• starter pack memory problemo :(

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    @jonnykesh said in starter pack memory problemo :(:

    @kidcy It's obviously not meant to happen. Did you buy a Pi3B+ by any chance?
    If it is the "plus" you need the image from this forum and not from the download page.
    https://retropie.org.uk/forum/topic/17091/raspberry-pi-3-b-stretch-images

    Thank you Jonnykesh. I've actually got retropie (pi3b+ beta) running! Nice to finally see something on screen!

    Now to try and get some games :)

  • Uae4arm autofire and xenon 2

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    C

    Yeah, I still can't fathom out how to get the autofire function working in either uae4arm or Amiberry. Same problem in both RetroPie and Amibian. I'm not sure if it's a bug or something you need to press first; or maybe another option or assignment that needs to be set-up somewhere? Can anyone help with this?

  • Ping... Pong...

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  • How to generate gamelist.xml

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    ClydeC

    @dal1980 said in How to generate gamelist.xml:

    Images should really be stored in folders that describe the artwork as adding "tags" to filenames has got to be the dumbest way. I've never seen this being used for any other frontends.

    Sselph's Scraper supports this via command line arguments. See Sselphs Scraper Advanced Configuration or type /opt/retropie/supplementary/scraper/scraper --help in Retropie's command console for a list of options. With them, you can set alternative paths or suffixes for the various media files.

  • Error 36 Mac transport file or copying

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  • Number to call for help?

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    herb_fargusH

    @rbaker he already has a thread open for this issue. No need to duplicate it here.

  • Select button issues with LSDJ (Demo) on GB

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    @johne79
    Hellooo, I try to do this on my rasppberry pi, but nothing happen, I have my room with lsdj.gb, pls, how i can do it?

  • Can you add supertux 0.5.1 to the ports games?

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    Any update?
    There is still 0.1.3 version online
    Thx

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    @herb_fargus Can confirm - your suggestion worked for me!

  • PSX scanline artifacts with crt-pi shader

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    matchamanM

    PlayStation outputs in both 240 and 480 lines. 480 lines don't look nice with filters unless you use a resolution that is a multiple of 240 (but not 720p because it's too low and will again be upscaled to 1080p by your monitor/TV).

    You'll need a minimum native resolution of 880 lines (non-existent). The closet native resolution to a multiple of 240 on a commercial device is 4k (aka 2160p). This is impossible for gaming on a Pi.

    I would recommend playing around with different shaders because I remember that some use tricks that simulate interlaced picture on 480 rendered lines, resulting in a shaky but more pleasing effect.

  • Some games feel stuttery (FBAlpha)?

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    mediamogulM

    @matchaman

    Being on a modern TV myself, I keep it disabled at a system level just for the NES, as (A) it's really the only system that needs that level of response time and (B) it isn't likely to have performance affected. I've even considered just setting it to off at an individual game level for the few titles that need that level of accuracy.

  • LXDE not working.

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    For the Stretch image I found myself having to do it manually:

    sudo apt-get install raspberrypi-ui-mods
    sudo apt-get install xinit
    startx

    Then fine from the ports menu from then on.

  • 0 Votes
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    mituM

    @vodkanakas TeamViewer needs an X.org server running to be working, ES - the version for the Pi - does not run in a X.org session, so you cannot see ES via TeamViewer.

  • Need some help exiting retropie.

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    mituM

    @guiguiberto Follow the docs on how to install it first, the RetroPie image does not have it included

    Install the Pixel desktop environment - https://retropie.org.uk/docs/FAQ/#where-did-the-desktop-go How to configure which one is started first - https://retropie.org.uk/docs/FAQ/#how-do-i-boot-to-the-desktop-or-kodi
  • HP Mini 210-1100

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    SuperFromNDS

    @vof Nintendo DS, possibly, but definetly not Gamecube or PS2. The latter two are fairly intensive systems to emulate, especially the PS2, and you'll almost certainly be getting very low frames per second. (very possibly <1 FPS)

    Those two are really only suited for relatively beefy machines and high-end netbooks.

  • PSX multiple discs e.x. resident evil 2

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    Awesome, thank you

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    dankcushionsD

    @edwardthehuman said in lr-mame2003 TATE mode rotation direction?:

    ddonpchj

    doesn't run on mame2003, so you're not using mame2003.

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    @mnmagri

    I'm not sure how far you got when setting up Moonlight but you need to find your controller's ID number and the correct corresponding button numbers by using jstest /dev/input/js0

    Then you add this information into /usr/share/moonlight/gamecontrollerdb.txt

    This is because Moonlight decided to use an SDL gamecontrollerdb.txt format to be able to make common game controllers work out-of-the-box. Here's the official template file:
    https://github.com/irtimmer/moonlight-embedded/blob/master/gamecontrollerdb.txt

    Here is the information for my wireless Xbox 360 controller. Warning: my d-pad settings are not correct and I've been meaning to fix this but I'm too lazy to do it right now!. They differ a little depending if you're using the Xpad driver or the Xboxdrv driver.

    Xpad version:

    030000005e040000a102000007010000,X360 Wireless Controller,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,lefttrigger:b6,righttrigger:b7,back:b8,start:b9,guide:b10,leftstick:b11,rightstick:b12,dpleft:b13,dpright:b14,dpup:b15,dpdown:b16,leftx:a0,lefty:a1,rightx:a2,righty:a3,platform:Linux,

    Xboxdrv version:

    030000005e040000a102000007010000,X360 Wireless Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,

    More information here (Xbox 360 Wireless Receiver mapping chart):
    https://github.com/irtimmer/moonlight-embedded/issues/514#issuecomment-310163270

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    caver01C

    @marion A very good point is made by @rbaker above. Those of us with arcade panels have built them differently, but we might also have our IPAC devices configured differently, so even if we did share config files, the hardware keys mapped inside the IPAC may not match.

    The image above in rbaker's post shows the button layout as two rows of four buttons:

    1sw1 1sw2 1sw3 1sw4 1sw5 1sw6 1sw7 1sw8

    while my panel looks like this:

    1sw1 1sw2 1sw3 1sw4 1sw5 1sw6

    Furthermore, while rbaker uses LSHIFT for 1sw1, I am using LCONTROL. This is the keystroke that gets sent when I press my button wired to 1sw1 because that is how my IPAC is configured (i.e. using WinIPAC utility). The wiring matters, the location on your panel matters, and the actual key the IPAC is sending matters--and this is BEFORE any mapping is configured inside a retroarch.cfg file.

    The easiest way to figure this out is to make a little drawing of your panel, label all of the switches as wired. Then, either run a test program or hook up the IPAC to a windows box and run WinIPAC. Then, mark on your drawing which buttons are sending which keys.

    Finally, you should be able to look at a retroarch.cfg file which identifies the common gamepad button names, (a, b, x, y, etc) and you should be able to mark which IPAC keys should trigger these inputs based on which button/position you want to send each input.

  • This topic is deleted!

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