• 2-Player support with USB Gamepad and Keyboard

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    P

    Do you guys think there is fix for this?

  • Override priorities with Overlays

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    mituM

    Take a look at the Configuration hierarchy. You can have the overlays per-system if you add them to the system's retroarch.cfg file. For individual games, you can use the game override in RetroArch to set the overlays.

  • 1 Votes
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    RincewindR

    @mitu Thank you so much. You were right. I had mixed line endings from editing it on Windows. It install and runs. It runs really slow on the Pi, but I'm sure I'll figure that out.

    @hhromic I have changed my script module to include the sources_superflappybirdsfunction as you have suggested. I'll also set it up under the ports folder.

    I am hoping to get the game added to zerojay/RetroPie-Extra repo, once it is working well.

  • 0 Votes
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    D

    @Dwarfboysim It's not essential to know what the numbers mean as I would suggest that the sdl-joymap-C64.vjm file is never edited manually. (except for one possible exception, see below). It is better to make the joystick mappings using the VICE menu as shown in the Sir Randall's Gaming C64 configuration video

    I would recommend that, once you have the VICE joystick configuration as you would like, the sdl-joymap-C64.vjm file is backed up, to your PC say, as it can easily be overwritten using the VICE menu, something I found out from experience.

    You can find my sdl-joymap-C64.vjm file for a PS3 controller at: https://pastebin.com/93iVpBUT.

    The explanations of the array of digits are given in lines 13 to 27 but, I have to agree, they are not the most intuitive. I shall try to explain what the numbers allude to.

    Digit 1 is the controller number, 0 being the first controller , 1 the second and so on. Digit 2 is the input type, axis (0), button (1), hat axis (2) or ball (3). Digit 3 is the axis or button number, the button numbers as given by jstest.

    The meaning subsequent digits, the action parameters, will depend whether it is an axis or button. Let's look at some examples.

    Axis mapping

    Digit 4 is whether an axis/button is mapped to C64 joystick (0= No, 1=Yes); Digit 5 is the joystick port; Digit 6 is joystick pin, ie axis direction mapped - 1 is up, 2 is down, 4 is left, 8 is right.
    (Note: not 100% certain about this)

    Let's take a look at line 33 of sdl-joymap-C64.vjm:
    0 0 0 1 1 8
    Controller 1 | 0 (Axis Input) | Axis No. 0 | 1 (mapped to joystick) | Joystick Port 1 | pin 8 (Right)
    Action: Left analog move to the right

    If an axis is not mapped, then the fourth digit would be 0, for example 1 0 4 0.

    Button mapping

    Digit 4 is the type of mapping
    2 mapped to keyboard press;
    3mapped to the joystick map function in the VICE menu;
    4 brings up the VICE menu (UI),;
    5 mapped to a VICE menu (UI) function with the menu path description.

    (see lines 24 to 27 of the config file for more info).

    Let's take a look at some examples.

    Line 43
    0 1 1 5 Speed settings&Warp mode
    Controller 1 | 1 (Button Input) | Button 1 (L3) | 5 (UI Function) | Speed Settings > Warp mode
    Action: L3 toggles Warp mode

    Line 44
    0 1 2 3
    Controller 1 | 1 (Button Input) | Button 2 (R3) | 3 (Joystick Map Function)
    Action: R3 maps VICE menu item or key press to joystick button

    Line 45
    0 1 3 2 7 7
    Controller 1 | 1 (Button Input) | Button 3 (START) | Keyboard press (2) | row 7, column 7
    Action: START button is mapped to Run/Stop

    The key row and column position is given in /opt/retropie/emulators/vice/lib/vice/C64/sdl_pos.vkm, not as seen on the virtual keyboard.

    Line 47
    0 1 5 4
    Controller 1 | 1 (Button Input) | Button 5 (D-pad Left) | 4 (UI Activate)
    Action: D-Pad Left button brings up VICE menu

    Line 56
    0 1 14 1 1 16
    Controller 1 | 1 (Button Input) | Button 14 (CROSS) | 1 (mapped to joystick) | Joystick Port 1 | pin 16 (Fire)
    Action: CROSS is joystick fire button

    If there are multiple mappings, then it is possible to disable buttons. For example, in my config, the Joystick Map function is mapped to button 2 (R3), button 6 (D-pad down) and button 12 (Triangle). If I wished to disable the function for button 6, then I could edit the entry (line 48) to 0 1 6 0. This is the only manual edit I would be comfortable in making.

    Note: some of this information may be inaccurate as I'm not 100% familiar with the C64 hardware.

    TL;DR
    Do not manually edit the joystick mapping file sdl-joymap-C64.vjm. Use the VICE menu as described in Sir Randall's Gaming video.

    Back up the joystick mapping file.

  • Arcade button mapping issue

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    B

    So I figured it out I believe. You were right on with my joystick. It was mounted opposite of the other one. I also realized that the reason the start button just stopped working is because the master controller which as you say there is only one for now. Is the other controller so it works in menu but not in game. Which makes sense now knowing the retroarch and all hotkeys only apply to the master. Thanks for the insight

  • Unable to play Atari 800 games

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    mituM

    @PolarBear123 BIOS files, just like ROMs, are copyrighted assets - they're not distributed with RetroPie and links and request for such items are not within the forum rules.

  • PSX eboot Disc Swap

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    BobHarrisB

    @Schwette Yes I tried exactly that.. but doesn't work for me. No big deal though... Multidisc games that consist out of independent discs (like Resident evil 2 or Command and conquer) I just don't make an m3u file, but boot the .cue files seperately. All the other multidisc games change discs fine when the game asks for it (no reboot needed then).

  • ROMs playing with sound but no picture

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    mituM

    @dpowelly How about some more info about your system - https://retropie.org.uk/forum/topic/3/read-this-first.

  • 0 Votes
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    mituM

    @AleksandarT We don't support 3rd party images - it's clearly outlined in the rules and the page I indicated.

  • 0 Votes
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    mituM

    @JustTooChewy said in Need help getting multiple controllers to work on specific emulators p1/p2:

    could you send me some more info on the n64 configurations

    If's in the documentation - https://retropie.org.uk/docs/Nintendo-64/.

  • FFIX some code doesn't work properly

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    R

    @TitQuentin said in FFIX some code doesn't work properly:

    -pcsx-rear

    I'm having a very similar issue with FFVIII but can't seem to get any help on the boards. Did you ever figure yours out?

  • 0 Votes
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    zefolhadelaZ

    @lostless nahh, im not using filters i am aware of that, i have my pi hooked up to a crt direcly, i just have my boot config modified, so i have menus ate 480p and that switch for game to 240p. something like this https://retropie.org.uk/forum/topic/8476/retropie-240p-15-khz-rgb-scart-tv-guide/2

  • Start+Select not working

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    K

    I was having the same problem. I set the home button on the Wii U pro controller as the hot key. Now when I press down the home button and start It does the same thing as start and select use to do, Exits emulator.

  • Dendy Vs NES Any Help?

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    CyborgbobC

    @mitu So I could not figure out the built-in file manager I think really it had to do with the wireless keyboard I was using. However, I used a program called WinSCP. Long story short I got it up and running. Thanks so much for all your help. Now I just need to add some cool icons.

  • External Case/Activity LED Not Working

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  • -1 Votes
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    P

    @mitu i ve managed to fix it, it was clearly a faulty sd card thing going on...
    thanks anyways :3

  • This topic is deleted!

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  • Kodi update

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    RascasR

    If you are an older version RetroPie version and/or Raspbian Jessie, the Kodi 18 beta/RC versions won't work. Update RetroPie first.

  • My Shared files are not working.

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  • 0 Votes
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    robertvb83R

    I have noticed this also and it is very annoying. After updating the retropie setup script the randomizer is disabled and needs to be enabled after each update...

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