Has anyone got a keyboard working for Player 2 in PiFBA?
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@rbaker hmm. Nope. I just looked for a backup copy of my old config file and didn't find it. Have you tried lr-fba-next? That's what I use now.
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@caver01 you could try reinstalling just pifba from source.
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@caver01 Yes, I'm using that emulator instead with no issues. I tried the source thing from the Retropie menu for single emualtors and it made no difference to the ability to configure player 2. I could be doing something wrong but to be honest, I'm just doing it for the sake of learning. lr-fba-next is clearly the way forward as I am going to go with a Pi3 soon.
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@rbaker I think this thread is more related with this specific issue (and we talked about it in another thread). So let me say something about it here for future references.
going straight to the conclusion
I did a research about this issue and I found out where the problem is. I made my own tests with a tweaked code, and assured myself that it works.
I made a Pull Request and @BuZz merged it (2016-07-15). Now, if you reinstall PiFBA from source you will have a keyboard working for 2 players (if you have a properly configured fba2x.cfg file, obviously!).
I think the binary will be updated soon.
tech info for the NERD folks
I was impressed with how this inconvenience was solved changing only one character in the source code! :-)
In the file gp2xsdk.cpp (specifically between lines 259-286) PiFBA determines how many valid joysticks are plugged to the system and store this number in the
joyCount
variable://We handle up to four joysticks if(SDL_NumJoysticks()) { int i; SDL_JoystickEventState(SDL_ENABLE); for(i=0;i<SDL_NumJoysticks();i++) { joy[i]=SDL_JoystickOpen(i); //Check for valid joystick, some keyboards //aren't SDL compatible if(joy[i]) { if (SDL_JoystickNumAxes(joy[i]) > 28) { SDL_JoystickClose(joy[i]); joy[i]=0; logoutput("Error detected invalid joystick/keyboard\n"); } else joyCount++; } } if(joy[0]) logoutput("Found %d joysticks\n",joyCount); } else joyCount=1;
As we can see in the last else, if no joysticks found,
joyCount
receives 1.In other words: "If no joysticks found, let's pretend that we have one for player1 (and let's see if fba2x.cfg has some configs to control player1 with a keyboard)."
The problem is that in this scenario (no joysticks), there is no way to control player2, even if the user has a properly configured fba2x.cfg to control player2 with the same keyboard as the player1.
If we replace the line 286 with
joyCount=2;
, pifba will understand that there is a minimum of 2 players.In other words: "If no joysticks found, let's pretend that we have two, for player1 and player2 (and let's see if fba2x.cfg has some configs to control player1 and player2 with a keyboard)."
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@BuZz said in Has anyone got a keyboard working for Player 2 in PiFBA?:
I've not tested it myself with pifba - but it will work with lr-fba-next with two keyboard inputs set up for plasyer1/player2 in /opt/retropie/configs/all/retroarch.cfg - on a rpi2 the lr-fba-next is the better emulator and supports many more games.
Wait, waa...? Just had a sift through .../retroarch.cfg again and looks to have keyboard 2 set up and active (works okay in mame4all) but doesnt work for me in lr-fba-next. Or does this need to be edited to something bespoke @BuZz? Any help would be fantastic been trying to get this working for a good while.
Thanks in advance.
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@rbaker I would like to know if now you have your keyboard working for player2 in PiFBA. I did it for you, dude! :-)
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@meleu Hi, still waiting to try it because my machine is currently in school as a final week treat for the kids I teach. When the machine comes home it'll be the first thing I do! I'll let you know for sure when I do the update. Thanks.
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Anyone made any progress on this issue? Thanks
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@TheStrayMongrel said in Has anyone got a keyboard working for Player 2 in PiFBA?:
Anyone made any progress on this issue? Thanks
I did. I can control 2 players with only one keyboard.
Look here what happened:
https://retropie.org.uk/forum/topic/1914/has-anyone-got-a-keyboard-working-for-player-2-in-pifba/9If you update your pifba from source you'll get it! ;-)
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@meleu Ah fantastic. Sorry to ask when I'm sure is elementary to most but how do I "update pifba from source", run a shell command I assume? Thanks heaps for all the help.
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Excellent, thanks @meleu will give that a go.
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I assume this is not going to get lr-fba-next working with two players on one keyboard though @meleu ? Thats what I'm really after as SF3 and SFA wont work in piFBA.
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@TheStrayMongrel lr-fba-next already works on one keyboard because it's a "lr" core and therefore uses your universal retroarch config so there shouldn't be any issues.
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@meleu I just updated from Source but no luck for me. Any chance you could post your fba2x.cfg? Here is mine:
[Keyboard] # Get codes from /usr/include/SDL/SDL_keysym.h A_1=306 B_1=32 X_1=308 Y_1=120 L_1=122 R_1=304 START_1=49 SELECT_1=53 LEFT_1=276 RIGHT_1=275 UP_1=273 DOWN_1=274 QUIT=27 #player 2 keyboard controls, disabled by default A_2=97 B_2=115 X_2=113 Y_2=107 L_2=105 R_2=119 START_2=114 SELECT_2=102 LEFT_2=100 RIGHT_2=103 UP_2=114 DOWN_2=102
Player 1 works perfectly. Am I missing something when deciding on codes from SDL_keysym.h?
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@rbaker said in Has anyone got a keyboard working for Player 2 in PiFBA?:
@TheStrayMongrel lr-fba-next already works on one keyboard because it's a "lr" core and therefore uses your universal retroarch config so there shouldn't be any issues.
Hmm okay, will have to look further into it. Might have ballsed it up by using the Adafruit keyboard utility from the start.
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@TheStrayMongrel Pretty similar to mine, so it should work:
# 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 = "alt" input_player1_b = "ctrl" input_player1_y = "space" input_player1_x = "x" input_player1_start = "num1" input_player1_select = "num5" input_player1_l = null input_player1_r = null input_player1_left = "left" input_player1_right = "right" input_player1_up = "up" input_player1_down = "down" input_player2_a = "s" input_player2_b = "a" input_player2_y = "q" input_player2_x = "k" input_player2_start = "num2" input_player2_select = "num6" input_player2_l = null input_player2_r = null input_player2_left = "d" input_player2_right = "g" input_player2_up = "r" input_player2_down = "f"
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@rbaker
I tested with this file:
https://raw.githubusercontent.com/RetroPie/pifba/76ef8cc7c093db4c1150e4e1eeee24f860f53935/fba2x.cfg.templateDo you have 2 controllers? If so, try to start pifba with the keyboard AND two or more controllers plugged. Ignore the controllers and test two players on keyboard.
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@meleu Thanks!
ok, so I tried this:
Start PiFBA with keyboard in AND IPac connected. P1 disabled on Keyboard - only IPac works!
then
Remove IPac and use only Keyboard for everything. Only P1 works and pressing zero brings up FPS! Pressing 5 to start P2 does nothing. I configured the keyboard using Autodetect and have not configured anything else. I used the template but no player 2. I updated from Source. Next I'm going to try a fresh install.
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