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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 @darknior
      last edited by

      @darknior
      You mean to say you tried the x360 controller?

      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 darknior

        @zigurana I don't try it again, but last time i try it it works fine.
        I will try your last beta to see.

        This crash is an other problem.

        Life is game, just play it !

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

          @darknior yes, please try it, I am hoping that it will not regress your issue, but there is only one way to be sure ;-).

          Regarding your crashes, I suspect it has nothing to do with the topic of this thread, but likely something with video playback. So I'd suggest to start a new thread on this, as it seems a serious issue.

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

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

            I can say I've never seen such a crash dump in EmulationStation, which may point to faulty media (SD card or USB drive). I imagine that if you try it with your previously working binary you will run into the same thing.

            Still, some more investigation can only help: is it the same video all the time, etc?

            Thanks.

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

              @Zigurana I have try your last build, emulationstation-dev, to try my x360 controller game-pad. And :

              • x360 gamepad not working
              • 8bitDo NES not working
              • 8bitDo NES PRO not working
              • 8bitDo SNES is the only one working fine for me.

              Life is game, just play it !

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

                @darknior what in the name of all that's retro?!

                To be sure: this is on the zigurana / UIModeController branch?

                Would you have the logging from each of those controllers available?

                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!]:

                  @darknior what in the name of all that's retro?!

                  deviceName="Xbox 360 Wireless Receiver (XBOX)"
                  deviceName="8Bitdo SFC30 GamePad" deviceGUID="05000000102800000900000000010000"
                  deviceName="Xbox 360 Wireless Receiver" deviceGUID="030000005e040000a102000000010000"
                  deviceName="8Bitdo NES30 Pro" deviceGUID="05000000c82d00002038000000010000"
                  deviceName="8Bitdo NES30 GamePad" deviceGUID="05000000c82d00002028000000010000"
                  

                  To be sure: this is on the zigurana / UIModeController branch?

                  I write i use the emulationstation-dev from Retropie-Setup.

                  Would you have the logging from each of those controllers available?

                  ??? What do you want ?

                  Life is game, just play it !

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

                    @darknior Sorry, maybe a bit cryptic :-?
                    What I meant to say: "Huh I do not understand these results you are getting, we need to make sure you are testing the correct thing. And then we need to figure out what the hell is going on"

                    Please test these branches using the testing scripts. You will need to select this :
                    repository: zigurana/emulationstation
                    branch: UIModeInputHandling

                    Regarding logging, i meant the logged values for inputs for each of the controllers, I've updated the logging again to hopefully show me all I need to know.

                    Sorry for the confusion, and to burden you so much, but you seem to be one of the few people who have such a wide range of controllers available. (With great power comes great responsibility ;-))

                    You are doing good work, please keep it up!

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

                    Z 1 Reply Last reply Reply Quote 0
                    • K
                      Krahs
                      last edited by

                      When do you expect we could have available these changes in official repo?

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

                        @dvf00 probably when the most issues are fixed. I mean that's why the developer branch was created recently, some older official releases weren't as stable as they should've been.

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

                          @darknior did you see my request for some more tests?

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

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

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

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

                            @darknior did you see my request for some more tests?

                            Where do you log the command ? Where is the log file please ?
                            Thanks

                            Life is game, just play it !

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

                              @darknior
                              You can run EmulationStation with the debug flag by typing emulationstation --debug on the command line. The logfile will be at home/pi/.emulationstation/es-log.txt.
                              Hope that helps!

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

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

                                Ok i have think you add it by default ....
                                Test result :

                                repository: zigurana/emulationstation
                                branch: UIModeInputHandling

                                Result for x360 Receiver Game-pad controller : Working before and not working Now :(

                                lvl2: 	Added known joystick Xbox 360 Wireless Receiver (instance ID: 3, device index: 0)
                                lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=0, isValidInput: no
                                

                                Result for 8bitdo NES30 Game-pad controller : NOT WORKING!

                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                

                                Result for 8bitdo NES30 PRO Game-pad controller : WORKING FINE

                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo NES30 Pro ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                

                                Result for 8bitdo SNES30 Game-pad controller : Working before and nos NOT WORKING :(

                                lvl2: 	Added known joystick 8Bitdo SFC30 GamePad (instance ID: 2, device index: 0)
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, , value=-1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 1-, isMappedTo= up, , value=-1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 1-, isMappedTo= down, up, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 2-, isMappedTo= , value=-1, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 2-, isMappedTo= , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 3-, isMappedTo= , value=-1, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 3-, isMappedTo= , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, , value=-1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0+, isMappedTo= right, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0+, isMappedTo= right, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes
                                lvl3: 	UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
                                

                                I will receive the 8bitdo SNES30 PRO the 14 December. I will try it later ;)

                                Have you remove the full KEY tracking ?

                                Life is game, just play it !

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

                                  @darknior thanks for the tests, you are the best!

                                  Questions : the logging for the failing controllers, is that all available logging? I am only seeing a couple of lines for the x360 and NES30 controllers. I will need to see all keypresses to understand what is going on here.
                                  Also, the input from the SNES30 controller seems rather random, was that intentional?

                                  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

                                    Questions : the logging for the failing controllers, is that all available logging? I am only seeing a couple of lines for the x360 and NES30 controllers. I will need to see all keypresses to understand what is going on here.

                                    Yes it's the problem, it not log all the keys :(

                                    Also, the input from the SNES30 controller seems rather random, was that intentional?

                                    No it's not, il only made the KONAMI CODE

                                    Life is game, just play it !

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

                                      @darknior I don't know what is going on. Do you have other issues with these controllers? Are they fully configured in EmulationStation ?

                                      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

                                        @darknior I don't know what is going on. Do you have other issues with these controllers? Are they fully configured in EmulationStation ?

                                        Yes there are all working 100% in ES, RETROARCH, Solarus, N64 and many more :D
                                        The best Joystick ever in the world for sure !!!
                                        I have stop to use my x360 Gamepad now i have buy them lol

                                        Life is game, just play it !

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

                                          @darknior
                                          Ok, thanks again for testing.
                                          Now to really understand how these input are somehow not arriving, I'd like you to do some more tests.
                                          Would you be willing to try some more and (try to) unlock while filming the screen?

                                          Do do so, I'd like you to take the same ES installation as you've used just now, so the one from my UIModeInputHandling branch, and do the following steps:

                                          1. Start it with the debug flag like before.
                                          2. Connect one of the controllers that did work
                                          3. Lock the UI (set to kiosk or kid mode, doesnt matter)
                                          4. Go to a gamelistview, so inside a system
                                          5. Try to enter the konami-code, to confirm that the inputs are handled correctly
                                          6. If that works, please disconnect it, and connect one of the not working controllers like the x360,
                                          7. Run the controller setup wizard, to see if all buttons and axes are recognized and set correctly
                                          8. Repeat step 3-5, and while trying to unlock, could you make a movie of the screen?
                                          9. Repeat step 7 and 8 for all controllers you are willing / able to test.

                                          You can just upload the complete es-log.txt file to pastebin or something similar, no need to find the correct lines, I'll take a look then.
                                          NB: if you want to take a look at the logfile while its being written, you can run tail -f /home/pi/.emulationstation/es-log.txt from an external SSH session, and see the logging for inputs as they appear in the logfile.

                                          I appreciate that this is considerable effort to ask of you, especially because you have done a lot to help already. Thank you for considering it.

                                          Of course if anyone else wants to test with an xbox360 or 8BitDo controller, please go ahead, at this point I can use all the data I can get.

                                          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 It is exactly 100% what i already do yesterday. All you write.

                                            1. Go to a gamelistview, so inside a system

                                            I only change this one, i try the code on HOME menu, if i try it on gamelist and press A it launch a game and i don't want.
                                            And when i try it log no more informations. Have you remove some log tracker from your old ControllerInput build, x360 works fine.

                                            Life is game, just play it !

                                            pjftP 1 Reply Last reply Reply Quote 0
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