RetroPie 3.0 V2 with IPAC2….HELP!

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This topic contains 2 replies, has 2 voices, and was last updated by Profile photo of mavic19 mavic19 2 years, 2 months ago.

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    Profile photo of mavic19

    I’ve just completed building a full, 2-player arcade cabinet based on Lusids Arcade Flashback and ran into a snag.

    I’m running Retropie 3.0 V2

    Whenever I run RetroArch, it lists each button as TIMED OUT
    I was, however, able to wire it so that it registers for PLAYER 1 controls (although for SNES, one button had to be wired to the player 2 side of the IPAC to enable button x. But still, Retroarch will not identify any of the buttons as 1, 2, 3, etc.

    I’ve done some digging, but each time I find information, it hasn’t worked. I’m pretty much a noob for LINUX/DEBIAN programming (forgive me) but I can follow directions fairly well.

    Any help would be great, but please for the love of Pete, include full instructions of lines that need typed.

    Profile photo of Floob

    This thread may help you:

    Retropie 2.3 and IPAC2 arcade controller

    How to key map mapping the keyboard for the I-PAC or other keyboard duplicator.

    RetroPie help guides -->
    Please read this before asking for help -->

    Profile photo of mavic19

    Thanks Floob,
    I’ll give those threads a read through and see if they’ll help.

    From what I’ve read so far, I need to:
    1) Update the firmware on my IPAC2 from ULTIMARC website
    2) Install Win IPac (for manually changing assigned keys)
    3) sudo nano /opt/retropie/configs/all/retroarch.cfg
    -map assigned IPac keys to reflect:

    # 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 = ctrl
    input_player1_b = alt
    input_player1_y = shift
    input_player1_x = space
    input_player1_start = num1
    input_player1_select = num5
    input_player1_l = z
    input_player1_r = x
    input_player1_left = left
    input_player1_right = right
    input_player1_up = up
    input_player1_down = down
    input_player2_a = a
    input_player2_b = s
    input_player2_y = q
    input_player2_x = w
    input_player2_start = num2
    input_player2_select = num6
    input_player2_l = i
    input_player2_r = k
    input_player2_left = d
    input_player2_right = g
    input_player2_up = r
    input_player2_down = f
    # input_player1_l2 =
    # input_player1_r2 =
    # input_player1_l3 =
    # input_player1_r3 =

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