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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

    PiGRRL 2 Mupen64Plus: Not able to use D-Pad as Analog!

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    • T
      TSBroich
      last edited by

      So I got my PiGRRL 2 (w/ Pi 3) handheld here, and it's a wonderful piece of hardware. The only issue I'm running into is getting the N64 emulator (Mupen64plus) to swap the D-Pad functions for Analog stick functions.

      All of the posts I've read are for those using regular controllers, but none for a PiGRRL 2. In the video plugin lr-Mupen64plus, I am able to open the Retroarch overlay, and change the controls for that particular core or rom. Sounds great, except for the fact that I cannot map the analog stick directions to D-Pad buttons in the UI. It will only let me select other directions via analog stick. So that doesn't quite help me.

      I try loading the other video plugins such as GLupenN64, and this particular problem appears to be corrected as the D-Pad now works as the analog stick. However.. Other buttons on the controller aren't configured properly and there is no way to open the Retroarch overlay to fix these misconfigurations.

      Upon reading into it (and please correct me if I'm wrong), but lr-Mupen64plus ignores the input_player1_analog_dpad_mode = "x" line, but it's entirely possible I have the wrong line of code here. I'm fairly new to this whole thing still..

      So from what I'm gathering, I need either of the following:

      • Get the lr-Mupen64plus video plugin to allow me to configure the analog stick functions to the D-Pad for that core
      • Get any of the other video plugins for Mupen64plus to allow me to open Retroarch and change the controls that are messed up

      I'd really appreciate any help you can provide. If it helps, I have access to WinSCP if I need to open any files and add lines, etc.

      Thank you!

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      • B
        Belowstupid
        last edited by

        I have the same problem I'm going to edit the mupen64plus config file to make each button do what I want for mupen64plusrice b/c it has better performance.

        type in this at the terminal: sudo nano /opt/retropie/configs/n64/mupen64plus.cfg

        then scroll down to the buttons you want to reassign and delete the button there and press the one you want on the pigrrl ( normally you'll need the keyboard to type in the "number" for the button on a regular controller, but since the pi sees the pigrrls inputs as keyboard presses you don't need to type it in) When you're done hit Ctrl and X, then it'll ask if you want to save hit Y, then hit enter to confirm.

        This page should help https://github.com/retropie/retropie-setup/wiki/Nintendo-64

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        • B
          Belowstupid
          last edited by Belowstupid

          Ok i figured it out! I put in: sudo nano /opt/retropie/configs/n64/InputAutoCfg.ini at the terminal. Then I scrolled down to the buttons I wanted to reassign.

          The thing with mupen64 is that it assigns a code to keyboard presses, so the emulator won't understand a regular keyboard press as a command. I looked up the code for the X and Y buttons on the pigrrl not x and y on the keyboard. The code to put in for the X key is 122 (so that's A on N64) and Y is 120 (B on N64). I couldn't assign the pigrrls A and B buttons because those come up as Left Ctrl and Left Alt respectively which I couldn't find a code for, so the top two buttons on the pigrll will have to do.

          Finally I hit Ctrl and x on the keyboard to exit

          http://www.vizzed.com/boards/thread.php?id=79869

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          • T
            TSBroich
            last edited by TSBroich

            So I'm assuming this set of instructions is for changing the controls for mupen64 when using one of the other video plugins correct? If so, I'll give this a go a little later this evening.

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            • B
              Belowstupid @TSBroich
              last edited by Belowstupid

              This post is deleted!
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              • T
                TSBroich
                last edited by TSBroich

                So I'm giving this a go now, and things aren't going so swimmingly. I went ahead and opened the InputAutoCfg.ini file via WinSCP, and scrolled to the bottom where I find this:

                ; USB,2-axis 8-button gamepad _START
                [USB,2-axis 8-button gamepad ]
                plugged = True
                plugin = 2
                mouse = False
                AnalogDeadzone = 4096,4096
                AnalogPeak = 32768,32768
                Mempak switch =
                Rumblepak switch =
                R Trig = button(5)
                Start = button(7)
                Z Trig = button(4)
                C Button D = button(0)
                A Button = button(1)
                C Button U = button(2)
                B Button = button(3)
                X Axis = axis(0-, 0+)
                Y Axis = axis(1-, 1+)
                ; USB,2-axis 8-button gamepad _END

                Is this what I'd edit? If so, it doesn't appear to make any difference when using the gliden64 plugin (rice results in no video output for me). No chances I make to the controls seem to have any input when in game at all.

                Also, is there no way to make changes to the B and Y buttons in mupen64? That really will break quite a few N64 games where some C buttons are required..

                Idk if this helps, but this is all I have in my mupen64plus.cfg file:

                ScreenshotPath = "/home/pi/RetroPie/roms/n64"
                SaveStatePath = "/home/pi/RetroPie/roms/n64"
                SaveSRAMPath = "/home/pi/RetroPie/roms/n64"

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                • B
                  Belowstupid @TSBroich
                  last edited by Belowstupid

                  It looks like you scrolled past the keyboard inputs. Retropie sees the buttons on the pigrrl as keyboard presses.

                  I put the c buttons on the top 3 buttons next to the screen and the select button. Not ideal but its is what it is.

                  To assign the buttons i used the configure inputs in emulation station to figure out what keypress each button was, then i used the table in the forum link i put in my second post to see what code represented which keypress. Maybe there is another table that shows the code for left-alt and left-ctrl (the A and B buttons on the pigrrl) this one doesn't.

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                  • B
                    Blackuma
                    last edited by

                    I have just got my Pigrrl parts and have only just begun my build so feel free to take my suggestion with a grain of salt. Wouldn't be easier to map analog function to the touch screen as a mouse? I know with PC emulation I do this with a few games.

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