Custom Mega-Drive Controls
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@annomatik Please re-read and understand what I've said earlier.
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Thanks, that doesn't seem to work either. Am I doing this right?
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Cogs -> Input -> User 1 Binds -> User 1 A -> Set to "5".
Result: Works as it should in current game session -
Quick Menu -> Controls -> Save Core Remap File
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Quick Menu -> Resume
Results: Works as it should in current game session (No Reset!) -
Select + Start to exit game
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Start Aladdin again
Result: Settings not saved, Shooting Apples with "X" again.
So, when I go to Cogs -> Input -> User 1 Binds -> User 1 A, it says "3" again. Not 5.
It doesn't save either :-(
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@annomatik said in Custom Mega-Drive Controls:
It doesn't save either :-(
Can you check if your remap is saved ? Should be in
\\retropie\configs\megadrive
(a.rmp
file). -
There is a file in configs/megadrive/PicoDrive, but only there. It's called "PicoDrive.rmp" and contains:
input_libretro_device_p1 = "1"
input_libretro_device_p2 = "1"
input_libretro_device_p3 = "1"
input_libretro_device_p4 = "1"
input_libretro_device_p5 = "1"
input_player1_analog_dpad_mode = "0"
input_player2_analog_dpad_mode = "0"
input_player3_analog_dpad_mode = "0"
input_player4_analog_dpad_mode = "0"
input_player5_analog_dpad_mode = "0"...no Button 5. In /configs/megadrive, I only have emulators.cfg and retroarch.cfg .
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@annomatik You should remove any configuration overrides you've saved and re-do the remap. Look into
\\retropie\configs\all\retroarch\config\Picodrive
and see if you have any.cfg
files saved, then delete them. -
Yes, there was a configuration override in configs/all/retroarch/config/Picodrive , which I've removed now. My megadrive-bezel is gone now, but save of the input config still does not work (even though there's a toast telling me that it saved).
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Try removing again the
.rmp
. file and re-save again the controls remap for the core.
If that doesn't work, then post a debug log from RetroArch taken while you re-map the controls. You can enable debug logging from the runcommand launch menu; the resulting log file should be in/dev/shm/runcommand.log
- upload it to pastebin.com. -
Thanks, still not working. PicoDrive.rmp looks again like before -- the "Button 5 " config is not in there.
Here's the debug-log: https://pastebin.com/LDLXLaEh
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I don't understand why the remaps are not found, but here's how it works for me.
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Mapped the M30 controller (Switch mode) normally for ABXY, then chose
Z
for Left Shoulder andC
for Right Shoulder, and the controllerL/R
shoulder buttons I mapped to the shoulder Trigger buttons. -
Picodrive starts with this default configuration for P1 (note that on the left there are the physical button names).
- Remaped Picodrive's P1 to look closer to a 6 button MD controller:
After saving the remap for the core, this is the resulting
.rmp
file:input_libretro_device_p1 = "1" input_libretro_device_p2 = "1" input_libretro_device_p3 = "1" input_libretro_device_p4 = "1" input_libretro_device_p5 = "1" input_player1_analog_dpad_mode = "0" input_player1_btn_a = "1" input_player1_btn_l = "0" input_player1_btn_r = "8" input_player1_btn_x = "10" input_player1_btn_y = "9" input_player2_analog_dpad_mode = "0" input_player3_analog_dpad_mode = "0" input_player4_analog_dpad_mode = "0" input_player5_analog_dpad_mode = "0"
Now, this should work fine, except that Alladin's default bindings are:
- A - Throw
- B - Sword
- C - Jump
I suppose there's an alternate config in the game's options that makes C as the Throw, so that's why you say it should be used for throwing apples.
My controller
.cfg
file is here - I labeled the buttons based on the physical named to match the M30's configuration. The Select button is mapped on the left 'Star' button underStart
.You can use the controller
.cfg
and then try the.rmp
file I posted, checking in RGUI how it's mapped from the M30 buttons to the MD controls. -
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Ok thanks, kind of confusing, many layers of abstraction :-)
I tried some things. I added the input_player1_btn_a = "5" to the remap file. And then, Aladdin would duck instead of jump. So this assigns "down" to "physical button b" (in my case). After some trial and error, I found this mapping:
target "5" --> "down"
input_player1_btn_a --> physical button "B"
input_player1_btn_b --> physical button "A"
input_player1_btn_x --> physical button "Y"
input_player1_btn_y --> physical button "X"So... I might have found a bug or maybe that's just the way it is. Apparently, RetroArch is only able to configure things in the remap , if they exist in the controller config? In other words "if the button 5 is not configured in the config, it will be only available in the current session, but not for the remap file"?
For me, the solution is now -- I'm mapping "Z" to "L2" and "C" to "R2", so the shoulder buttons are shoulder buttons, and I have Z as well as C available, too.
In the config, I added
input_l2_btn = "4"
input_down_axis_label = "Z Button"
input_r2_btn = "5"
input_down_axis_label = "C Button"...which means, that I now can access the Z and C buttons as L2 and R2 (C = input_player1_btn_r2).
the "number keys" for the remap are (in my case), different than the ones in the config / used in the gui:
0 = sword
1 = throw
2 = no action
3 = start
4 = up
5 = down
6 = go left
7 = go right
8 = jump
9, 10 and higher = no actionAnd thus, in the core remap, I added
input_player1_btn_y = "10"
input_player1_btn_r2 = "1"(button X = no action, button C = throw)
And now, everything works as it should.
Thanks for your patience & support!
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@annomatik said in Custom Mega-Drive Controls:
So... I might have found a bug or maybe that's just the way it is. Apparently, RetroArch is only able to configure things in the remap , if they exist in the controller config? In other words "if the button 5 is not configured in the config, it will be only available in the current session, but not for the remap file"?
Kind of. It's not really button 5, but button who' s input code is 5. If the input code is not mapped to one of the RetroPad's buttons, then it's not available for remap.
If you modify your controller's
.cfg
file and add labels to the buttons (like I did), then you'll get rid of input codes and just see the button names in the control mapping menu - makes it easier to see which is which.
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