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    Goodbye fbalpha, welcome fbneo

    Scheduled Pinned Locked Moved General Discussion and Gaming
    fbalphafbneo
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    • B
      barbudreadmon @grant2258
      last edited by

      @grant2258 said in Goodbye fbalpha, welcome fbneo:

      thats a bigger issue than netplay not working. It all about perspective of usability

      I wouldn't call it a bigger issue, since it can be fixed through overrides, i would even say it's working as intended, but yeah i guess it's really annoying if you have an habit of not using the default device type, especially if you don't care about netplay in the first place.

      FBNeo developer - github - forum

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        grant2258 Banned
        last edited by grant2258

        Well its not about not caring about netplay its about your controls not working right in the first place. Netplay isint going to matter if your controller isint setup right just making users aware of potential problems.

        I think i might have a way round this for myself at least you can still use the
        RETRO_API void retro_set_controller_port_device(unsigned port, unsigned device); with the variables set in your core options this will stop other cores over riding them or conflicting with them it is avoidable

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        • dankcushionsD
          dankcushions Global Moderator @grant2258
          last edited by dankcushions

          @grant2258 said in Goodbye fbalpha, welcome fbneo:

          There some issues with the input system. Lets show you an example you start fbneo and want to set a lightgun up so you goto quick menu->controllers=>port 2 controls->device type and choose lightgun close the core load it up again you'll see its set right so you think great that cores set up lets play some nes games.

          load any nes game with FCEUMM go to quick menu->controllers=>port 2 controls-> look at the device type it says unknown so after scratching your head as to why you set it too zapper close the core load it again all is well. So you thinking no biggie i just had to set it.

          nope load fbneo again and look at port2 whats it say now? unknown why oh why are cores saving this in the global config when ever you set one you knock another one out.

          not a problem in retropie. we don't save to the global config by default (save on exit is turned off), and our supported way of saving core remapping overrides is this: https://github.com/RetroPie/RetroPie-Setup/wiki/RetroArch-Configuration#core-input-remapping

          i just tested it with your scenario and it works fine... fceumm = zapper, fbn = retropad (default).

          G RiverstormR 2 Replies Last reply Reply Quote 1
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            barbudreadmon @grant2258
            last edited by

            @grant2258 said in Goodbye fbalpha, welcome fbneo:

            Well its not about not caring about netplay its about your controls not working right in the first place

            Well, idk if it's like this for lots of other cores, but FBNeo will use default mapping if it doesn't recognize the provided device type, so it shouldn't be a major issue here.

            FBNeo developer - github - forum

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              grant2258 Banned @dankcushions
              last edited by grant2258

              @dankcushions said in Goodbye fbalpha, welcome fbneo:

              not a problem in retropie.

              Well that because you guys made some sane choices. Unfortunately will be problematic if turned on is something worth keeping in mind if users have these issues in the future!

              the values are save a input_libretro_device_px where x is the number for helping with issues in the future.

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                grant2258 Banned @barbudreadmon
                last edited by grant2258

                @barbudreadmon said in Goodbye fbalpha, welcome fbneo:

                Well, idk if it's like this for lots of other cores, but FBNeo will use default mapping if it doesn't recognize the provided device type, so it shouldn't be a major issue here.

                Its not something thats ideal its is annoying and not obvious how to fix without clarity. Cores will need handle it per core basis when saving the global config is on is all maybe. I would say it more of an RA issue unless its intended to be core wide. I dont think remaps should be going in to controller devices in the first place.

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                • RiverstormR
                  Riverstorm @dankcushions
                  last edited by

                  @dankcushions said in Goodbye fbalpha, welcome fbneo:

                  not a problem in retropie. we don't save to the global config by default (save on exit is turned off), and our supported way of saving core remapping overrides is this: https://github.com/RetroPie/RetroPie-Setup/wiki/RetroArch-Configuration#core-input-remapping

                  Probably not worth a new topic but a quick note. The "Retroarch Controls Cheat-Sheet" looks very useful but it's entirely to small to read the fine print in the flow chart boxes (white on blue).

                  The image does look nice and neat staying in the narrow margins, conforming to the page layout, but as far as practicality it's a bit small running Chrome at 1920x1200. You have to scale up to 125-150% to make it readable. If it could be clicked to make it full size it would be very helpful. The rest of the controller diagrams are a fantastic size and quite readable.

                  IanDaemonI 1 Reply Last reply Reply Quote 0
                  • IanDaemonI
                    IanDaemon @Riverstorm
                    last edited by IanDaemon

                    @Riverstorm Depending on browser, you may be able to right click and "open in new tab" or something similar. Then it's up to the browser how it defaults to showing you a large image. In Chrome I get a magnifying glass that I can zoom in and out.

                    https://github.com/RetroPie/RetroPie-Setup/wiki/RetroArch-Configuration#core-input-remapping

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                    • RiverstormR
                      Riverstorm
                      last edited by

                      @IanDaemon - Thanks for the tips. I do have to zoom in a bit to get a good read on that cheat sheet. I suppose the lion's share of the demographic here is more than likely middle age and older so these ol' peepers can use all the help they can get! ;)

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                        grant2258 Banned @Riverstorm
                        last edited by

                        Found another thing in the control system I loaded after burner and went to the dpad to map the analog axis there. its saying up/down + and up/ down - instead of up or down.

                        Would I be right in assuming that libretro only lets you set one label in the retro_input_descriptor and adds a + or - to it?

                        { INDEX, RETRO_DEVICE_ANALOG, RETRO_DEVICE_INDEX_ANALOG_LEFT,   RETRO_DEVICE_ID_ANALOG_X,   "Left Analog X"},
                        
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                          barbudreadmon @grant2258
                          last edited by

                          @grant2258 said in Goodbye fbalpha, welcome fbneo:

                          Would I be right in assuming that libretro only lets you set one label in the retro_input_descriptor and adds a + or - to it?

                          Yes, you map one axis in code then the remapping system will split it into 2 entries by adding +/- to the label.

                          FBNeo developer - github - forum

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                          • H
                            hermit
                            last edited by

                            @barbudreadmon
                            Hello
                            there are some games (such as DownTown / Mokugeki) where you need to press the 3 key to rotate the character.
                            sometimes it is very complex to use this maneuver.
                            there are some modified roms, but sometimes they are not the version / language that interests me
                            is it possible to create something at the software level to rotate the character with the classic directions? thanks

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                            • B
                              barbudreadmon @hermit
                              last edited by

                              @hermit said in Goodbye fbalpha, welcome fbneo:

                              is it possible to create something at the software level to rotate the character with the classic directions

                              Like pressing the button 3 at all times ? That would be possible, but i won't turn the input code into an ugly mess for this.
                              You can also use an "analog" hack (i.e find a mean to press the button physically at all time, like adhesive ?) or remap it where it'll be easier to press for you.

                              FBNeo developer - github - forum

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                                grant2258 Banned
                                last edited by

                                It a rotary game like midnight resistance / ikari warriors / it needs the dial mapped in the driver though by the looks of it is just mapped to one button for some reason

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                                • arcadez2003A
                                  arcadez2003 @hermit
                                  last edited by arcadez2003

                                  @hermit said in Goodbye fbalpha, welcome fbneo:

                                  @barbudreadmon
                                  Hello
                                  there are some games (such as DownTown / Mokugeki) where you need to press the 3 key to rotate the character.
                                  sometimes it is very complex to use this maneuver.
                                  there are some modified roms, but sometimes they are not the version / language that interests me
                                  is it possible to create something at the software level to rotate the character with the classic directions? thanks

                                  You might want to try the joystick hack version of DownTown romname downtownj, it's alot easier to play i think FBN supports it, there are quite a few
                                  rotary games hacked to work this way you should seek em out if you dont like the original control method i know i dont.

                                  Arcade Addict

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                                  • theissdevT
                                    theissdev
                                    last edited by

                                    I'm trying to get powerdrift working w/ a spinner. Google suggests turning off autocenter via a dialog in the standalone, but there doesn't seem to be any equivalent (that i can find) in lr-fbneo. Is there a line I can add to a config file to do it? Thanks!

                                    Cocktail Cab Project - https://retropie.org.uk/forum/topic/23763/cocktail-cab-project?_=1592408967951

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                                      barbudreadmon @theissdev
                                      last edited by

                                      @theissdev what's your issue exactly ?

                                      FBNeo developer - github - forum

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                                      • theissdevT
                                        theissdev
                                        last edited by

                                        @barbudreadmon I've got a cab built w/ a spinner, trackball and joys/buttons. Spinner and trackball are going through an opti-pac. Everything else is going through an ipac4.

                                        For driving games like pdrift and abcop where you want the spinner for the "wheel", I've found that I have to set the input to mouse (non-full control) to get it to register. Then the spinner and the buttons all work great, except that autocenter is enabled and I can't figure out how to turn that off. Doesn't seem to be anything exposed for it.

                                        Could very well be the fact that I've got it set to mouse (which you'd think would be autocenter being a mouse) and I need to figure out the "right" way to call out the spinner (which I've changing the device index to no avail).

                                        Thanks for your help!

                                        Cocktail Cab Project - https://retropie.org.uk/forum/topic/23763/cocktail-cab-project?_=1592408967951

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                                        • B
                                          barbudreadmon @theissdev
                                          last edited by

                                          @theissdev ok, i guess having auto-center for a spinner doesn't make sense indeed, however there is currently no way in fbneo's codebase to disable autocenter if device is set to mouse, that would be only possible for analog joystick, is there a way to register a spinner as such ? Or is it stuck to being registered as a mouse ?

                                          FBNeo developer - github - forum

                                          theissdevT 1 Reply Last reply Reply Quote 0
                                          • theissdevT
                                            theissdev @barbudreadmon
                                            last edited by

                                            @barbudreadmon I'm not sure. I'll mess around w/ it some more and see what i can work out. I just hit on that google post about getting pdrift to work w/ the autocenter setting in the standalone dialog and was wondering if there was a line i could stick in the config to set it. I'll let you know if i figure a different way. Of course as I was replying earlier about having to set it to mouse, I was like "ohhh....". Haha. Thanks for your help!

                                            Cocktail Cab Project - https://retropie.org.uk/forum/topic/23763/cocktail-cab-project?_=1592408967951

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