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    Kids & Kiosk Mode, coming back [testers needed!]

    Scheduled Pinned Locked Moved Ideas and Development
    emulationstatiokiosk kids modetestingbackfromthedead
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    • Z
      Zigurana
      last edited by

      @darknior
      I've prepared a PR for the JUMP TO functionality.
      The list of characters now only contains those that are actually present in the list, rather than the complete alphabet. Also added support for numbers and (some) symbols while I was at it.

      If you would be so kind to test this, using the excellent test tool, I would be most obliged!

      repo: zigurana\EmulationStation
      branch: JumpToLetterWhenFiltered

      If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

      darkniorD 1 Reply Last reply Reply Quote 0
      • darkniorD
        darknior @Zigurana
        last edited by

        @zigurana Woaw excellent, i didn't see this ES test project before, i love it, so easy and fast to test branch :)

        I have test your branch : JumpToLetterWhenFiltered and it works perfectly for me in KIOSK mode and KID mode.

        For the KONAMI code, it's with my x360 GamePad i can't perform it :(
        With the SFC30 it's work at first try ... i don't understand why?

        Life is game, just play it !

        pjftP 1 Reply Last reply Reply Quote 0
        • pjftP
          pjft @darknior
          last edited by

          @darknior Try to remap the X360 controller in ES. Odds are you have some buttons swapped? Or maybe you're using the "swap ES A/B buttons" setting, and maybe that affects it?

          darkniorD 1 Reply Last reply Reply Quote 0
          • darkniorD
            darknior @pjft
            last edited by

            @pjft said in Kids & Kiosk Mode, coming back [testers needed!]:

            @darknior Try to remap the X360 controller in ES. Odds are you have some buttons swapped? Or maybe you're using the "swap ES A/B buttons" setting, and maybe that affects it?

            No i swap no buttons, and don't use the swap ES A/B buttons. I already think to that and also try the code with a b and b a.
            Ans all other skin options working fine with the good button when i want to launch a game, quit a list, put a fav ... etc ...

            Life is game, just play it !

            pjftP 1 Reply Last reply Reply Quote 0
            • pjftP
              pjft @darknior
              last edited by

              @darknior Hm.

              Have you tried to run jstestand confirm that the joystick is only sending those events in order (i.e. that there are no unintended events being sent, like an overly sensitive analog joystick movement or something)? Sometimes my Dual Shock 3 does that, as the analog joysticks are kind of worn out, and they're no longer quite centered at all times.

              I don't know, if jstestdoesn't give you any insight into extra events being sent, I don't have any further ideas.

              1 Reply Last reply Reply Quote 0
              • darkniorD
                darknior
                last edited by darknior

                I have try
                https://github.com/recalbox/recalbox-os/wiki/Tester-votre-joystick-avec-jstest-(FR)

                ls /dev/input/js*
                jstest /dev/input/js0  (FSC30)
                and
                jstest /dev/input/js0  (x360)
                

                I'm not sure to make fine the test, but if i understand fine when i push a key, it works same.

                The difference was in the Joystick settings, maybe it is the problem ?

                I take this on this folder : /opt/retropie/configs/all/retroarch/autoconfig

                # Xbox 360 Wireless Receiver settings
                input_up_btn = "15"
                input_down_btn = "16"
                input_left_btn = "13"
                input_right_btn = "14"
                
                # 8Bitdo SFC30 GamePad settings
                input_up_axis = "-1"
                input_down_axis = "+1"
                input_left_axis = "-0"
                input_right_axis = "+0"
                

                Or there : /opt/retropie/configs/all/emulationstation/es_input.cfg

                  <inputConfig type="joystick" deviceName="Xbox 360 Wireless Receiver (XBOX)">
                    <input name="pageup" type="button" id="4" value="1"/>
                    <input name="start" type="button" id="9" value="1"/>
                    <input name="up" type="button" id="15" value="1"/>
                    <input name="a" type="button" id="0" value="1"/>
                    <input name="b" type="button" id="1" value="1"/>
                    <input name="down" type="button" id="16" value="1"/>
                    <input name="pagedown" type="button" id="5" value="1"/>
                    <input name="right" type="button" id="14" value="1"/>
                    <input name="x" type="button" id="2" value="1"/>
                    <input name="select" type="button" id="8" value="1"/>
                    <input name="y" type="button" id="3" value="1"/>
                    <input name="left" type="button" id="13" value="1"/>
                  </inputConfig>
                  <inputConfig type="joystick" deviceName="8Bitdo SFC30 GamePad" deviceGUID="05000000102800000900000000010000">
                    <input name="pageup" type="button" id="6" value="1"/>
                    <input name="start" type="button" id="11" value="1"/>
                    <input name="up" type="axis" id="1" value="-1"/>
                    <input name="a" type="button" id="0" value="1"/>
                    <input name="b" type="button" id="1" value="1"/>
                    <input name="down" type="axis" id="1" value="1"/>
                    <input name="pagedown" type="button" id="7" value="1"/>
                    <input name="right" type="axis" id="0" value="1"/>
                    <input name="x" type="button" id="3" value="1"/>
                    <input name="select" type="button" id="10" value="1"/>
                    <input name="y" type="button" id="4" value="1"/>
                    <input name="left" type="axis" id="0" value="-1"/>
                  </inputConfig>
                

                SFC30 Pad use axis and x360 Pad use button.

                Life is game, just play it !

                1 Reply Last reply Reply Quote 0
                • Z
                  Zigurana
                  last edited by

                  @darknior
                  Hey!
                  It's a long shot, but I have an hunch what could be going on.
                  I created a test-branch which also includes some additional logging, to see what inputs are actually detected.
                  Could you maybe try it out?

                  repo: zigurana\EmulationStation
                  branch: ControllerInput

                  To enable the debug logging, you will need to run it from the commandline with an additional flag:
                  >emulationstation --debug
                  The logging will end up somewhere in:
                  home/pi/.emulationstation/

                  If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                  pjftP 1 Reply Last reply Reply Quote 1
                  • pjftP
                    pjft @Zigurana
                    last edited by

                    @zigurana I'm curious, what's your hypothesis? :)

                    The file will be es_log.txt

                    1 Reply Last reply Reply Quote 0
                    • darkniorD
                      darknior
                      last edited by

                      @zigurana said in Kids & Kiosk Mode, coming back [testers needed!]:

                      emulationstation --debug

                      pi@retropie:/root $ DISPLAY=:0 emulationstation --debug
                      
                      lvl2: 	Added known joystick Xbox 360 Wireless Receiver (instance ID: 2, device index: 1)
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input does not match, resetting counter
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: u
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 1
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: d
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 2
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: d
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 3
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: l
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 4
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: r
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 5
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: l
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 6
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: r
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 7
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: b
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 8
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: a
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 9
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): input matches with current passkey char: lvl3: 	 Window::PassKeyListener::isUIModeChanged(): mPassKeyCounter = 10
                      lvl3: 	 Window::PassKeyListener::isUIModeChanged(): Passkey sequence completed, switching UIMode to full
                      

                      It not recognise any of my x360 keys, I try two times ...
                      Only one, the "u" for UP lol ... but why ???
                      And after on SFC30 all working 100% first try !

                      Life is game, just play it !

                      Z 1 Reply Last reply Reply Quote 0
                      • darkniorD
                        darknior
                        last edited by

                        No idea for this controller bug ?
                        I really don't understand why in some case like here, or N64 emu or Dreamcast ... the x360 controller not working fine.
                        I haven't any problems in ES, Retroarch, DS, OpenBOR, ScummVM ...
                        And many of my friends are using x360 controllers they already have from they're old xBox 360 lol

                        Life is game, just play it !

                        1 Reply Last reply Reply Quote 0
                        • Z
                          Zigurana @darknior
                          last edited by

                          @darknior hey man, I'm sorry, but I am working from weak hypotheses only here.
                          What I see in your logging from above: the first 'up' input is registered correctly, directly followed by another event which was recognized as being incorrect (maybe a trigger bounce? , an event to say 'back to center'? Something else?). Then the second 'up' input is recognized, accepted, but only because it is the same as the first! My expectation is that you could keep on pressing 'up', and will only see these two lines, and never progress the counter beyond 1.
                          Why the controller mixes in these other inputs, who knows?
                          But without an Xbox360 controller to try it out, it's difficult to find the root-cause.

                          If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                          darkniorD 1 Reply Last reply Reply Quote 2
                          • darkniorD
                            darknior @Zigurana
                            last edited by

                            @zigurana Ok, yes i understand :(
                            And i can't help you better ...

                            Life is game, just play it !

                            1 Reply Last reply Reply Quote 0
                            • E
                              EctoOne
                              last edited by EctoOne

                              I'm in the process to make a clear install of RetroPie, and something just came up my mind.
                              How does Kid, Kiosk Mode work with Custom Collections?
                              On my current system i had combined several systems into single systems (eg. gamegear, mastersystem, megadrive into just Sega) and had it set up to only show only this system.
                              Is this achieveable now without dirty hacks? I thought of adding the hide tag to games but I'm not sure if they would then show up in a custom collection. And i don't know if games would show up in custom collections if i remove the origin system from es_systems.cfg.

                              Z pjftP 2 Replies Last reply Reply Quote 0
                              • Z
                                Zigurana @EctoOne
                                last edited by

                                @ectoone
                                For most use cases, the new UI-modes should 'just' work with Collections, although there are some limitations of course.
                                The thing to keep in mind is that collections are nothing more than ad-hoc systems containing arbitrary items based on certain criteria.

                                So, for instance: the 'favorites' collection contains all items with the metadata flag favorite set to true, across all systems.
                                When enabling UI mode 'kid', there will be an additional criterion : kidgame needs to be 'true' as well. So now the favorite collection only contains those items that fulfill both criteria.

                                The thing you cannot do in this situation is showing it in one system, while hiding it in the other. Because, in the end, it all points back to a single game, which either is shown in the current UI mode or not.

                                In a future update you will be able to work with more automatic collections that are based on the Metadata, for kidgames and hidden games as well, as a way to manage / maintain these collections.

                                I hope that answers your question?

                                If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                                E darkniorD 2 Replies Last reply Reply Quote 1
                                • E
                                  EctoOne @Zigurana
                                  last edited by

                                  @zigurana It does, and now I'm kinda sad that i have already deleted my backup. Well i guess i can finish the whole clean setup, make a new backup and use the script from @meleu to recreate my collections and be able to hide the ones i don't want. At least then i don't have to bother with a complete new installation whenever it's possible to do that without weird hacks.

                                  1 Reply Last reply Reply Quote 0
                                  • pjftP
                                    pjft @EctoOne
                                    last edited by

                                    @ectoone said in Kids & Kiosk Mode, coming back [testers needed!]:

                                    And i don't know if games would show up in custom collections if i remove the origin system from es_systems.cfg.

                                    This will not work.

                                    E 1 Reply Last reply Reply Quote 1
                                    • E
                                      EctoOne @pjft
                                      last edited by

                                      @pjft Oh yeah, i remember that we already had that discussion in another thread. Stupid me.

                                      1 Reply Last reply Reply Quote 0
                                      • darkniorD
                                        darknior @Zigurana
                                        last edited by

                                        @zigurana said in Kids & Kiosk Mode, coming back [testers needed!]:

                                        In a future update you will be able to work with more automatic collections that are based on the Metadata, for kidgames and hidden games as well, as a way to manage / maintain these collections.

                                        It is really a good news if you project to update these options :)

                                        • Don't forget to tell me if i can help for the x360 Pad problem, maybe with a Joy2Key log recording ?
                                        • Have you plan one day to replace the KID TAG by a PEGI TAG ?
                                          Because it is really cool, i love your KID mode, but i can only filter games for my little girl 4 years old.
                                          If i want to change the filter for his 13 year old daughter, i can't.
                                          With a PEGI TAG, integer 2 number, i can filter games by maximum year old.
                                          I think it is better, the only real problem will be to found *PEGI for all our games :(

                                        Life is game, just play it !

                                        Z 1 Reply Last reply Reply Quote 0
                                        • Z
                                          Zigurana @darknior
                                          last edited by

                                          @darknior said in Kids & Kiosk Mode, coming back [testers needed!]:

                                          • Don't forget to tell me if i can help for the x360 Pad problem, maybe with a Joy2Key log recording ?

                                          Showing the input that the system sees with joy2key - logging might be useful yes. If it is a specific input that basically means: null, then we might be able to filter them out.

                                          • Have you plan one day to replace the KID TAG by a PEGI TAG ?
                                            Because it is really cool, i love your KID mode, but i can only filter games for my little girl 4 years old.
                                            If i want to change the filter for his 13 year old daughter, i can't.
                                            With a PEGI TAG, integer 2 number, i can filter games by maximum year old.
                                            I think it is better, the only real problem will be to found *PEGI for all our games :(
                                            Yeah, this had crossed my mind, and I believe we discussed this earlier, or not? It would allow parents to set a maximum PEGI level to filter out the games, which I agree, would be cool.

                                          In any case, as long as there is no source to scrape that data from, it is not a very useful function, do you think?

                                          If tetris has thought me anything, it's that errors pile up and that accomplishments dissappear.

                                          darkniorD 1 Reply Last reply Reply Quote 0
                                          • darkniorD
                                            darknior @Zigurana
                                            last edited by

                                            @zigurana said in Kids & Kiosk Mode, coming back [testers needed!]:

                                            In any case, as long as there is no source to scrape that data from, it is not a very useful function, do you think?

                                            You can scrap it on many site. Like on ScreenScrapper with the Classification TAG ;)

                                            Some games are TAG 6+ : https://www.screenscraper.fr/gamesinfos.php?plateforme=49&alpha=0&numpage=0

                                            They don't have it for all the games, but it will come with time ...
                                            And if we can use it on ES, it will help more people to work on this cool TAG :p
                                            They already take this tag when it is available on each site they scrap with their bot.

                                            Life is game, just play it !

                                            darkniorD 1 Reply Last reply Reply Quote 1
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