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    Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

    Help! Lr-Mame2003 Coin Buttons Not Mapping

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    • BrockBoytsB
      BrockBoyts @dankcushions
      last edited by

      @dankcushions
      Would it be better to configure the hotkeys in the auto generated confi for the Xin-Mo joypad instead of hardcoding it in all/retroarch.cfg?

      1 Reply Last reply Reply Quote 0
      • dankcushionsD
        dankcushions Global Moderator
        last edited by

        /all/ as far as I know.

        could you paste the contents of it?

        BrockBoytsB 2 Replies Last reply Reply Quote 0
        • BrockBoytsB
          BrockBoyts @dankcushions
          last edited by dankcushions

          @dankcushions

          Ok. So I was able to get the "mode" and "exit" buttons working out of my four white navigation buttons. In the all/config file there was a lint of text that said "enable_hotkey_btn = alt". Removing it's hashtag caused the hotkey to work.

          How do I get the "menu" and "play" buttons to work if they are connected to player 2 on the xin mo. They worked with GameRoomSolutions custom configs. Was it their custom es_input.cfg that made that work?

          Here is my all/retropie.cfg:

          ## Skeleton config file for RetroArch
          
          # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ...
          # This will be overridden by explicit command line options.
          # savefile_directory =
          
          # Save all save states (*.state) to this directory.
          # This will be overridden by explicit command line options.
          # savestate_directory =
          
          # If set to a directory, Content which is temporarily extracted
          # will be extracted to this directory.
          cache_directory = "/tmp/retroarch"
          
          # Save all input remapping files to this directory.
          # input_remapping_directory =
          
          # Save all playlist files to this directory.
          # playlist_directory =
          
          # If set to a directory, the content history playlist will be saved
          # to this directory.
          # content_history_dir =
          
          # Automatically saves a savestate at the end of RetroArch's lifetime.
          # The path is $SRAM_PATH.auto.
          # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set.
          # savestate_auto_save = false
          # savestate_auto_load = true
          
          # Load libretro from a dynamic location for dynamically built RetroArch.
          # This option is mandatory.
          
          # Path to a libretro implementation.
          # libretro_path = "/path/to/libretro.so"
          
          # A directory for where to search for libretro core implementations.
          # libretro_directory =
          
          # A directory for where to search for libretro core information.
          # libretro_info_path =
          
          # Sets log level for libretro cores (GET_LOG_INTERFACE).
          # If a log level issued by a libretro core is below libretro_log_level, it is ignored.
          # DEBUG logs are always ignored unless verbose mode is activated (--verbose).
          # DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3.
          # libretro_log_level = 0
          
          # Enable or disable verbosity level of frontend.
          # log_verbosity = false
          
          # If this option is enabled, every content file loaded in RetroArch will be
          # automatically added to a history list.
          # history_list_enable = true
          
          # Enable or disable RetroArch performance counters
          # perfcnt_enable = false
          
          # Path to core options config file.
          # This config file is used to expose core-specific options.
          # It will be written to by RetroArch.
          # A default path will be assigned if not set.
          core_options_path = "/opt/retropie/configs/all/retroarch-core-options.cfg"
          
          # Path to content load history file.
          # RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading.
          # A default path will be assigned if not set.
          # content_history_path =
          
          # Number of entries that will be kept in content history file.
          # content_history_size = 100
          
          # Sets the "system" directory.
          # Implementations can query for this directory to load BIOSes, system-specific configs, etc.
          system_directory = "/home/pi/RetroPie/BIOS"
          
          # Sets start directory for menu content browser.
          # rgui_browser_directory =
          
          # Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY.
          # Usually set by developers who bundle libretro/RetroArch apps to point to assets.
          # content_directory =
          
          # Assets directory. This location is queried by default when menu interfaces try to look for
          # loadable assets, etc.
          assets_directory = "/opt/retropie/emulators/retroarch/assets"
          
          # Dynamic wallpapers directory. The place to store the wallpapers dynamically
          # loaded by the menu depending on context.
          # dynamic_wallpapers_directory =
          
          # Thumbnails directory. To store thumbnail PNG files.
          # thumbnails_directory =
          
          # Sets start directory for menu config browser.
          # rgui_config_directory =
          
          # Show startup screen in menu.
          # Is automatically set to false when seen for the first time.
          # This is only updated in config if config_save_on_exit is set to true, however.
          # rgui_show_start_screen = true
          
          # Flushes config to disk on exit. Useful for menu as settings can be modified.
          # Overwrites the config. #include's and comments are not preserved.
          config_save_on_exit = "false"
          
          # Load up a specific config file based on the core being used.
          # core_specific_config = false
          
          #### Video
          
          # Video driver to use. "gl", "xvideo", "sdl"
          # video_driver = "gl"
          
          # Which OpenGL context implementation to use.
          # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.
          # By default, tries to use first suitable driver.
          # video_context_driver =
          
          # Windowed x resolution scale and y resolution scale
          # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale)
          # video_scale = 3.0
          
          # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop.
          # video_fullscreen_x = 0
          # video_fullscreen_y = 0
          
          # Start in fullscreen. Can be changed at runtime.
          # video_fullscreen = false
          
          # If fullscreen, prefer using a windowed fullscreen mode.
          # video_windowed_fullscreen = true
          
          # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor),
          # suggests RetroArch to use that particular monitor.
          # video_monitor_index = 0
          
          # Forcibly disable composition. Only works in Windows Vista/7 for now.
          # video_disable_composition = false
          
          # Video vsync.
          # video_vsync = true
          
          # Forcibly disable sRGB FBO support. Some Intel OpenGL drivers on Windows
          # have video problems with sRGB FBO support enabled.
          # video_force_srgb_disable = false
          
          # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance.
          # video_hard_sync = false
          
          # Sets how many frames CPU can run ahead of GPU when using video_hard_sync.
          # Maximum is 3.
          # video_hard_sync_frames = 0
          
          # Sets how many milliseconds to delay after VSync before running the core.
          # Can reduce latency at cost of higher risk of stuttering.
          # Maximum is 15.
          # video_frame_delay = 0
          
          # Inserts a black frame inbetween frames.
          # Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting.
          # video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2).
          # video_black_frame_insertion = false
          
          # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering.
          video_threaded = "true"
          
          # Use a shared context for HW rendered libretro cores.
          # Avoids having to assume HW state changes inbetween frames.
          # video_shared_context = false
          
          # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders.
          video_smooth = "false"
          
          # Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio.
          # video_force_aspect = true
          
          # Only scales video in integer steps.
          # The base size depends on system-reported geometry and aspect ratio.
          # If video_force_aspect is not set, X/Y will be integer scaled independently.
          # video_scale_integer = false
          
          # A floating point value for video aspect ratio (width / height).
          # If this is not set, aspect ratio is assumed to be automatic.
          # Behavior then is defined by video_aspect_ratio_auto.
          # video_aspect_ratio =
          
          # If this is true and video_aspect_ratio is not set,
          # aspect ratio is decided by libretro implementation.
          # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set.
          video_aspect_ratio_auto = "true"
          
          # Forces cropping of overscanned frames.
          # Exact behavior of this option is implementation specific.
          # video_crop_overscan = true 
          
          # Path to shader. Shader can be either Cg, CGP (Cg preset) or GLSL, GLSLP (GLSL preset)
          # video_shader = "/path/to/shader.{cg,cgp,glsl,glslp}"
          
          # Load video_shader on startup.
          # Other shaders can still be loaded later in runtime.
          # video_shader_enable = false
          
          # Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access.
          video_shader_dir = "/opt/retropie/emulators/retroarch/shader/"
          
          # CPU-based video filter. Path to a dynamic library.
          # video_filter =
          
          # Defines a directory where CPU-based video filters are kept.
          # video_filter_dir =
          
          # Path to a font used for rendering messages. This path must be defined to enable fonts.
          # Do note that the _full_ path of the font is necessary!
          # video_font_path = 
          
          # Size of the font rendered.
          video_font_size = "12"
          
          # Enable usage of OSD messages.
          # video_font_enable = true
          
          # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. 
          # [0.0, 0.0] maps to the lower left corner of the screen.
          # video_message_pos_x = 0.05
          # video_message_pos_y = 0.05
          
          # Color for message. The value is treated as a hexadecimal value.
          # It is a regular RGB hex number, i.e. red is "ff0000".
          # video_message_color = ffffff
          
          # Video refresh rate of your monitor.
          # Used to calculate a suitable audio input rate.
          # video_refresh_rate = 59.95
          
          # Allows libretro cores to set rotation modes.
          # Setting this to false will honor, but ignore this request.
          # This is useful for vertically oriented content where one manually rotates the monitor.
          # video_allow_rotate = true
          
          # Forces a certain rotation of the screen.
          # The rotation is added to rotations which the libretro core sets (see video_allow_rotate).
          # The angle is <value> * 90 degrees counter-clockwise.
          # video_rotation = 0
          
          #### Audio
          
          # Enable audio.
          # audio_enable = true
          
          # Mutes audio.
          # audio_mute_enable = false
          
          # Audio output samplerate.
          audio_out_rate = 44100
          
          # Audio resampler backend. Which audio resampler to use.
          # Default will use "sinc".
          # audio_resampler =
          
          # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.
          # audio_driver =
          
          # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ...
          # audio_device =
          
          # Audio DSP plugin that processes audio before it's sent to the driver. Path to a dynamic library.
          # audio_dsp_plugin =
          
          # Directory where DSP plugins are kept.
          # audio_filter_dir =
          
          # Will sync (block) on audio. Recommended.
          # audio_sync = true
          
          # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency.
          # audio_latency = 64
          
          # Enable audio rate control.
          # audio_rate_control = true
          
          # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically.
          # Input rate = in_rate * (1.0 +/- audio_rate_control_delta)
          # audio_rate_control_delta = 0.005
          
          # Controls maximum audio timing skew. Defines the maximum change in input rate.
          # Input rate = in_rate * (1.0 +/- max_timing_skew)
          # audio_max_timing_skew = 0.05
          
          # Audio volume. Volume is expressed in dB.
          # 0 dB is normal volume. No gain will be applied.
          # Gain can be controlled in runtime with input_volume_up/input_volume_down.
          # audio_volume = 0.0
          
          #### Overlay
          
          # Defines a directory where overlays are kept for easy access.
          overlay_directory = "/opt/retropie/emulators/retroarch/overlays"
          
          # Enable or disable the current overlay.
          # input_overlay_enable = true
          
          # Hide the current overlay from appearing in menu screens.
          # input_overlay_hide_in_menu = true
          
          # Path to input overlay
          # input_overlay =
          
          # Overlay opacity
          # input_overlay_opacity = 1.0
          
          # Overlay scale
          # input_overlay_scale = 1.0
          
          #### OSK (Onscreen Keyboard) Overlay
          
          # Defines a directory where overlays are kept for easy access.
          # osk_overlay_directory =
          
          # Enable OSK overlay.
          # input_osk_overlay_enable = true
          
          # Path to OSK overlay
          # input_osk_overlay =
          
          # OSK Overlay opacity
          # input_osk_overlay_opacity = 1.0
          
          # OSK Overlay scale
          # input_osk_overlay_scale = 1.0
          
          #### Input
          
          # Input driver. Depending on video driver, it might force a different input driver.
          # input_driver = sdl
          
          # Input device driver. (Valid: linuxraw, sdl, dinput)
          input_joypad_driver = "udev"
          
          # Path to input remapping file.
          # input_remapping_path =
          
          # If enabled, overrides the input binds with the remapped binds set for the current core.
          # input_remap_binds_enable = true
          
          # Maximum amount of users supported by RetroArch.
          # input_max_users = 16
          
          # Keyboard layout for input driver if applicable (udev/evdev for now).
          # Syntax is either just layout (e.g. "no"), or a layout and variant separated with colon ("no:nodeadkeys").
          # input_keyboard_layout =
          
          # Defines axis threshold. Possible values are [0.0, 1.0]
          # input_axis_threshold = 0.5
          
          # Enable input auto-detection. Will attempt to autoconfigure
          # joypads, Plug-and-Play style.
          input_autodetect_enable = "true"
          
          # Show the input descriptors set by the core instead of the
          # default ones.
          # input_descriptor_label_show = true
          
          # Hide input descriptors that were not set by the core.
          # input_descriptor_hide_unbound = false
          
          # Influence how input polling is done inside RetroArch.
          # 0 : Early  - Input polling is performed before call to retro_run.
          # 1 : Normal - Input polling is performend when retro_input_poll is
          #     requested.
          # 2 : Late   - Input polling is performed on first call to retro_input_state
          #     per frame
          # 
          # Setting it to 0 or 2 can result in less latency depending on
          # your configuration. 
          #
          # When netplay is enabled, the default polling behavior (1) will
          # be used regardless of the value set here.
          # input_poll_type_behavior = 1
          
          # Directory for joypad autoconfigs.
          # If a joypad is plugged in, that joypad will be autoconfigured if a config file
          # corresponding to that joypad is present in joypad_autoconfig_dir.
          # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs.
          # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend.
          # Requires input_autodetect_enable to be enabled.
          joypad_autoconfig_dir = "/opt/retropie/configs/all/retroarch-joypads/"
          
          # Sets which libretro device is used for a user.
          # Devices are indentified with a number.
          # This is normally saved by the menu.
          # Device IDs are found in libretro.h.
          # These settings are overridden by explicit command-line arguments which refer to input devices.
          # None: 0
          # Joypad (RetroPad): 1
          # Mouse: 2
          # Keyboard: 3
          # Generic Lightgun: 4
          # Joypad w/ Analog (RetroPad + Analog sticks): 5
          # Multitap (SNES specific): 257
          # Super Scope (SNES specific): 260
          # Justifier (SNES specific): 516
          # Justifiers (SNES specific): 772
          
          # input_libretro_device_p1 =
          # input_libretro_device_p2 =
          # input_libretro_device_p3 =
          # input_libretro_device_p4 =
          # input_libretro_device_p5 =
          # input_libretro_device_p6 =
          # input_libretro_device_p7 =
          # input_libretro_device_p8 =
          
          # Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_"
          # is for keypad keys):
          #
          #   left, right, up, down, enter, kp_enter, tab, insert, del, end, home,
          #   rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus,
          #   f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12,
          #   num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown,
          #   keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9,
          #   period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock,
          #   tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket,
          #   backslash, rightbracket, kp_period, kp_equals, rctrl, ralt
          #
          # Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, 
          # rather than relying on a default.
          input_player1_a = "x"
          input_player1_b = "z"
          input_player1_y = "a"
          input_player1_x = "s"
          input_player1_start = "enter"
          input_player1_select = "rshift"
          input_player1_l = "q"
          input_player1_r = "w"
          input_player1_left = "left"
          input_player1_right = "right"
          input_player1_up = "up"
          input_player1_down = "down"
          # input_player1_l2 =
          # input_player1_r2 =
          # input_player1_l3 =
          # input_player1_r3 =
          
          # Two analog sticks (DualShock-esque).
          # Bound as usual, however, if a real analog axis is bound,
          # it can be read as a true analog.
          # Positive X axis is right, Positive Y axis is down.
          # input_player1_l_x_plus =
          # input_player1_l_x_minus =
          # input_player1_l_y_plus =
          # input_player1_l_y_minus =
          # input_player1_r_x_plus =
          # input_player1_r_x_minus =
          # input_player1_r_y_plus =
          # input_player1_r_y_minus =
          
          # If desired, it is possible to override which joypads are being used for user 1 through 8.
          # First joypad available is 0.
          # input_player1_joypad_index = 0
          # input_player2_joypad_index = 1
          # input_player3_joypad_index = 2
          # input_player4_joypad_index = 3
          # input_player5_joypad_index = 4
          # input_player6_joypad_index = 5
          # input_player7_joypad_index = 6
          # input_player8_joypad_index = 7
          
          # Input device buttons.
          # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig.
          # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. 
          # E.g. "h0up"
          # input_player1_a_btn =
          # input_player1_b_btn =
          # input_player1_y_btn =
          # input_player1_x_btn =
          # input_player1_start_btn =
          # input_player1_select_btn =
          # input_player1_l_btn =
          # input_player1_r_btn =
          # input_player1_left_btn =
          # input_player1_right_btn =
          # input_player1_up_btn =
          # input_player1_down_btn =
          # input_player1_l2_btn =
          # input_player1_r2_btn =
          # input_player1_l3_btn =
          # input_player1_r3_btn =
          
          input_enable_hotkey_btn = 9
          input_exit_emulator_btn = 8
          input_menu_toggle_btn = 1
          input_load_state_btn = 2
          input_save_state_btn = 5
          input_reset_btn = 3
          input_state_slot_increase_axis = +0
          input_state_slot_decrease_axis = -0
          input_volume_up_axis = -1
          input_volume_down_axis = +1
          
          # Menu buttons.
          # menu_ok_btn          =
          # menu_cancel_btn      =
          # menu_search_btn      =
          # menu_info_btn        =
          # menu_default_btn     =
          # menu_scroll_down_btn =
          # menu_scroll_up_btn   =
          
          # Axis for RetroArch D-Pad. 
          # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. 
          # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity.
          # input_player1_left_axis =
          # input_player1_right_axis =
          # input_player1_up_axis =
          # input_player1_down_axis =
          
          # Holding the turbo while pressing another button will let the button enter a turbo mode
          # where the button state is modulated with a periodic signal.
          # The modulation stops when the button itself (not turbo button) is released.
          # input_player1_turbo =
          
          # Describes the period and how long of that period a turbo-enabled button should behave.
          # Numbers are described in frames.
          # input_turbo_period = 6
          # input_turbo_duty_cycle = 3
          
          # This goes all the way to user 8 (*_player2_*, *_player3_*, etc), but omitted for clarity.
          # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well.
          
          # Toggles fullscreen.
          # input_toggle_fullscreen = f
          
          # Saves state.
          # input_save_state = f2
          # Loads state.
          # input_load_state = f4
          
          # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline).
          # When slot is != 0, path will be $path%d, where %d is slot number.
          # input_state_slot_increase = f7
          # input_state_slot_decrease = f6
          
          # Toggles between fast-forwarding and normal speed.
          # input_toggle_fast_forward = space
          
          # Hold for fast-forward. Releasing button disables fast-forward.
          # input_hold_fast_forward = l
          
          # Key to exit RetroArch cleanly. 
          # Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc.
          # On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization.
          input_exit_emulator = "escape"
          
          
          # Applies next and previous shader in directory.
          input_shader_next = "m"
          input_shader_prev = "n"
          
          # Hold button down to rewind. Rewinding must be enabled.
          input_rewind = "r"
          
          # Toggle between recording and not.
          # input_movie_record_toggle = o
          
          # Toggle between paused and non-paused state
          # input_pause_toggle = p
          
          # Frame advance when content is paused
          # input_frame_advance = k
          
          # Reset the content.
          # input_reset = h
          
          # Cheats.
          # input_cheat_index_plus = y
          # input_cheat_index_minus = t
          # input_cheat_toggle = u
          
          # Mute/unmute audio
          # input_audio_mute = f9
          
          # Take screenshot
          # input_screenshot = f8
          
          # Netplay flip users.
          # input_netplay_flip_players = i
          
          # Hold for slowmotion.
          # input_slowmotion = e
          
          # Enable other hotkeys.
          # If this hotkey is bound to either keyboard, joybutton or joyaxis,
          # all other hotkeys will be disabled unless this hotkey is also held at the same time.
          # This is useful for RETRO_KEYBOARD centric implementations
          # which query a large area of the keyboard, where it is not desirable
          # that hotkeys get in the way.
          
          # Alternatively, all hotkeys for keyboard could be disabled by the user.
          input_enable_hotkey_btn = alt
          
          # Increases audio volume.
          # input_volume_up = kp_plus
          # Decreases audio volume.
          # input_volume_down = kp_minus
          
          # Toggles to next overlay. Wraps around.
          # input_overlay_next =
          
          # Toggles eject for disks. Used for multiple-disk content.
          # input_disk_eject_toggle =
          
          # Cycles through disk images. Use after ejecting.
          # Complete by toggling eject again.
          # input_disk_next =
          
          # Toggles menu.
          # input_menu_toggle = f1
          
          # RetroPad button combination to toggle menu
          # 0 = none, 1 = L + R + Y + D-Pad Down, 2 = L3 + R3
          # input_menu_toggle_gamepad_combo = 0
          
          # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse,
          # and keeps the mouse pointer inside the window to allow relative mouse input
          # to work better.
          # input_grab_mouse_toggle = f11
          
          #### Menu
          
          # Menu driver to use. "rgui", "lakka", etc. 
          # menu_driver = "rgui"
          
          # If enabled, the libretro core will keep running in the background when we
          # are in the menu.
          # menu_pause_libretro = false
          
          # Enable mouse input inside the menu.
          # menu_mouse_enable = false
          
          # Enable touch input inside the menu.
          # menu_pointer_enable = false
          
          # Shows current date and/or time inside menu.
          # menu_timedate_enable = true
          
          # Shows current core inside menu.
          # menu_core_enable = true
          
          # Path to a .png image to set as menu wallpaper.
          # menu_wallpaper =
          
          # Dynamically load a new wallpaper depending on context.
          # menu_dynamic_wallpaper_enable = false
          
          # Type of thumbnail to display. 0 = none, 1 = snaps, 2 = titles, 3 = boxarts
          # menu_thumbnails = 0
          
          # Wrap-around toe beginning and/or end if boundary of list reached horizontally
          # menu_navigation_wraparound_horizontal_enable = false
          
          # Wrap-around to beginning and/or end if boundary of list reached vertically
          # menu_navigation_wraparound_vertical_enable = false
          
          # Filter files being show in 'Load Content' by supported extensions
          # menu_navigation_browser_filter_supported_extensions_enable = true
          
          # Collapse subgroup settings into main group to create one big listing of settings
          # per category.
          # menu_collapse_subgroups_enable = false
          
          #### UI
          
          # Suspends the screensaver if set to true. Is a hint that does not necessarily have to be honored
          # by video driver.
          # suspend_screensaver_enable  = true
          
          # Start UI companion driver's interface on boot (if available).
          # ui_companion_start_on_boot  = true
          
          #### Camera
          
          # Override the default camera device the camera driver uses. This is driver dependant.
          # camera_device =
          
          # Override the default privacy permission for cores that want to access camera services. Is "false" by default.
          # camera_allow = false
          
          #### Location
          
          # Override the default privacy permission for cores that want to access location services. Is "false" by default.
          # location_allow = false
          
          #### Core Updater
          
          # URL to core update directory on buildbot.
          # core_updater_buildbot_url = "http://buildbot.libretro.com"
          
          # URL to assets update directory on buildbot.
          # core_updater_buildbot_assets_url = "http://buildbot.libretro.com/assets/"
          
          # Automatically extract archives that the cores are contained in to the libretro cores directory.
          # core_updater_auto_extract_archive = true
          
          #### Network
          
          # When being client over netplay, use keybinds for user 1.
          # netplay_client_swap_input = false
          
          # The username of the person running RetroArch. This will be used for playing online, for instance.
          # netplay_nickname = 
          
          # The amount of delay frames to use for netplay. Increasing this value will increase
          # performance, but introduce more latency.
          # netplay_delay_frames = 0
          
          # Netplay mode for the current user.
          # false is Server, true is Client.
          # netplay_mode = false
          
          # Enable or disable spectator mode for the user during netplay.
          # netplay_spectator_mode_enable = false
          
          # The IP Address of the host to connect to.
          # netplay_ip_address = 
          
          # The port of the host IP Address. Can be either a TCP or an UDP port.
          # netplay_ip_port = 55435
          
          #### Misc
          
          # Enable rewinding. This will take a performance hit when playing, so it is disabled by default.
          rewind_enable = "false"
          
          # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer.
          # The buffer should be approx. 20MB per minute of buffer time.
          rewind_buffer_size = "10"
          
          # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed.
          rewind_granularity = "2"
          
          # Pause gameplay when window focus is lost.
          # pause_nonactive = true
          
          # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise.
          # The interval is measured in seconds. A value of 0 disables autosave.
          # autosave_interval =
          
          # Path to content database directory.
          # content_database_path =
          
          # Path to cheat database directory.
          # cheat_database_path =
          
          # Path to XML cheat config, a file which keeps track of which
          # cheat settings are used for individual games.
          # If the file does not exist, it will be created.
          # cheat_settings_path =
          
          # Directory to dump screenshots to.
          # screenshot_directory =
          
          # Records video after CPU video filter.
          # video_post_filter_record = false
          
          # Records output of GPU shaded material if available.
          # video_gpu_record = false
          
          # Screenshots output of GPU shaded material if available.
          video_gpu_screenshot = "true"
          
          # Block SRAM from being overwritten when loading save states.
          # Might potentially lead to buggy games.
          # block_sram_overwrite = false
          
          # When saving a savestate, save state index is automatically increased before
          # it is saved.
          # Also, when loading content, the index will be set to the highest existing index.
          # There is no upper bound on the index.
          # savestate_auto_index = false
          
          # Slowmotion ratio. When slowmotion, content will slow down by factor.
          # slowmotion_ratio = 3.0
          
          # The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap).
          # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded.
          # Do not rely on this cap to be perfectly accurate.
          # If this is set at 0, then fastforward ratio is unlimited (no FPS cap)
          # fastforward_ratio = 0.0
          
          # Enable stdin/network command interface.
          # network_cmd_enable = false
          # network_cmd_port = 55355
          # stdin_cmd_enable = false
          input_enable_hotkey = "nul"
          auto_remaps_enable = "true"
          
          disable_audio_dither=1
          
          dankcushionsD 1 Reply Last reply Reply Quote 0
          • BrockBoytsB
            BrockBoyts @dankcushions
            last edited by

            @dankcushions

            I have no idea why the text I pasted from my retarch.cfg file is all messed up. Is there a way to paste it and it doesn't look so big and all the hastags go away?

            dankcushionsD 1 Reply Last reply Reply Quote 0
            • dankcushionsD
              dankcushions Global Moderator @BrockBoyts
              last edited by

              @BrockBoyts said in Help! Lr-Mame2003 Coin Buttons Not Mapping:

              @dankcushions

              I have no idea why the text I pasted from my retarch.cfg file is all messed up. Is there a way to paste it and it doesn't look so big and all the hastags go away?

              you should use markdown for a code block as per https://retropie.org.uk/forum/topic/3/read-this-first

              i've fixed it for now :) reading it now...

              1 Reply Last reply Reply Quote 0
              • dankcushionsD
                dankcushions Global Moderator @BrockBoyts
                last edited by

                @BrockBoyts
                ok so here's a problem:

                input_enable_hotkey_btn = alt

                input_enable_hotkey_btn = 9

                what's going on here? you have 2 btns set to hotkey (alt isn't a joystick btn so that will confuse the hell of it - remove this line). i presume you only want the latter set.

                BrockBoytsB 1 Reply Last reply Reply Quote 0
                • BrockBoytsB
                  BrockBoyts @dankcushions
                  last edited by

                  @dankcushions

                  Thank you. I made that change and the hotkey and exit emulator is working now. I still need to find a way to make Player2_btn 11 (jstest 10) and player2_btn 12 (jstest 11) function as navigation buttons. The Play button (11) should launch games and the menu button (11) should pull up menus.

                  When I did the GameRoomSolutions config guide all the navigation buttons worked but the coins did not. Now that I have it setup right with the coins working I want to get the navigation buttons working. Like I said the left two are working now because they are player 1 buttons.
                  0_1471128159136_myxinmo_setup.jpg

                  1 Reply Last reply Reply Quote 0
                  • dankcushionsD
                    dankcushions Global Moderator
                    last edited by

                    awesome! ok looking back at their guide you're safe to do their suggested changes to es_input.cfg - that only affects the emulationstation interface, not the coins etc. good luck!

                    BrockBoytsB 1 Reply Last reply Reply Quote 0
                    • BrockBoytsB
                      BrockBoyts @dankcushions
                      last edited by

                      @dankcushions

                      Okay, so now everything seems to working as I hoped it would. Phew...

                      I learned a ton and can't thank you enough for your help. I have a few other needs but I will start a new topic for those.

                      I will be sure to post any updates on this issue if any arise.

                      Thank you!

                      1 Reply Last reply Reply Quote 1
                      • B
                        badsector06
                        last edited by

                        @BrockBoyts
                        How did you assigned player 2 buttons 11 and 12?

                        1 Reply Last reply Reply Quote 0
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