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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

    snes9x-rpi controls broken? Retroflag Gpi

    Scheduled Pinned Locked Moved Help and Support
    snes9x-rpisnes9xcontrollerkeyboardsource code
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    • S
      spud11 @SinisterSpatula
      last edited by

      @SinisterSpatula I think this is a very good idea. Whatever is ultimately easiest for you in designing the code and updating it is definitely the way to go. You've really helped (and are continuing to help) the GPi community which is great.

      The only thing I'm wondering about is whether using the alternate D-pad method permanently will require people to press the SELECT+DPAD LEFT before they start any game and then switch back to the "normal" method after exiting the game. I stress I didn't need to do that with the vice code I've used so hopefully it won't be the case. It'd be really great if the whole thing winds up completely seamless.

      RetroPie v4.4.1 • RPi3 Model B • 5.1V 2.5A PSU • 32GB SanDisk Extreme microSD • 2TB Toshiba Canvio Basics Portable USB 3.0 hard drive • 4 x DragonRise USB Arcade joysticks • 2 x TurboTwist spinners • 1 x USB trackball • 1 x PS4 wireless • 1 x 8BitDo Zero

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        SinisterSpatula @spud11
        last edited by

        @spud11 Yes it should be seamless, basically, you set the dpad mode once and leave it. Emulationstation will have it's inputs using that mode and so will all the Lr-cores (because they use what emulationstation uses). One thing that is doing my head in, and maybe you can help with, is.. I saw your --ui-axismap X1=KEY_A:KEY_D,Y1=KEY_S:KEY_W \ and that's exactly what I needed to start using the new d-pad mode. It works wonderfully! But now I'm wondering how do this for my more complex uses of the D-pad, like Duke Nukem 3D for example, where before I was able to do a modifier button + dpad to give it an alternate mapping. My old way using the other d-pad mode was to do this (looking at Duke mapping):

        #Duke Nukem
        if [ "$2" = "eduke32" ]
        then
            sudo /opt/retropie/supplementary/xboxdrv/bin/xboxdrv \
            --evdev /dev/input/by-id/usb-RetroFlag_GPi_Case_RetroFlag_01-event-joystick \
            --detach-kernel-driver \
            --silent \
            --force-feedback \
            --deadzone-trigger 15% \
            --deadzone 4000 \
            --mimic-xpad \
            --dpad-as-button \
            --no-extra-events \
            --evdev-absmap ABS_X=x1,ABS_Y=y1,ABS_RX=x2,ABS_RY=y2,ABS_Z=lt,ABS_RZ=rt \
            --evdev-keymap BTN_SOUTH=a,BTN_EAST=b,BTN_NORTH=x,BTN_WEST=y,BTN_TL=lb,BTN_TR=rb,BTN_THUMBL=tl,BTN_THUMBR=tr,BTN_MODE=guide,BTN_SELECT=back,BTN_START=start,BTN_TRIGGER_HAPPY3=du,BTN_TRIGGER_HAPPY4=dd,BTN_TRIGGER_HAPPY1=dl,BTN_TRIGGER_HAPPY2=dr \
            --evdev-absmap ABS_HAT0X=dpad_x,ABS_HAT0Y=dpad_y \
            --ui-buttonmap x=KEY_RIGHTCTRL,a=KEY_E,b=KEY_SPACE,y=KEY_LEFTSHIFT,lb=KEY_A,rb=KEY_D,a+lb=KEY_SEMICOLON,a+rb=KEY_APOSTROPHE,lb+rb=KEY_LEFTCTRL,rb+lb=KEY_LEFTCTRL \
            --ui-buttonmap start=KEY_ENTER+KEY_M,back=KEY_ESC,back+start=KEY_F10 \
            --ui-buttonmap du=KEY_UP+KEY_W,du+a=rel:REL_Y:-5:5,a+du=rel:REL_Y:-5:5,dd=KEY_DOWN+KEY_S,dd+a=rel:REL_Y:5:5,a+dd=rel:REL_Y:5:5,dl=KEY_LEFT,dr=KEY_RIGHT \
            --ui-buttonmap start+y=KEY_J,start+b=KEY_N,start+x=KEY_H,start+a=KEY_TAB \
        &
        fi
        

        Any idea what that might look like with the new d-pad mode?

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        • S
          SinisterSpatula
          last edited by SinisterSpatula

          By the way, du+a and a+du looks repetitive, but I actually found it works better, because this way it does not matter if the player pushed A first, or direction up first. Both ways get the "shifted output".

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          • S
            SinisterSpatula
            last edited by

            Oh, I probably should mention also, regarding your "will it be seamless question", I don't leave xboxdrv running all the time. It's disabled in retropie setup, so it does not start on boot. I start it up during the runcommand-onstart, and I kill it during runcommand-onend. This way it does not conflict with emulation station, or lr-cores. You might have already guessed this, but just in case, I thought I should explain that.

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              spud11 @SinisterSpatula
              last edited by

              @SinisterSpatula said in snes9x-rpi controls broken? Retroflag Gpi:

              Oh, I probably should mention also, regarding your "will it be seamless question", I don't leave xboxdrv running all the time. It's disabled in retropie setup, so it does not start on boot. I start it up during the runcommand-onstart, and I kill it during runcommand-onend. This way it does not conflict with emulation station, or lr-cores. You might have already guessed this, but just in case, I thought I should explain that.

              Yes, that is how I do things too. Thanks for confirming.

              In relation to the modifier+dpad scenario and whether something similar can be done with axis mode, I'll think about that, but I'll need to do that after work, so it might be 6 or 7 hours before I get to it.

              RetroPie v4.4.1 • RPi3 Model B • 5.1V 2.5A PSU • 32GB SanDisk Extreme microSD • 2TB Toshiba Canvio Basics Portable USB 3.0 hard drive • 4 x DragonRise USB Arcade joysticks • 2 x TurboTwist spinners • 1 x USB trackball • 1 x PS4 wireless • 1 x 8BitDo Zero

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              • S
                SinisterSpatula
                last edited by

                No worries! :) I'm reading the holy bible of xboxdrv (https://xboxdrv.gitlab.io/xboxdrv.html) and it does look like axismap supports combo keys, so I think I'm in luck. I'll update here once I figure this out. :D

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                • S
                  spud11 @SinisterSpatula
                  last edited by

                  @SinisterSpatula That is very good. That's where I was going to head to as well this evening and also to this thread for ideas:
                  https://retropie.org.uk/forum/topic/2861/guide-advanced-controller-mappings

                  RetroPie v4.4.1 • RPi3 Model B • 5.1V 2.5A PSU • 32GB SanDisk Extreme microSD • 2TB Toshiba Canvio Basics Portable USB 3.0 hard drive • 4 x DragonRise USB Arcade joysticks • 2 x TurboTwist spinners • 1 x USB trackball • 1 x PS4 wireless • 1 x 8BitDo Zero

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                  • S
                    SinisterSpatula @spud11
                    last edited by

                    @spud11 I got it!!! Yay! :D This works perfectly:

                    #Duke Nukem
                    if [ "$2" = "eduke32" ]
                    then
                        sudo /opt/retropie/supplementary/xboxdrv/bin/xboxdrv \
                        --evdev /dev/input/by-id/usb-RetroFlag_GPi_Case_RetroFlag_01-event-joystick \
                        --detach-kernel-driver \
                        --silent \
                        --force-feedback \
                        --deadzone-trigger 15% \
                        --deadzone 4000 \
                        --mimic-xpad \
                        --dpad-as-button \
                        --no-extra-events \
                        --evdev-absmap ABS_X=x1,ABS_Y=y1,ABS_RX=x2,ABS_RY=y2,ABS_Z=lt,ABS_RZ=rt \
                        --evdev-keymap BTN_SOUTH=a,BTN_EAST=b,BTN_NORTH=x,BTN_WEST=y,BTN_TL=lb,BTN_TR=rb,BTN_THUMBL=tl,BTN_THUMBR=tr,BTN_MODE=guide,BTN_SELECT=back,BTN_START=start,BTN_TRIGGER_HAPPY3=du,BTN_TRIGGER_HAPPY4=dd,BTN_TRIGGER_HAPPY1=dl,BTN_TRIGGER_HAPPY2=dr \
                        --evdev-absmap ABS_X=dpad_x,ABS_Y=dpad_y \
                        --ui-buttonmap x=KEY_RIGHTCTRL,a=KEY_E,b=KEY_SPACE,y=KEY_LEFTSHIFT,lb=KEY_A,rb=KEY_D,a+lb=KEY_SEMICOLON,a+rb=KEY_APOSTROPHE,lb+rb=KEY_LEFTCTRL,rb+lb=KEY_LEFTCTRL \
                        --ui-buttonmap start=KEY_ENTER+KEY_M,back=KEY_ESC,back+start=KEY_F10 \
                        --ui-buttonmap start+y=KEY_J,start+b=KEY_N,start+x=KEY_H,start+a=KEY_TAB \
                        --ui-buttonmap du=KEY_UP+KEY_W,du+a=rel:REL_Y:-5:5,a+du=rel:REL_Y:-5:5,dd=KEY_DOWN+KEY_S,dd+a=rel:REL_Y:5:5,a+dd=rel:REL_Y:5:5,dl=KEY_LEFT,dr=KEY_RIGHT \
                    &
                    fi
                    
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                      SinisterSpatula @SinisterSpatula
                      last edited by

                      Now I'm wondering if it's better to do an axismap or if I should stick with this method (no axismap). I'm leaning toward no axismap because buttonmap seems to be more flexible, or allows more complexity. (or so it seems, I could be wrong)

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                      • S
                        SinisterSpatula
                        last edited by

                        It turns out all I had to change was just one line. All of my mappings just needed this:

                        --evdev-absmap ABS_HAT0X=dpad_x,ABS_HAT0Y=dpad_y \
                        

                        Changed to

                        --evdev-absmap ABS_X=dpad_x,ABS_Y=dpad_y \
                        

                        Literally the only change needed.

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                          spud11 @SinisterSpatula
                          last edited by

                          @SinisterSpatula Very well done.

                          Is it possible to combine the two? eg --dpad-as-button \ and --trigger-as-button \ plus, for example, --ui-axismap X1=KEY_A:KEY_D,Y1=KEY_S:KEY_W \ and --evdev-absmap ABS_HAT0X=dpad_x,ABS_HAT0Y=dpad_y \ etc?

                          If not, my recollection is that mediamogul had figured out a way of having 2 separate configurations which can be switched via button press.

                          RetroPie v4.4.1 • RPi3 Model B • 5.1V 2.5A PSU • 32GB SanDisk Extreme microSD • 2TB Toshiba Canvio Basics Portable USB 3.0 hard drive • 4 x DragonRise USB Arcade joysticks • 2 x TurboTwist spinners • 1 x USB trackball • 1 x PS4 wireless • 1 x 8BitDo Zero

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                          • S
                            spud11 @SinisterSpatula
                            last edited by

                            @SinisterSpatula Excellent. My last message crossed with your's.

                            RetroPie v4.4.1 • RPi3 Model B • 5.1V 2.5A PSU • 32GB SanDisk Extreme microSD • 2TB Toshiba Canvio Basics Portable USB 3.0 hard drive • 4 x DragonRise USB Arcade joysticks • 2 x TurboTwist spinners • 1 x USB trackball • 1 x PS4 wireless • 1 x 8BitDo Zero

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                              SinisterSpatula
                              last edited by

                              Hmmm, yes that is something to experiment with for sure. Like, if we wanted to try and support whatever mode the dpad button happened to be? I'm not too sure about that. I'm thinking while that would be cool, how much use would it really be. We don't want people constantly switching their d-pad mode. They really should "set it and forget it". So all my maps are going to be consistent and based on a certain mode. I guess, if it's just that one line that changes, it could be stored as a variable at the top of the file, and used in place of the line, depending on which mode they want it to be.

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                              • S
                                spud11 @SinisterSpatula
                                last edited by

                                @SinisterSpatula You've probably tried this already, but could you have both --evdev-absmap ABS_HAT0X=dpad_x,ABS_HAT0Y=dpad_y \ and --evdev-absmap ABS_X=dpad_x,ABS_Y=dpad_y \ in the one configuration? Does it conflict?

                                RetroPie v4.4.1 • RPi3 Model B • 5.1V 2.5A PSU • 32GB SanDisk Extreme microSD • 2TB Toshiba Canvio Basics Portable USB 3.0 hard drive • 4 x DragonRise USB Arcade joysticks • 2 x TurboTwist spinners • 1 x USB trackball • 1 x PS4 wireless • 1 x 8BitDo Zero

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                                • S
                                  SinisterSpatula
                                  last edited by

                                  @spud11 said in snes9x-rpi controls broken? Retroflag Gpi:

                                  --evdev-absmap ABS_HAT0X=dpad_x,ABS_HAT0Y=dpad_y \

                                  OMG! THAT WORKS. I did not try that, I didn't think that would work but it TOTALLY DOES! I can be in game, and switch my D-pad mode and it does not miss a beat. Holy cow. That's lifechanging lol

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                                    spud11 @SinisterSpatula
                                    last edited by

                                    @SinisterSpatula Terrific! Your work here is done!!! xboxdrv really is an amazing piece of software.

                                    RetroPie v4.4.1 • RPi3 Model B • 5.1V 2.5A PSU • 32GB SanDisk Extreme microSD • 2TB Toshiba Canvio Basics Portable USB 3.0 hard drive • 4 x DragonRise USB Arcade joysticks • 2 x TurboTwist spinners • 1 x USB trackball • 1 x PS4 wireless • 1 x 8BitDo Zero

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                                    • S
                                      SinisterSpatula
                                      last edited by

                                      Hey @spud11 I got my mappings converted into that advanced fancy style (the one from the advanced xboxdrv controls author). It makes me dizzy to look at it, but it works! :) Thank you so much for your ideas, and input, truly epic advancements today :D I will see about including your vice config and seeing if I can (maybe) improve upon it. I also have openbor on my todo list (there's just a basic mapping to work with the menu's right now for that one).

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                                      • S
                                        spud11 @SinisterSpatula
                                        last edited by

                                        @SinisterSpatula That's great indeed and I'm glad I could help. I can't wait to see the next iteration you produce.

                                        The advanced mapping method with case statement really works well if you have a lot of code. My arcade machine's runcommand-onstart.sh has about 4,300 lines of code for 4 arcade joysticks, a PS4 wireless controller and an 8BitDo Zero covering about 60 systems. I also use it for all of the libretro cores too now. It doesn't miss a beat, so I reckon you're going down the right path.

                                        Going back to my GPi vice code, with a bit more testing I'm finding that it's definitely not working for every game, so I reckon your newly produced code will be more successful than mine in "universalising" the controls for the c64. Please feel free to experiment with my code of course and make any changes you think are best.

                                        RetroPie v4.4.1 • RPi3 Model B • 5.1V 2.5A PSU • 32GB SanDisk Extreme microSD • 2TB Toshiba Canvio Basics Portable USB 3.0 hard drive • 4 x DragonRise USB Arcade joysticks • 2 x TurboTwist spinners • 1 x USB trackball • 1 x PS4 wireless • 1 x 8BitDo Zero

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