RetroPie 3.0 V2 with IPAC2….HELP!

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This topic contains 2 replies, has 2 voices, and was last updated by  mavic19 2 years, 7 months ago.

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    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.



    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 -->



    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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