RetroPie forum home
    • Recent
    • Tags
    • Popular
    • Home
    • Docs
    • Register
    • Login
    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

    HOWTO: Multiple controller configs in ScummVM + virtual kbd!

    Scheduled Pinned Locked Moved Help and Support
    sourcescummvmcontrollercompilehack
    13 Posts 5 Posters 3.0k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • stooS
      stoo @stoo
      last edited by

      I'm rebuilding ScummVM with the keymapper and virtual keyboard enabled to see if/how they work. Maybe some useful functionality is in here already but disabled. Probably not, but we'll see.

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

        @stoo Of course having a way to change bindings with the gui would be awesome. I mean I installed Amiberry again last night because they managed to get custom controls working and it is just so good to find the perfect mapping while playing.
        I also have to agree that the front end development seems to be not that important. The fact that there aren't even simple things like working themes around since they changed the theme engine is kinda sad. Also, even though I'm not really following the development very hard, but when they released version 2.0 and I was looking for the Android SDL version, I believe that someone said that he is the only maintainer of that port and that's why it will take some time to get it working.

        Yet again I'm happy enough that the game engine development is so active and that there are ways to work around the small issues. I grew up with the Lucas Arts games and in general Point and Click games is my favorite genre. I'm looking forward to play some of the recently added SCI games because there are some I missed when they were initially released. And nowadays I don't enjoy it to sit in front of my PC to play games but I like to play console games and scummvm on the Pi is just that.

        stooS 1 Reply Last reply Reply Quote 0
        • stooS
          stoo @EctoOne
          last edited by

          @ectoone I just checked the Master branch of ScummVM on Github and it looks like someone has recently started preliminary work on proper gamepad support.

          Obviously, they might never actually finish it, but the recent activity on that front gives me hope that this hack will not be needed in the nearish future.

          herb_fargusH 1 Reply Last reply Reply Quote 1
          • herb_fargusH
            herb_fargus administrators @stoo
            last edited by

            @stoo said in HOWTO: Multiple controller configs in ScummVM:

            Obviously, they might never actually finish it

            I've been pretty impressed with how extensive scummvm development is. I have high hopes for this

            If you read the documentation it will answer 99% of your questions: https://retropie.org.uk/docs/

            Also if you want a solution to your problems read this first: https://retropie.org.uk/forum/topic/3/read-this-first

            stooS 1 Reply Last reply Reply Quote 0
            • stooS
              stoo @herb_fargus
              last edited by

              @herb_fargus As I noted above, they're awesome when it comes to the engine side...

              ...the backends are slightly more hit-and-miss :P

              1 Reply Last reply Reply Quote 0
              • D
                dafioram
                last edited by

                The current scummvm master branch has a branch for SDL2 controller support (PR1088) merged in. This maps most of the buttons to keyboard+mouse functions.

                If you want to try it out you can compile from current master or wait till the next non-bug-fix release (2.1.0).

                stooS 2 Replies Last reply Reply Quote 0
                • stooS
                  stoo @dafioram
                  last edited by stoo

                  @dafioram Sounds good. Depends, of course, on:

                  1. How is button/axis mapping performed? (i.e. ES uses SDL2 but, of course, you still have to provide the controller mapping)
                  2. Is it configurable in the UI or .ini file? This is more important than actually having SDL2 controller functionality enabled.

                  I'll take a look at the branch and see what the progress is like.

                  On a semi-related note:

                  @EctoOne The built-in keymapping stuff is quite unfinished and would require a lot of work that I'm not qualified to do to make it usable in the sdl2 backend.

                  On the other hand, I enabled virtual keyboard support in ScummVM and bound a button to it in sdl-events.cpp and it works!

                  It's a little bit cumbersome, and the way it works is it simply pauses the game, displays the keyboard and you enter characters (remembering to press Return/Enter on the virtual keyboard at the end!) and when you press the green tick button it unpauses the game and sends the respective keystrokes as input.

                  It works well enough that you could use it in SCI/AGI games to enter keywords with a joypad. You can't really use it to directly control the character's movements, etc, for obvious reasons.

                  Afterthought: it would be awesome if it had a list of built-in general keywords for each game and had a rudimentary predictive engine based on them (being careful to exclude potential puzzle-spoiling words, item names, etc). This feature appears to exist in the Nintendo DS port.

                  Edit: stupid youtube embedding thing screwed up my markdown.

                  1 Reply Last reply Reply Quote 1
                  • stooS
                    stoo @dafioram
                    last edited by

                    @dafioram Lol, I only just now realised you're the same guy from the ScummVM forums where I mentioned the vkbd speed bug. /wave

                    1 Reply Last reply Reply Quote 0
                    • F
                      Freakadude
                      last edited by

                      Hey,

                      I just did this tutorial and built and installed from source twice after making said adjustments and my PS3 controller STILL is using the default mappings. What am i missing here? Do i need to first remove previous existing installed Scummvm by retropie before doing this one or what is the thing i am missing?

                      Cheers

                      1 Reply Last reply Reply Quote 0
                      • F
                        Freakadude
                        last edited by

                        Nevermind i figured it out. The guide dosen't it make it noob clear that after you have built your own version you still have to actually move the binary to the appropriate folder but as i said in the end i figured it out :)

                        1 Reply Last reply Reply Quote 0
                        • First post
                          Last post

                        Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.

                        Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.