• 1 Votes
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    mediamogulM

    @illando said in Multiple mice support in RetroArch cores (lightguns, spinners, trackballs):

    Not a real fix but I solved pressing "f" and "g" keyboard keys, placing the player2 crosshair in the bottom right corner. :)

    Not a real fix, but an incredible simulation. ;)

    I can confirm 'Point Blank' refused to launch on AdvanceMAME 3.6 but it works using AdvanceMAME 1.4 core.

    Ah, good to know.

  • This topic is deleted!

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  • Listening for controller on port?

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  • [Request] SMBX With Wine port.

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    madmodder123M

    @dodoremi10010 said in [Request] SMBX With Wine port.:

    SMBX

    I have my doubts about being able to use it with wine, but if you really want to play it with your friends on your TV you can install Moonlight to stream it from your PC if you have a NVIDIA GPU

  • ๐ŸŠ 3ds Emulation???? ๐Ÿ‹

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    feutegrafF

    @dodoremi10010 you may want to look at the ODROID Xu4, it just recently got a full version of Retropie and so far in tests it can play a lot of the Dreamweaver, N64 and PSP games that you never could on a RPi

  • Dumned down arcade mode?

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    lostlessL

    @string7th you can put emulation station into kiosk mode and set all the menu options as "hidden" so the retro pie menu doesn't show up. To bring back full menus, you use the konami code. As far as retroarch, open the configs from your network and go to
    configs/all/retroarch/autoconfig and open the controller you want to edit. you can just remove the input_enable_hotkey_btn line and that pretty much disables hotkeys for that that controller. If you want to disable all hotkeys except exit, go through the file and remove all the features you dont want like save state and menu toggle, ect.

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    D

    @dankcushions NVM than

  • i cant belive i missed this all all this time x86

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    G

    I apologize for that see how it reads after it was posted no its a raspberry pi website official release just to be clear

  • Emulators order option request

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  • Dirty Little RetroArch.cfg writer

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    cyperghostC

    @herb_fargus said in Dirty Little RetroArch.cfg writer:

    @cyperghost said in Dirty Little RetroArch.cfg writer:

    maybe I rebuild the RetroPie once a time :)

    Sounds like a simpler option ;)

    Indeed! But does not make so much fun!

  • Dune Legacy support?

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    ExarKunIvE

    that would be sweet if it can done on the Pi

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  • RetroPie on XU4 - request

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  • Overlays in python

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    P

    Thank you for the point to minty pi.

    Will post the first images as soon as itโ€˜ in โ€žbetaโ€œ. But it will be fairly easy to print and build ;) will be in beta somewhere in q1 :D

  • RetroPie as KODI addon

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    RascasR

    @dawtyne10 RetroPie won't be available in Kodi, it is the module RetroPlayer, that will become available on Kodi 18. Although they are both about retro emulation, it is a bit different, RetroPlayer will include "only" the RetroArch core emulators.

  • Suggestion: Improve Launching Image Handling

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  • 12 Votes
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    IamHammerI

    Okay, I've got the Konima code working!

    I switched the controller mode for the SF30 Pro to "Android Mode" to get the triggers to recognize in the configure input menu. Thanks @Rion for pointing me back to that thread.

    I paired the controllers again in the bluetooth section of retropie-setup.sh, and went through the configure input process in ES a couple of times just to be sure.

    I am seeing the es_log file being written to now! Something I want to make clear is for anyone else testing is that inputs are only logged while in a core/system menu, and not while the ES Menu is displayed. This also means that the passkey (Konami code) can only be entered while the gamelist is visible (not the ES UI menu).

    Here's my output which also answers my question about isValidInput... it's yes when the button press or keydown event is true and no when the keyup event is true.

    lvl2: EmulationStation - v2.7.3rp, built Jan 7 2018 - 04:49:16 lvl2: Creating surface... lvl2: Created window successfully. lvl2: Added known joystick 8Bitdo SN30 Pro (instance ID: 0, device index: 0) lvl3: SystemView::getViewElements() lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::listen(): Passkey sequence completed, switching UIMode to full
  • Sega Model 2

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    dankcushionsD

    you can't really make these comparisons. atoms and p4s are likely still faster than a single core rpi3 (remember that emulators are almost always single core, and that ARM is way less performant than x86 per MHz, in most scenarios), and ancient versions of emulators were more hacky than 'HLE'. things like ultraHLE (n64) would run on a toaster, but they were barely 'emulators' at that early stage. even today's HLE emulation is vastly more accurate, but needs more juice.

    i don't see anyone spending a whole load of time making a hacky model 2 emulator targeted at raspberry pis. by the time they were finished it would be redundant.

  • NEW RetroPie Web Console

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    MileSaculM

    I am looking into info-beamer's screenshot utility. While it does not support width and height it seems to have a better performance at larger resolutions.

    Based on what I have read, it seems to support full "streaming" instead of just grabbing screenshots every few seconds, but I haven't figured that part out yet.

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