Mapping keys for Megadrive games

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This topic contains 3 replies, has 2 voices, and was last updated by Profile photo of michaelc1985 michaelc1985 1 year, 11 months ago.

Viewing 4 posts - 1 through 4 (of 4 total)
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  • #102642
    Profile photo of michaelc1985
    michaelc1985
    Participant

    Hello,

    i’m currently setting up a MAME cabinet and i wan to include some megadrive games.

    I’m using a JPAC for an input device and all the buttons work well.

    The problem i’m facing it the button layout is incorrect when i play a megadrive game.

    I tried changing the config file to this but im having to luck.

    # Settings made here will only override settings in the global retroarch.cfg if placed above the #include line

    input_remapping_directory = /opt/retropie/configs/megadrive/

    input_player1_b_btn = o
    input_player1_y_btn = i
    input_player1_a_btn = t
    input_player1_x_btn = e
    input_player1_l_btn = q
    input_player1_r_btn = r

    input_player2_b_btn = n
    input_player2_y_btn = b
    input_player2_a_btn = c
    input_player2_x_btn = x
    input_player2_l_btn = z
    input_player2_r_btn = v

    #include “/opt/retropie/configs/all/retroarch.cfg”

    Im also running 3.0rc1

    Thanks

    Michael

    #102662
    Profile photo of petrockblog
    petrockblog
    Keymaster

    remove the _btn from the lines?

    Keyboard configurations don’t contain _btn but instead look like

    input_player1_a = key

    etc

    #102663
    Profile photo of petrockblog
    petrockblog
    Keymaster

    also – if an emulator supports core input remapping. you can remap from the gui, save the remapping, and then add input_remapping_path to the retroarch.cfg pointing to it.

    #103066
    Profile photo of michaelc1985
    michaelc1985
    Participant

    Deleting _btn fixed the problem. Thank you very much for your help

Viewing 4 posts - 1 through 4 (of 4 total)

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