• 0 Votes
    4 Posts
    1k Views
    S

    I just now did what you said and that solved my problem. Thanks a ton. You are a lifesaver!

  • advmame 3.9 game zoomedin

    5
    0 Votes
    5 Posts
    636 Views
    L

    @sirhenrythe5th
    I think I solved it by disabling display_magnify in the .rc

    Please note some games appear to have the wrong aspect. gdarius and gdarius2 seem to be vertical, but videos on youtube appear to show them 4:3. This is unrelated to the setting above I think. I don't know enough about stv games tbh.

  • Help residualvm grim fandango not working fully

    5
    0 Votes
    5 Posts
    809 Views
    retropieuser555R

    @luckyluca I think when you update from source with scummvm now you get the latest version

  • 0 Votes
    16 Posts
    2k Views
    johnodonJ

    @dankcushions said in Running out of MEM and SWAP when compiling lr-mame:

    @johnodon yes, i pointed you towards the script earlier. however the script provides an informed guess rather than a cast-iron guarantee. normally it's enough.

    lr-mame is in the experimental packages for a reason...

    Gotcha. Thanks for all your help.

  • Mapping a Quit button to a gamepad on JZINTV

    19
    0 Votes
    19 Posts
    6k Views
    S

    @dudleydes Hey there -- glad I found this. I've tried out your xboxdrv file that includes this snippet,and (EDIT) managed to map it to my Xbox controller after finding the right names for the analog sticks and whatnot. However, in Tron:Deadly Discs, I can no longer fire diagonally since the mimic-xpad setting kills the diagonal movements for the second stick. If I remove mimic-xpad, I get the diagonal disc throwing back, but the controls jam up and break if I try to map the disc throwing buttons to the fully enabled 8 directional R2 stick -- and weirdly, ONLY when I fire diagonally.

    Anyone else have this issue?

  • Retropie / mame games - 2 player start problem

    5
    0 Votes
    5 Posts
    3k Views
    mituM

    @stavros7575 Please open a new topic and explain your problem, don't bump old topics.

  • This topic is deleted!

    1
    0 Votes
    1 Posts
    36 Views
    No one has replied
  • 0 Votes
    11 Posts
    384 Views
    M

    @mitu said in Warning, Parsing error for "controller"::

    @mth75 the parsing error thrown by joy2key should be fixed by https://github.com/RetroPie/RetroPie-Setup/pull/3370

    The underlying problem seems to be the RetroArch's auto-config file being incorrectly generated by EmulationStation. Is you left analog joystick working in games ?

    @mitu Thx mate, problem solved

  • Connecting Pi3b to RGBHV CRT Monitor

    6
    0 Votes
    6 Posts
    945 Views
    L

    Updates!

    I have gotten somewhat of a picture to have display (IGNORE THE MESS 🤣)

    https://i.imgur.com/uCDczXZ.jpeg

    This was achieved using the following modelines in the config.txt

    hdmi_ignore_edid=0xa5000080 config_hdmi_boost=4 hdmi_group=2 hdmi_mode=87 hdmi_force_mode=1 hdmi_timings=1024 0 48 104 152 768 0 3 4 23 0 0 0 60 0 88509090 1

    It's still obviously very distorted but what is odd that the pixel clock I'm using, 88.5MHz was the only way to get some semblance of an image. However according to the manual for my display it should be a pixel clock of 64MHz for 1024x768 60hz (resolution I'm using rn) and a pixel clock of 108.18MHz for 1280x1024 60hz

    Any reason why the pixel clock is so off? Is my code still wrong? Ultimately I think this will boil down into me opening up the CRT and messing with the sync pots but I'd like to avoid that if possible.

    Any further guidance or help is greatly appreciated 😄.

  • Coin and start buttons

    3
    0 Votes
    3 Posts
    1k Views
    L

    @dankcushions Alright thank you already! I do know it's possible to wire it like that but im more worried to how some games will respond to it when trying to play solo. I guess I will keep it simple for my first build and just use 2 separate ones.

  • Problems with RetroPie SSD boot

    1
    0 Votes
    1 Posts
    374 Views
    No one has replied
  • Can you switch off the LEDs on the BBC Micro in MESS?

    1
    0 Votes
    1 Posts
    416 Views
    No one has replied
  • 0 Votes
    4 Posts
    761 Views
    dankcushionsD

    @fishermanbill said in Making 'overscan' work on an LCD screen:

    @dankcushions so you'd need to set up a config for every arcade that has a overscan output? There's an awful lot of them - eek!

    unfortunately it’s probably necessary. it’s possible to automate some of this stuff - i believe i experimented with letting them overrun by a certain tolerance when developing https://retropie.org.uk/forum/topic/4046/crt-pi-shader-users-reduce-scaling-artifacts-with-these-configs-in-lr-mame2003-lr-fbalpha-lr-nestopia-and-more-to-come

    the issue is that arcade machines, unlike console games, had CRTs that were manually configured for the game. so they often have crucial gameplay info (eg score) running right to the edge of the image, because they knew an engineer/arcade operator would be adjusting the CRT to suit.

    for this reason it’s probably not safe to automate an amount of ‘overscan’ in arcade games.

    You allude to being able to figure out the custom resolution but how would you do that from config files?

    you have to manually do it whilst the game is running

    Also how do you see your change where it outputs the resolution on screen?

    when you adjust the resolution in the menu it should be visible behind, no? the menu is translucent.

  • Configuring inputs for PCSX-ReArmed and NES30Pro

    2
    0 Votes
    2 Posts
    441 Views
    J

    Ok so in the end I did have to brutalize a little the battery compartment. Whittled away a little of the plastic around the usb connector in the back to get my OTG cable to fit. Got the keyboard working and now the cfg was created finally. Now I just have the basic problem of controls not working as expected. Seeing as how the NES30pro controller uses the the d-pad buttons as axis controls and not as legitimate buttons, i need to get the axises to the cfg the right way.

    I've seen people just switching to a Dualshock type in the controls menu but I'm missing this option as well. The troubles never end.

  • Tuning for playstation on pi zero

    Moved
    7
    0 Votes
    7 Posts
    1k Views
    retropieuser555R

    @dankcushions ah wow I didn't know that. Still though, not sure I can get much overclock put of pi zero anyway, a few online mention 1080 or so, but I doubt that'll give a significant boost to be worth it.

  • Revenge of Death Adder Working?

    18
    0 Votes
    18 Posts
    7k Views
    K

    yes it works well in fbneo

  • 0 Votes
    3 Posts
    7k Views
    johnodonJ

    Thanks @brandflake11

    I got this one figured out. It was a PITA! :)

    Long and short of it is this...

    xrandr treats both displays and one large one (extended). You can see below that Screen 0: is recognized as 5760x1080 (4K TV + 1080P monitor):

    Screen 0: minimum 320 x 200, current 5760 x 1080, maximum 16384 x 16384 VGA-1 disconnected (normal left inverted right x axis y axis) DP-1 disconnected (normal left inverted right x axis y axis) HDMI-1 connected primary 1920x1080+0+0 (normal left inverted right x axis y axis) 800mm x 450mm 3840x2160 30.00 + 24.00 29.97 23.98 4096x2160 30.00 24.00 29.97 23.98 1920x1080 60.00* 59.94 30.00 24.00 29.97 23.98 1920x1080i 60.00 59.94 1680x1050 59.88 1280x1024 75.02 60.02 1440x900 59.90 1280x960 60.00 1280x800 59.91 1152x864 75.00 1280x720 60.00 30.00 59.94 29.97 24.00 23.98 1024x768 75.03 70.07 60.00 800x600 72.19 75.00 60.32 720x480 60.00 59.94 720x480i 60.00 59.94 640x480 75.00 72.81 60.00 59.94 720x400 70.08 DP-2 connected 1920x1080+3840+0 (normal left inverted right x axis y axis) 509mm x 286mm 1920x1080 60.00*+ 50.00 59.94 1920x1080i 60.00 50.00 59.94 1680x1050 59.88 1280x1024 60.02 1440x900 59.90 1280x800 59.91 1152x864 75.00 1280x720 60.00 50.00 59.94 1024x768 70.07 60.00 800x600 60.32 56.25 720x576 50.00 720x480 60.00 59.94 640x480 66.67 60.00 59.95 59.94 720x400 70.08 HDMI-2 disconnected (normal left inverted right x axis y axis)

    This is what my autostart.sh file looks like:

    #! /bin/bash #set primary display and resolution. xrandr --display :0 --output HDMI-1 --mode 1920x1080 --primary & #call cvlc to play a startup animation. Wait for it to end before continuing. cvlc --random --play-and-stop --play-and-exit --fullscreen --video-on-top --no-video-title-show --quiet --gl=any --preferred-resolution=1080 ~/RetroPie/splashscreens &> /dev/null #start ES in a terminal (openbox). gnome-terminal --full-screen --hide-menubar -- emulationstation --no-splash

    Naturally, feh sees the display the same way so you need to use the --geometry switch to identify the starting pixel on the 2nd monitor. This is what my runcommand-onstart.sh looks like:

    #! /bin/bash ROMPATH="$3" ROM_BN_EXT="${ROMPATH##*/}" ROM_BN="${ROM_BN_EXT%.*}" CONTROLSIMAGE="/home/pi/RetroPie/roms/$1/images/$ROM_BN-controls.png" feh --geometry +3840+0 "$CONTROLSIMAGE" &>/dev/null &

    This essentially gets the full path to the romfile and trims the extension to get the rom base name.
    It then builds the path to the controls image I need and displays at the starting position I tell it to (3840x0) which is the entire screen of the 2nd monitor. When I exit the game, and merely kill feh via runcommand-onend.sh:

    #! /bin/bash killall feh &

    This is working perfectly. Now I just need to find a fancy graphic to display on the 2nd monitor when it isn't showing controls. :)

    John

  • Some roms not working with lr-fbneo

    12
    0 Votes
    12 Posts
    5k Views
    B

    @luckyluca said in Some roms not working with lr-fbneo:

    The only reason why I haven't updated the core yet, is that I don't know if doing so might affect other systems I already built, and would necessitate updating their roms too (neogeocd for instance, and anything else I might not think of right now).

    Your version is over 6 months old, so no doubt there will be romset updates/additions (we probably added over a dozen of new systems since then), neogeo cd won't be a problem though.

  • Long Press to exit or reset game.

    4
    0 Votes
    4 Posts
    2k Views
    mituM

    @flynnz said in Long Press to exit or reset game.:

    I am trying to understand what you mean. I can use the 'press hold for 3+ seconds to exit' as long as I don't use a hotkey?

    Yes, that was the wording, but I think I've confused the exit option with some other binding - I can't find any exit related option in RetroArch's menu.

  • SOLVED: joy2key_sdl.py throwing error

    9
    0 Votes
    9 Posts
    1k Views

Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.

Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.