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

    Zdoom and Gampad Fully Working in MENU with NO KEYBOARD

    Scheduled Pinned Locked Moved Help and Support
    gamepadzdoomdoom
    49 Posts 20 Posters 9.8k 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.
    • Solid OneS
      Solid One @Protocultor
      last edited by

      @Protocultor Retropie branch? Aww crap. I hadn't specified any, so I've probably compiled the source from master branch. That explains why I haven't noticed anything different between the original binary and yours. I'll try recompiling it again later, from that branch.

      And I've tested your binaries before compiling from source on my side. However, they didn't worked on my RPi2. I got a error that seems to be related to different RPi versions. Since you got a RPi3 and I've a RPi2, I guess that's why it didn't worked. Maybe a binary compiled directly from a RPi2 such as mine would work.

      About my PS2 adapter, I would say I got lucky. I have two units of this adapter, and both are working just fine, never getting any interference issues even when I plugged four PS2 controllers in two adapters, for playing games such as Super Bomberman 4 and Mario Kart 64. However, I can confirm the different button layout, when compared to Xbox 360 controllers per example. But since most of my games in my RPi2 are emulated through RetroArch, and I've configured it through EmulationStation, everything seems just fine. I was able to even configure the left analog to move / strafe and the right analog to turn, in N64 FPS games such as Doom 64 and Duke Nukem Zero Hour, and it works just fine.

      About zdoom controller support, except for menu navigation, everything works just fine on my PS2 controllers. I can map the left analog to move / strafe, right analog to turn / aim, R2 to shoot, D-pad to change weapons / inventory, square to jump, cross to open doors, circle to crouch, and so on. I've even got to the point of configuring extra actions for mods such as Brutal Doom and Real Guns Hardcore: L2 to aim, triangle to reload, right analog stick to kick and R1 to throw grenades.

      Anyway, I'll see if I can compile it again and I'll tell you the results.

      1 Reply Last reply Reply Quote 0
      • Solid OneS
        Solid One
        last edited by Solid One

        Just recompiled it two days ago, from retropie branch instead of master. Now my controller is working like a charm. I can choose options with cross button, go back with circle button, and access main menu by pressing start. Now I can play zdoom mods only from a gamepad. Thanks!

        1 Reply Last reply Reply Quote 1
        • G
          G30FF
          last edited by

          @Protocultor Sorry to bother, but I tried to install your binary build of 2.8.12.2 on my Pi 3 B+. I started with a fresh zdoom.ini. I've tried it with two different controllers: a SNES30 Pro connected via the 8bitdo USB wireless adapter, and the SN30 Pro Wired Controller (the first registers as a PS4 controller, and the second registers as a 360 controller). I can navigate the menu, but I have two major problems:

          • On both controllers, the left thumb stick is acting as if up and right on the left thumbstick is constantly being pressed, so the menu is constantly scrolling up, and if I get into the game, I am constantly looking up and moving forward.
          • I can't open the menu while in-game.

          Is there anything I'm doing wrong? I tried building from source on the retropie branch, but I have the same results whether I build form source or download the binary build.

          P 1 Reply Last reply Reply Quote 0
          • P
            Protocultor @G30FF
            last edited by

            @G30FF I don't even know how to start, you are the first person that describes me something like it. One question: does this situation happen in-game with the original executable (without my changes)?

            1 Reply Last reply Reply Quote 0
            • Solid OneS
              Solid One
              last edited by Solid One

              For opening menus ingame, see here.

              About your issue with left analog stick constantly pressing up or right: It happened to me too on menu navigation, when I tested with another PS2 controller with a loose left analog stick. Zdoom allows menu navigation through left analog stick, but it's super sensitive: the minor axis movement done in the stick is detected, and it can result in the controller keeping pressing up or down constantly. It only stops when I center the analog left stick manually with my thumb. It happened both on original Zdoom, and on the binary containing the changes made by @Protocultor.

              It happened because there's no deadzone values being applied to the axes that corresponds to the left analog stick, when it's used specifically for menu navigation. There's deadzone only for other actions besides menu navigation, such as character movement per se.

              For common users, there's some solutions / workarounds for this issue:

              • Fix the looseness in the left analog stick of your controller (If there's any);
              • Try centering the left analog stick manually with your thumb, when navigating through menus;
              • Test Zdoom with another controller, by unplugging all other controls you have, and plugging only the one you're going to use.

              For developers, a possible solution would be implementing deadzone support in menu navigation (If not done yet), or allowing menu navigation not from controller axes, but controller hats (d-pad, per example).

              Similarly to what @Protocultor done in Zdoom, I'm trying to implement menu navigation in Doom Legacy, and I'm using hats for pressing up, down, left or right in the menus. For the moment, I haven't got that issue yet (besides testing with controllers with only axes and no hats, but that's another discussion).

              P 1 Reply Last reply Reply Quote 0
              • P
                Protocultor @Solid One
                last edited by

                @Solid-One thanks for the explanation, that makes a lot more sense.
                I'll mess around with the code in the next few weeks to see if I can add a fixed amount of deadzone to menu/GUI actions only. After all, they are meant to be controlled with the cursor keys; analog input is no advantage here.

                1 Reply Last reply Reply Quote 0
                • G
                  G30FF
                  last edited by G30FF

                  For the in-game issues, I want to report that it's my bad, and has nothing to do with your changes. My ZDoom analog settings were messed up, so it was registering one axis as constantly being pressed. I've fixed that and it seems to be working just fine now. I thought the issues were related because it seemed to be constantly pressing up on both the menu and in-game, but I see that wasn't the case.

                  The only issue I have remaining is with the analog on the menu, although I am able to get it to stop registering the analog presses if I move the analog stick around for a while after loading ZDoom. That however only works inconsistently.

                  Either way, please disregard my comments about the issues in-game. I did that to myself!

                  EDIT: I can consistently get the menu analog issue to stop after it starts by rotating the left analog stick in a circle. That seems to make it stop until the next load of ZDoom.

                  1 Reply Last reply Reply Quote 0
                  • C
                    corezon
                    last edited by

                    @BuZz Any chance this could get merged? It has been an open PR since April.

                    Thanks for all your hard work!

                    BuZzB 1 Reply Last reply Reply Quote 0
                    • BuZzB
                      BuZz administrators @corezon
                      last edited by

                      @corezon This will need to be revisited. We are moving to lzdoom and zdoom is being removed (it's already happened on our fkms_rpi4 development branch).

                      This is based of https://github.com/drfrag666/gzdoom - branch 3.82

                      Our fork was a temporary measure really and was only in place due to bugs with the upstream code (which I believe were possibly caused by fast-math optimisations).

                      To help us help you - please make sure you read the sticky topics before posting - https://retropie.org.uk/forum/topic/3/read-this-first

                      1 Reply Last reply Reply Quote 0
                      • B
                        bassybeats
                        last edited by

                        Did anyone end up looking back into this for lzdoom? Finally got lzdoom and brutal doom going and realised this won't work with it.

                        P O 2 Replies Last reply Reply Quote 1
                        • P
                          Protocultor @bassybeats
                          last edited by Protocultor

                          @bassybeats I did. The changes in ZDoom worked with LZDoom with some slight fixes:
                          https://github.com/protocultor/gzdoom/commit/8ba7e49184c2be58c0ad03a7602dcd2c4b0ff6fd

                          Binaries for Rpi3B+:
                          https://github.com/protocultor/gzdoom/releases/latest

                          The unfortunate issue is that there's no actual repository for the RPi "version" of LZDoom, since the source to compile comes from a tag; there's not even a branch to work with. So I had to fork the repo and create a branch from that tag to be able to apply the changes.

                          If you have to compile it, follow these steps:

                          cd ~
                          mkdir lzdoom_joy
                          cd lzdoom_joy
                          # Clone LZDoom from my repo and branch
                          git clone https://github.com/protocultor/gzdoom.git --branch joypad_menu --depth 1
                          cd gzdoom
                          c="$(lscpu -p | grep -v '#' | sort -u -t , -k 2,4 | wc -l)" ; [ "$c" -eq 0 ] && c=1
                          # In the following, remove "-DUSE_ARMV8=On" if you're not using a Rpi3 or later model
                          cmake -DCMAKE_BUILD_TYPE=Release -DNO_GTK=On -DUSE_ARMV8=On .
                          # The following will take A LOT of time
                          make -j$c
                          # After a long wait... its backup time
                          cd /opt/retropie/ports/lzdoom
                          sudo mv brightmaps.pk3 brightmaps.pk3.BAK
                          sudo mv game_support.pk3 game_support.pk3.BAK
                          sudo mv lights.pk3 lights.pk3.BAK
                          sudo mv lzdoom.pk3 lzdoom.pk3.BAK
                          sudo mv lzdoom lzdoom.BAK
                          sudo mv soundfonts/lzdoom.sf2 soundfonts/lzdoom.sf2.BAK
                          # ...and finally, replace the installed lzdoom with what you compiled
                          sudo cp ~/lzdoom_joy/gzdoom/*.pk3 /opt/retropie/ports/lzdoom/
                          sudo cp ~/lzdoom_joy/gzdoom/lzdoom /opt/retropie/ports/lzdoom/
                          sudo cp ~/lzdoom_joy/gzdoom/soundfonts/lzdoom.sf2 /opt/retropie/ports/lzdoom/soundfonts/
                          

                          You still have to do a first-time configuration with the keyboard, at least to increase the deadzone with some gamepads.

                          Note that, if you don't have sound, you must create the file .alsoftrc in your home (~) with the following content:

                          [alsa]
                          mmap = false
                          

                          (Thanks to @RussellB for the solution to this: https://retropie.org.uk/forum/post/234245)

                          EDIT: updated instructions for the recreated branch, which is now based on 3.86a.

                          ExarKunIvE 1 Reply Last reply Reply Quote 1
                          • ExarKunIvE
                            ExarKunIv @Protocultor
                            last edited by

                            @Protocultor do we need to have the other version installed to do this? or should be be uninstalled.

                            RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
                            RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
                            Maintainer of RetroPie-Extra .

                            P 1 Reply Last reply Reply Quote 0
                            • P
                              Protocultor @ExarKunIv
                              last edited by

                              @ExarKunIv Welp, you end up replacing it, but installing LZDoom from RetroPie-Setup copies scripts to be able to run it through EmulationStation. So, if you're familiar with those you could create one by hand and avoid installing. Otherwise, just do it and replace LZDoom afterwards.

                              ExarKunIvE 1 Reply Last reply Reply Quote 1
                              • ExarKunIvE
                                ExarKunIv @Protocultor
                                last edited by

                                @Protocultor cool i think that i might be able to handle

                                RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
                                RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
                                Maintainer of RetroPie-Extra .

                                1 Reply Last reply Reply Quote 1
                                • P
                                  Protocultor
                                  last edited by

                                  I kinda got tired of this being an issue for years in every *nix platform, so I sent a pull request to GZDoom itself:
                                  https://github.com/coelckers/gzdoom/pull/1072
                                  Let's see if we can see it solved in LZDoom afterwards.

                                  ExarKunIvE 1 Reply Last reply Reply Quote 2
                                  • ExarKunIvE
                                    ExarKunIv @Protocultor
                                    last edited by

                                    @Protocultor your instructions worked great. your a life saver
                                    now i dont need to make a mapping with xboxdrv just to get the menu up.

                                    RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
                                    RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
                                    Maintainer of RetroPie-Extra .

                                    1 Reply Last reply Reply Quote 1
                                    • J
                                      joesayegh
                                      last edited by

                                      Just installed lzdoom on Retropie using the new 4.6 beta.
                                      I've got Doom up and running.
                                      It works great with an Xbox 360 controller - apart from having to use a keyboard to start a new game.
                                      Once in game I remapped all the controls based on the PS1 version of the game.
                                      i.e. Strafe left/right is left shoulder/right shoulder
                                      Weapon previous/next is left trigger/right trigger etc.

                                      Here's a snippet from the [Doom.Bindings] section of my lzdoom.ini file

                                      Joy1=+strafe
                                      Joy2=+use
                                      Joy3=+attack
                                      Joy4=+use
                                      MWheelUp=weapprev
                                      MWheelDown=weapnext
                                      MWheelRight=invnext
                                      MWheelLeft=invprev
                                      DPadUp=togglemap
                                      DPadDown=invuse
                                      DPadLeft=invprev
                                      DPadRight=invnext
                                      Pad_Start=menu_main
                                      Pad_Back=pause
                                      LThumb=crouch
                                      LShoulder=weapprev
                                      RShoulder=weapnext
                                      LTrigger=+altattack
                                      RTrigger=+attack
                                      Pad_A=+use
                                      Pad_Y=+jump
                                      Joy5=+moveleft
                                      Joy6=+moveright
                                      Joy7=togglemap
                                      Joy8=menu_main
                                      Joy12=invprev
                                      Joy13=invnext
                                      Axis1Plus=+right
                                      Axis1Minus=+left
                                      Axis2Plus=+back
                                      Axis2Minus=+forward
                                      Axis3Plus=weapprev
                                      Axis6Plus=weapnext
                                      Joy11=centerview
                                      Axis5Plus=+lookup
                                      Axis5Minus=+lookdown
                                      

                                      The only thing left is to assign "menu_forward" and "menu_backward" to the Xbox 360 controller. Is this something that's already been done and if so, is there a file(s) I need to replace please?

                                      Apologies if this has been asked previously.

                                      I was just reading the ZDoom Controls section from here and realised it was out of date.

                                      1 Reply Last reply Reply Quote 0
                                      • Z
                                        zerosaber75
                                        last edited by zerosaber75

                                        @Protocultor Can you please look into updating this fork of LZDoom for RetroPie? It is currently behind on a lot of updates and bug fixes compared to main LZDoom branch (this fork is v3.84 while the main LZDoom version is v3.86a).

                                        • https://forum.zdoom.org/viewtopic.php?t=69073#p1156726

                                        P 1 Reply Last reply Reply Quote 0
                                        • P
                                          Protocultor @zerosaber75
                                          last edited by

                                          @zerosaber75 sorry, but I'm not interested in updates, new features, and the like. My main concern was to make gamepads/joysticks to work with the Rpi and *nix platforms in general, and I've done it. I'm kinda dissappointed that my pull request was completely ignored by the people behind GZDoom, and I've decided not to spend any more time with this.
                                          In any case, my fixes are very simple to understand and apply for people interested, if you or anyone else wants to make the latest version of LZDoom work with the RPi. If anyone have any questions about my fixes, I will still gladly answer them.

                                          Z RapidEdwin08R 2 Replies Last reply Reply Quote 1
                                          • Z
                                            zerosaber75 @Protocultor
                                            last edited by

                                            @Protocultor How can one port the gamepad fixes to the newer versions of LZDoom for themselves?

                                            P 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.