• Issues running amiberry v5.0

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    AnalogHeroA

    @Floob
    Thats a good idea. I will try that next. I will use a clean retropie setup and install amiberry there.

    Not sure what config files i have to look for though
    Im pretty sure i wiped everthing that could have anything to do with amiberry before i installed 5.0 (or 5.1) from the setup script.

  • adding emulate folders

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  • Sega genesis

    Locked
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    mituM

    @raspberry79 Please don't bump old topics - the poster hasn't been active for 3 years and it's very inlikely they'll respond. Check the Docs for each emulator to find out the supported extensions and if you still have issues, open a new topic/add to one of you recent topics.

  • cd games

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    mituM

    @raspberry79 said in cd games:

    JUE

    Probably the region coding: Japan, **US and Europe. It looks like a Windows game, so that won't run on RetroPie without Wine. It was released for the Megadrive/Genesis also, so you can probably play it through emulation.

  • Retropie - USB devices not detected

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    D

    @mitu Holy WOW! Issue was using 4.8 vs 4.7.1. Also needed to update the config.txt file... Immensely appreciate the link to the to the correct OS and config files!!! Got it working for HDMI, now trying CRT... (CRT is not working but need to figure out how to change the config file to allow HDMI to DVI adapter...)

    @mitu YOU ROCK!!! Thank you

  • Removing the Joypad-Settings with Retroarch

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    P

    @mitu Thanks! I forgot, that individual controller settings can be done by the quick menu. I set it to "---" now an it works.

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    M

    @mitu

    Wonderful.

    I am happy to see that I am not insane. I really appreciate your reply.

  • problems with kodi 7" screen

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    mituM

    The link to the screen monitor on Amazon goes nowhere.
    This is not a RetroPie issue - you should ask in the LibreElec forum or search their forums first. Maybe you need an additional configuratio for the screen.

  • 4.8 Emulationstation Problems

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    sirhenrythe5thS

    @jawsisra said in 4.8 Emulationstation Problems:

    Power Supply used: Do not know the name of it. It has a switch to turn off the power

    is this the way you shut down retropie / the raspberry pi?

  • ScummVM and Futurewars (DOS/CD)

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    1

    @windg That was it. I already had the question on my lips "should I perhaps install scummvm-sdl?" :)

    So I did it as you described. However, the intro crashed on the first try, and I couldn't get into the system via ssh either. It worked on the second try, I'll see. But I'm a step further, thanks for thinking along.

  • Want to re-do software for Retroflag NESPI 4

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    C

    @cdaters Was worried that would break some scripts, but it didn't, so yay!

  • Adding folder for ROMS

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    C

    @raspberry79, each emulator within RetroPie has its own requirements and specifications for which file type it will support.

    While some emulators support compressed archive file types containing the actual rom, others do not and require the raw, uncompressed file type such as .bin, .rom, .d64, etc.

    Like @sleve_mcdichael points out, you'll want to visit the docs page for each individual system to see what file types that emulator supports.

  • Handheld console issue

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    DTEAMD

    @MANMAKRO said in Handheld console issue:

    Can someone please recommend me some good controllers that register as one controller on retropie and can have a left one and right one.

    You don't need registered controllers. You can create your own with a 3D printer if you want. You can copy what I did but for a wired controller if you want a fully personalized project.

    You can use a teensyLC.
    To program it, see on Google . With this, I created the equivalent of a PS3 controller for my handheld (including R3 and L3).

    see: https://www.pjrc.com/teensy/td_joystick.html (It's a good start)

    Here is my code for my .ino file (inspired by Pi Ultra project but with more buttons and some tweaks in the code for deadzone and speed response )

    /* Buttons to USB Joystick Example You must select Joystick from the "Tools > USB Type" menu This example code is in the public domain. */ #include <Bounce.h> #define ANALOG_CENTER 512 int Xstick; int Ystick; int Zstick; int Zstickrotate; int upperBound=540; int lowerBound=420; // Create Bounce objects for each button. The Bounce object // automatically deals with contact chatter or "bounce", and // it makes detecting changes very simple. // 10 = 10 ms debounce time which is appropriate for most mechanical pushbuttons // Action buttons Bounce button0 = Bounce(13, 20); Bounce button1 = Bounce(14, 20); Bounce button2 = Bounce(15, 20); Bounce button3 = Bounce(16, 20); // Select Bounce button4 = Bounce(17, 20); // D-Pad Bounce button5 = Bounce(0, 20); Bounce button6 = Bounce(1, 20); Bounce button7 = Bounce(2, 20); Bounce button8 = Bounce(3, 20); // Start Bounce button9 = Bounce(4, 20); // Shoulder buttons Bounce button10 = Bounce(9, 20); Bounce button11 = Bounce(10, 20); Bounce button12 = Bounce(11, 20); Bounce button13 = Bounce(12, 20); // Analogue buttons Bounce button14 = Bounce(5, 20); Bounce button15 = Bounce(6, 20); void setup() { // Configure the pins for input mode with pullup resistors. // The pushbuttons connect from each pin to ground. When // the button is pressed, the pin reads LOW because the button // shorts it to ground. When released, the pin reads HIGH // because the pullup resistor connects to +5 volts inside // the chip. LOW for "on", and HIGH for "off" may seem // backwards, but using the on-chip pullup resistors is very // convenient. The scheme is called "active low", and it's // very commonly used in electronics... so much that the chip // has built-in pullup resistors! pinMode(0, INPUT_PULLUP); pinMode(1, INPUT_PULLUP); pinMode(2, INPUT_PULLUP); pinMode(3, INPUT_PULLUP); pinMode(4, INPUT_PULLUP); pinMode(5, INPUT_PULLUP); pinMode(6, INPUT_PULLUP); pinMode(9, INPUT_PULLUP); pinMode(10, INPUT_PULLUP); pinMode(11, INPUT_PULLUP); pinMode(12, INPUT_PULLUP); pinMode(13, INPUT_PULLUP); pinMode(14, INPUT_PULLUP); pinMode(15, INPUT_PULLUP); pinMode(16, INPUT_PULLUP); pinMode(17, INPUT_PULLUP); } void loop() { // Update all the buttons. There should not be any long // delays in loop(), so this runs repetitively at a rate // faster than the buttons could be pressed and released. // Right Analogue Stick Xstick = analogRead(18); Ystick = analogRead(19); if ((Xstick > 512 && Xstick <= upperBound) || (Xstick < 512 && Xstick >= lowerBound)) { Xstick = 512; } if ((Ystick > 512 && Ystick <= upperBound) || (Ystick < 512 && Ystick >= lowerBound)) { Ystick = 512; } Xstick = (Xstick - 511) * 2 + 511; // cap result if (Xstick > 1023) Xstick=1023; if (Xstick < 0) Xstick = 0; Joystick.X(Xstick); Joystick.Y(Ystick); // Left Analogue Stick Zstick = analogRead(22); Zstickrotate = analogRead(23); if ((Zstick > 512 && Zstick <= upperBound) || (Zstick < 512 && Zstick >= lowerBound)) { Zstick = 512; } if ((Zstickrotate > 512 && Zstickrotate <= upperBound) || (Zstickrotate < 512 && Zstickrotate >= lowerBound)) { Zstickrotate = 512; } Joystick.Z(Zstick); Joystick.Zrotate(Zstickrotate); // Joystick.X(((analogRead(18)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Y(((analogRead(19)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Z(((analogRead(22)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); // Joystick.Zrotate(((analogRead(23)-ANALOG_CENTER) * 1.6) + ANALOG_CENTER); button0.update(); button1.update(); button2.update(); button3.update(); button4.update(); button5.update(); button6.update(); button7.update(); button8.update(); button9.update(); button10.update(); button11.update(); button12.update(); button13.update(); button14.update(); button15.update(); // Check each button for "falling" edge. // Update the Joystick buttons only upon changes. // falling = high (not pressed - voltage from pullup resistor) // to low (pressed - button connects pin to ground) if (button0.fallingEdge()) { Joystick.button(1, 1); } if (button1.fallingEdge()) { Joystick.button(2, 1); } if (button2.fallingEdge()) { Joystick.button(3, 1); } if (button3.fallingEdge()) { Joystick.button(4, 1); } if (button4.fallingEdge()) { Joystick.button(5, 1); } if (button5.fallingEdge()) { Joystick.button(6, 1); } if (button6.fallingEdge()) { Joystick.button(7, 1); } if (button7.fallingEdge()) { Joystick.button(8, 1); } if (button8.fallingEdge()) { Joystick.button(9, 1); } if (button9.fallingEdge()) { Joystick.button(10, 1); } if (button10.fallingEdge()) { Joystick.button(11, 1); } if (button11.fallingEdge()) { Joystick.button(12, 1); } if (button12.fallingEdge()) { Joystick.button(13, 1); } if (button13.fallingEdge()) { Joystick.button(14, 1); } if (button14.fallingEdge()) { Joystick.button(15, 1); } if (button15.fallingEdge()) { Joystick.button(16, 1); } // Check each button for "rising" edge // Update the Joystick buttons only upon changes. // rising = low (pressed - button connects pin to ground) // to high (not pressed - voltage from pullup resistor) if (button0.risingEdge()) { Joystick.button(1, 0); } if (button1.risingEdge()) { Joystick.button(2, 0); } if (button2.risingEdge()) { Joystick.button(3, 0); } if (button3.risingEdge()) { Joystick.button(4, 0); } if (button4.risingEdge()) { Joystick.button(5, 0); } if (button5.risingEdge()) { Joystick.button(6, 0); } if (button6.risingEdge()) { Joystick.button(7, 0); } if (button7.risingEdge()) { Joystick.button(8, 0); } if (button8.risingEdge()) { Joystick.button(9, 0); } if (button9.risingEdge()) { Joystick.button(10, 0); } if (button10.risingEdge()) { Joystick.button(11, 0); } if (button11.risingEdge()) { Joystick.button(12, 0); } if (button12.risingEdge()) { Joystick.button(13, 0); } if (button13.risingEdge()) { Joystick.button(14, 0); } if (button14.risingEdge()) { Joystick.button(15, 0); } if (button15.risingEdge()) { Joystick.button(16, 0); } }

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    You can also use a PS4 controller if you want a separate controller.

  • Is Yabasanshiro emulator coming on retropie?

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    DTEAMD

    Quick question, for Yabasanshiro standalone, I set my controller with the UI interface, but I don't know how to set the analog joystick properly (analog ->x,y,L,R) . It doesnt seems to work.

    BTW, like PPSSPP, with Yabasanshiro standalone, if you have a touchscreen with your Pi4, the UI is touch sensitive and works well

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    M

    @mitu FYI for the time being, I have a partial workaround to execute commands to stop and start emulationstation via a remote.

  • retropie problems

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    R

    @windg
    The last time a had retropie 4.8 going on the pi4 it was great. kept having trouble with wireless keyboard, but once that i got it going once, I just reset the controller config, and then i removed the card. but every since, i try reinstalling retropie 4.8 from the image and also tried from the Gz file and still noting, it started to load, but then things go blank. So, i finally but the old version back on and it booted great, just had to update to the latest new version on the Pi4

  • Could not install Scraper (Steven Selph)

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    mituM

    It's an upstream problem, caused by one its dependencies. Use Skyscraper instead.

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    M

    @nylinmatt is this for all games or a specific one? One setting comes to mind though. Go into core options->input-> center joystick for digital controls -> disabled.

  • disable all non-essential prompts switch in RetroPie-Setup

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    M

    I added this facility to RetroPie. Users can choose to suppress a few non-essential prompts (update & install prompts, fetched latest script & the notice screen) by setting the IAMSURE environment variable. Other screens, including removal & uninstallation prompts are still presented.

    Please merge the PR.

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