
    # If set to a directory, Content which is temporarily extracted
    # will be extracted to this directory.
    # extraction_directory =
    
    # Save all input remapping files to this directory.
    # input_remapping_directory =
    
    # Save all playlist files to this directory.
    # playlist_directory =
    
    # If set to a directory, the content history playlist will be saved
    # to this directory.
    # content_history_dir =
    
    # Automatically saves a savestate at the end of RetroArch's lifetime.
    # The path is $SRAM_PATH.auto.
    # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
    # savestate_auto_save = false
    # savestate_auto_load = true
    
    # Load libretro from a dynamic location for dynamically built RetroArch.
    # This option is mandatory.
    
    # Path to a libretro implementation.
    # libretro_path = /path/to/libretro.so
    
    # A directory for where to search for libretro core implementations.
    # libretro_directory =
    
    # A directory for where to search for libretro core information.
    # libretro_info_path =
    
    # Sets mode for archived files in file browser.
    # 0 = Ask, 1 = Load Archive, 2 = Open Archive
    # archive_mode = 0
    
    # Sets log level for libretro cores (GET_LOG_INTERFACE).
    # If a log level issued by a libretro core is below libretro_log_level, it is ignored.
    # DEBUG logs are always ignored unless verbose mode is activated (--verbose).
    # DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3.
    # libretro_log_level = 0
    
    # Enable or disable verbosity level of frontend.
    # log_verbosity = false
    
    # If this option is enabled, every content file loaded in RetroArch will be
    # automatically added to a history list.
    # history_list_enable = true
    
    # Enable or disable RetroArch performance counters
    # perfcnt_enable = false
    
    # Path to core options config file.
    # This config file is used to expose core-specific options.
    # It will be written to by RetroArch.
    # A default path will be assigned if not set.
    core_options_path = /opt/retropie/configs/all/retroarch-core-options.cfg
    
    # Path to content load history file.
    # RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading.
    # A default path will be assigned if not set.
    # game_history_path =
    
    # Number of entries that will be kept in content history file.
    # game_history_size = 100
    
    # Sets the system directory.
    # Implementations can query for this directory to load BIOSes, system-specific configs, etc.
    system_directory = /home/pi/RetroPie/BIOS
    
    # Sets start directory for menu content browser.
    # rgui_browser_directory =
    
    # Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY.
    # Usually set by developers who bundle libretro/RetroArch apps to point to assets.
    # content_directory =
    
    # Assets directory. This location is queried by default when menu interfaces try to look for
    # loadable assets, etc.
    assets_directory = /opt/retropie/emulators/retroarch/assets
    
    # Sets start directory for menu config browser.
    # rgui_config_directory =
    
    # Show startup screen in menu.
    # Is automatically set to false when seen for the first time.
    # This is only updated in config if config_save_on_exit is set to true, however.
    # rgui_show_start_screen = 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 = 1280
    video_fullscreen_y = 720
    
    # 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 = true
    
    # Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio.
    video_force_aspect = false
    
    # 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 = 1.77
    #1.333333 (4:3) Traditional SDTV
    #1.56 (14:9) 4:3/16:9 Compromise aspect ratio
    #1.6667 (5:3 Super 16mm)
    #1.77 (16:9) HDTV US standard 
    #1.78 (16:9) HDTV US standard alternate
    #1.6 (16:10) Common computer screen ratio
    #1.6667 (5:3) Common European widescreen standard
    #1.85 Common US widescreen cinema
    #2.39 Current widescreen cinema alternate
    #2.40 Current widescreen cinema alternate
    
    # 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 = /opt/retropie/emulators/retroarch/shader/crt/crt-hyllian-glow/crt-hyllian.glsl
    
    # Load video_shader on startup.
    # Other shaders can still be loaded later in runtime.
    #video_shader_enable = true
    
    # Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access.
    video_shader_dir = /opt/retropie/emulators/retroarch/shader/
    
    # CPU-based video filter. Path to a dynamic library.
    # video_filter =
    
    # Defines a directory where CPU-based video filters are kept.
    # video_filter_dir =
    
    # Path to a font used for rendering messages. This path must be defined to enable fonts.
    # Do note that the _full_ path of the font is necessary!
    # video_font_path = 
    
    # Size of the font rendered.
    video_font_size = 12
    
    # Enable usage of OSD messages.
    # video_font_enable = true
    
    # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. 
    # [0.0, 0.0] maps to the lower left corner of the screen.
    # video_message_pos_x = 0.05
    # video_message_pos_y = 0.05
    
    # Color for message. The value is treated as a hexadecimal value.
    # It is a regular RGB hex number, i.e. red is ff0000.
    # video_message_color = ffffff
    
    # Video refresh rate of your monitor.
    # Used to calculate a suitable audio input rate.
    # video_refresh_rate = 59.95
    
    # Allows libretro cores to set rotation modes.
    # Setting this to false will honor, but ignore this request.
    # This is useful for vertically oriented content where one manually rotates the monitor.
    # video_allow_rotate = true
    
    # Forces a certain rotation of the screen.
    # The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
    # The angle is <value> * 90 degrees counter-clockwise.
    # video_rotation = 0
    
    #### Audio
    
    # Enable audio.
    # audio_enable = true
    
    # Mutes audio.
    # audio_mute_enable = false
    
    # Audio output samplerate.
    audio_out_rate = 44100
    
    # 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 = sdl
    
    # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ...
    # audio_device =
    
    # Audio DSP plugin that processes audio before it's sent to the driver. Path to a dynamic library.
    # audio_dsp_plugin =
    
    # Directory where DSP plugins are kept.
    # audio_filter_dir =
    
    # Will sync (block) on audio. Recommended.
    # audio_sync = true
    
    # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
    # audio_latency = 64
    
    # Enable audio rate control.
    # audio_rate_control = true
    
    # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
    # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
    # audio_rate_control_delta = 0.005
    
    # Controls maximum audio timing skew. Defines the maximum change in input rate.
    # Input rate = in_rate * (1.0 +/- max_timing_skew)
    # audio_max_timing_skew = 0.05
    
    # Audio volume. Volume is expressed in dB.
    # 0 dB is normal volume. No gain will be applied.
    # Gain can be controlled in runtime with input_volume_up/input_volume_down.
    # audio_volume = 0.0
    
    #### Overlay
    
    # Defines a directory where overlays are kept for easy access.
    overlay_directory = /opt/retropie/emulators/retroarch/overlays
    
    # Enable or disable the current overlay.
    # input_overlay_enable = true
    
    # Path to input overlay
    # input_overlay =
    
    # Overlay opacity
    # input_overlay_opacity = 1.0
    
    # Overlay scale
    # input_overlay_scale = 1.0
    
    #### OSK (Onscreen Keyboard) Overlay
    
    # Defines a directory where overlays are kept for easy access.
    # osk_overlay_directory =
    
    # Enable OSK overlay.
    # input_osk_overlay_enable = true
    
    # Path to OSK overlay
    # input_osk_overlay =
    
    # OSK Overlay opacity
    # input_osk_overlay_opacity = 1.0
    
    # OSK Overlay scale
    # input_osk_overlay_scale = 1.0
    
    #### Input
    
    # Input driver. Depending on video driver, it might force a different input driver.
    # input_driver = sdl
    
    # Joypad driver. (Valid: linuxraw, sdl, dinput)
    # input_joypad_driver =
    input_joypad_driver = udev
    
    # 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/all/
    
    # 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
    
    #joypad hotkeys
    
    input_enable_hotkey_btn = 8
    input_exit_emulator_btn = 9
    
    input_save_state_btn = 4
    input_load_state_btn = 5
    
    input_player1_a_btn = 2
    input_player1_b_btn = 3
    input_player1_y_btn = 1
    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_up_axis = -1
    input_player1_down_axis = +1
    input_player1_left_axis = -0
    input_player1_right_axis = +0
    input_player1_enable_hotkey_btn = 8
    input_player1_exit_emulator_btn = 9
    input_player1_menu_toggle_btn = 0
    input_player1_load_state_btn = 4
    input_player1_save_state_btn = 5
    input_player1_reset_btn = 2
    input_player1_state_slot_increase_axis = +0
    input_player1_state_slot_decrease_axis = -0
    
    # 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_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 = 8
    #input_enable_hotkey_btn = 12
    
    # Increases audio volume.
    # input_volume_up = kp_plus
    # Decreases audio volume.
    # input_volume_down = kp_minus
    
    # Toggles to next overlay. Wraps around.
    # input_overlay_next =
    
    # Toggles eject for disks. Used for multiple-disk content.
    # input_disk_eject_toggle =
    
    # Cycles through disk images. Use after ejecting.
    # Complete by toggling eject again.
    # input_disk_next =
    
    # Toggles menu.
    input_menu_toggle = f1
    
    # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
    # and keeps the mouse pointer inside the window to allow relative mouse input
    # to work better.
    # input_grab_mouse_toggle = f11
    
    #### Menu
    
    # Menu driver to use. rgui, lakka, etc. 
    # menu_driver = rgui
    
    # If enabled, the libretro core will keep running in the background when we
    # are in the menu.
    # menu_pause_libretro = false
    
    # Enable mouse input inside the menu.
    # menu_mouse_enable = false
    
    # Enable touch input inside the menu.
    # menu_pointer_enable = false
    
    # Shows current date and/or time inside menu.
    # menu_timedate_enable = true
    
    # Shows current core inside menu.
    # menu_core_enable = true
    
    # Path to a .png image to set as menu wallpaper.
    # menu_wallpaper =
    
    # Wrap-around toe beginning and/or end if boundary of list reached horizontally
    # menu_navigation_wraparound_horizontal_enable = false
    
    # Wrap-around to beginning and/or end if boundary of list reached vertically
    # menu_navigation_wraparound_vertical_enable = false
    
    # Filter files being show in 'Load Content' by supported extensions
    # menu_navigation_browser_filter_supported_extensions_enable = true
    
    # Collapse subgroup settings into main group to create one big listing of settings
    # per category.
    # menu_collapse_subgroups_enable = false
    
    #### UI
    
    # Suspends the screensaver if set to true. Is a hint that does not necessarily have to be honored
    # by video driver.
    # suspend_screensaver_enable  = true
    
    #### Camera
    
    # Override the default camera device the camera driver uses. This is driver dependant.
    # camera_device =
    
    # Override the default privacy permission for cores that want to access camera services. Is false by default.
    # camera_allow = false
    
    #### Location
    
    # Override the default privacy permission for cores that want to access location services. Is false by default.
    # location_allow = false
    
    #### Core Updater
    
    # URL to core update directory on buildbot.
    # core_updater_buildbot_url = http://buildbot.libretro.com
    
    # URL to assets update directory on buildbot.
    # core_updater_buildbot_assets_url = http://buildbot.libretro.com/assets/
    
    # Automatically extract archives that the cores are contained in to the libretro cores directory.
    # core_updater_auto_extract_archive = true
    
    #### Network
    
    # When being client over netplay, use keybinds for user 1.
    # netplay_client_swap_input = false
    
    # The username of the person running RetroArch. This will be used for playing online, for instance.
    # netplay_nickname = 
    
    # The amount of delay frames to use for netplay. Increasing this value will increase
    # performance, but introduce more latency.
    # netplay_delay_frames = 0
    
    # Netplay mode for the current user.
    # false is Server, true is Client.
    # netplay_mode = false
    
    # Enable or disable spectator mode for the user during netplay.
    # netplay_spectator_mode_enable = false
    
    # The IP Address of the host to connect to.
    # netplay_ip_address = 
    
    # The port of the host IP Address. Can be either a TCP or an UDP port.
    # netplay_ip_port = 55435
    
    #### Misc
    
    # Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
    rewind_enable = false
    
    # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
    # The buffer should be approx. 20MB per minute of buffer time.
    rewind_buffer_size = 10
    
    # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
    rewind_granularity = 2
    
    # Pause gameplay when window focus is lost.
    # pause_nonactive = true
    
    # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
    # The interval is measured in seconds. A value of 0 disables autosave.
    # autosave_interval =
    
    # Path to content database directory.
    # content_database_path =
    
    # Path to cheat database directory.
    # cheat_database_path =
    
    # Path to XML cheat config, a file which keeps track of which
    # cheat settings are used for individual games.
    # If the file does not exist, it will be created.
    # cheat_settings_path =
    
    # Directory to dump screenshots to.
    # screenshot_directory =
    
    # Records video after CPU video filter.
    # video_post_filter_record = false
    
    # Records output of GPU shaded material if available.
    # video_gpu_record = false
    
    # Screenshots output of GPU shaded material if available.
    video_gpu_screenshot = true
    
    # Block SRAM from being overwritten when loading save states.
    # Might potentially lead to buggy games.
    # block_sram_overwrite = false
    
    # When saving a savestate, save state index is automatically increased before
    # it is saved.
    # Also, when loading content, the index will be set to the highest existing index.
    # There is no upper bound on the index.
    # savestate_auto_index = false
    
    # Slowmotion ratio. When slowmotion, content will slow down by factor.
    # slowmotion_ratio = 3.0
    
    # The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap).
    # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
    # Do not rely on this cap to be perfectly accurate.
    # fastforward_ratio = 1.0
    
    # Setting this to false equals no FPS cap and will override the fastforward_ratio value.
    # fastforward_ratio_throttle_enable = false
    
    # Enable stdin/network command interface.
    # network_cmd_enable = false
    # network_cmd_port = 55355
    # stdin_cmd_enable = false
    
    input_enable_hotkey = nul
    
    Floob
    Member
    Post count: 1629

    The /all/retroarch.cfg differs a fair bit from the 2.6 version.

    In yours, comment out these lines

    input_enable_hotkey_btn = 8
    input_exit_emulator_btn = 9
    input_save_state_btn = 4
    input_load_state_btn = 5
    input_player1_a_btn = 2
    input_player1_b_btn = 3
    input_player1_y_btn = 1
    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_up_axis = -1
    input_player1_down_axis = +1
    input_player1_left_axis = -0
    input_player1_right_axis = +0
    input_player1_enable_hotkey_btn = 8
    input_player1_exit_emulator_btn = 9
    input_player1_menu_toggle_btn = 0
    input_player1_load_state_btn = 4
    input_player1_save_state_btn = 5
    input_player1_reset_btn = 2
    input_player1_state_slot_increase_axis = +0
    input_player1_state_slot_decrease_axis = -0

    Your setup should be using the auto controller files, as it has this line:
    input_autodetect_enable = true

    It then looks here for them
    joypad_autoconfig_dir = /opt/retropie/emulators/retroarch/configs/all/

    Check this video for more info

    calathia
    Participant
    Post count: 9

    Hello Floob.

    Thanks for tips but I have already done those steps many times with no effect.

    My joypad config files (.cfg) are not in

    /opt/retropie/configs/all but in

    /opt/retropie/configs/all/retroarch-joypads/

    even if I put my joypad configs into /opt/retropie/configs/all controllers still wont work.

    if I look es_log.txt there are these last lines when launching a game:

    lvl2: Added known joystick Xbox Gamepad (userspace driver) (instance ID: 0, device index: 0)
    lvl2: Added known joystick Xbox Gamepad (userspace driver) (instance ID: 1, device index: 1)
    lvl2: Added known joystick Xbox Gamepad (userspace driver) (instance ID: 2, device index: 2)
    lvl2: Added known joystick Xbox Gamepad (userspace driver) (instance ID: 3, device index: 3)
    lvl2: Added known joystick Xbox Gamepad (userspace driver) (instance ID: 0, device index: 0)
    lvl2: Added known joystick Xbox Gamepad (userspace driver) (instance ID: 1, device index: 1)
    lvl2: Added known joystick Xbox Gamepad (userspace driver) (instance ID: 2, device index: 2)
    lvl2: Added known joystick Xbox Gamepad (userspace driver) (instance ID: 3, device index: 3)

    Could this hint to the problem? I have only ONE xbox360 controller active and its led light is showing player 1 status.

    Im sooo fustrated about this. Every single time retropie is updated everything is a big mess. And devs dont even bother to clarify all the changes…

    Floob
    Member
    Post count: 1629

    You say your controller settings aren’t in /opt/retropie/configs/all/retroarch.cfg – but that file has a lot of non standard controller settings in?

    Is your problem that Emulation Station wont work with the controller, or that retroarch games wont work? If you want a long dull video about the workings of the config files, check this one out (Its for RetroPie 3, but a lot holds true for 2.6).

    calathia
    Participant
    Post count: 9

    Thanks for quick reply Floob and that you bare with me on this one :)

    controllers in emulation station work just fine. They are not working in emulators.

    There is no any controller setting in /opt/retropie/configs/all/retroarch.cfg
    There were (see my post 3 here with loong text) but you adviced me to remove those lines so I did.

    What I do have is 2 cfg files in /opt/retropie/configs/all/joypad-configs/:
    They are:

    2Axes11KeysGamePad.cfg
    XboxGamepad(userspacedriver).cfg

    So apparently the idea would be that input_autodetect_enable = true would search these cfg files in joypad_autoconfig_dir = /opt/retropie/emulators/retroarch/configs/all/

    however, since these contoller .cfg files are NOT in that directory, I changed it to:

    joypad_autoconfig_dir = /opt/retropie/emulators/retroarch/configs/all/joypad-configs/

    still nothing.

    here is example of my nes emulators retroarch.cfg:

    
    # All settings made here will override the global settings for the current emulator core
    #input_remapping_directory = /opt/retropie/configs/all/
    video_shader = /opt/retropie/emulators/retroarch/shader/phosphor.glslp
    video_shader_enable = false
    video_smooth = true
    
    #include "/opt/retropie/configs/all/retroarch.cfg"

    Should be OK. Still nothing.

    Any ideas?

    calathia
    Participant
    Post count: 9

    I watched that tutorial you linked and author said in 53min that

    “when you start emulator it will write at the bottom of screen with yellow text the controller it has detected”

    Well I not seeing that text, ever.

    Any ideas why?

    calathia
    Participant
    Post count: 9

    I GOT IT TO WORK!

    in /opt/retropie/configs/all/retroarch.cfg there was wrong directory in joypad_autoconfig_dir = /opt/retropie/emulators/retroarch

    when going into this directory there is NO controller cfg files. Instead they are in /opt/retropie/configs/all/joypad-configs/ directory!

    Why? I have no idea. Maybe because I configured my controllers within emulation station by going into system settings -> configure retroarch keyboard/joystick

    This saves controller cfg file into /opt/retropie/configs/all/joypad-configs/

    So in order to get controller autoconfig to work, one must edit

    in /opt/retropie/configs/all/retroarch.cfg

    joypad_autoconfig_dir = /opt/retropie/emulators/retroarch

    INTO THIS:

    joypad_autoconfig_dir = /opt/retropie/configs/all/joypad-configs/

    Is this a bug in retropie 2.6 ?

    Floob
    Member
    Post count: 1629

    It sounds like you have a bit of a 2.6 / 3.0 hybrid (because this doesn’t exist at all in 2.6 /opt/retropie/configs/all/joypad-configs/), I would be tempted to start with 3.0 final. But if its working, then that sounds good.

    calathia
    Participant
    Post count: 9

    On to the next problem:

    In your linked video author adviced to edit emulator specific joypad configs in retroarch.cfg files. So I wanted to edit nes emulators retroarch.cfg. So I added these lines like tutorial video adviced:

    input_b_btn = "0"
    input_a_btn = "2"

    Aint working. The only workaround what I found it this:

    input_player1_a_btn = 0
    input_player1_b_btn = 2
    
    input_player2_a_btn = 0
    input_player2_b_btn = 2
    
    input_player3_a_btn = 0
    input_player3_b_btn = 2
    
    input_player4_a_btn = 0
    input_player4_b_btn = 2

    And its not very elegant….

    Any idea…?

    calathia
    Participant
    Post count: 9

    I have kodi + retropie dualboot made by smithers

    So yea, it could be hybrid.

    I found out why my n64 controls were so weird. Its mupen64plus and it uses InputAutoCfg.ini for controllers. So I must edit that. Not very elegant but maybe that is the only way to configure controller in mupen64plus

    Floob
    Member
    Post count: 1629

    Yep – my video is a little old (you’re right that you may have to say player1 etc.. to override the controller default) – here is an updated one that shows how you can just remap the buttons in retroarch.

    Yes, the mupen64plus isnt a retroarch core, so you need to do it differently

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