Zdoom and Gampad Fully Working in MENU with NO KEYBOARD
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@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.
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@Protocultor cool i think that i might be able to handle
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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. -
@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. -
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I was just reading the ZDoom Controls section from here and realised it was out of date.
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@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).
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@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. -
@Protocultor How can one port the gamepad fixes to the newer versions of LZDoom for themselves?
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@zerosaber75 by making these changes :
https://github.com/protocultor/gzdoom/commit/8ba7e49184c2be58c0ad03a7602dcd2c4b0ff6fd
AFAIK some files may have changed directory, but their names and contents remain the same, so by applying these changes you're good to go.
But that's the easy part. The complicated part is what you need to do first, what you were asking me to do: to make the latest (or at least, later) LZDoom compile and run on a RPi, and hoping it will run on a decent speed. Last time I checked, it asked for a sound library that didn't work (for me). That's were I understood why the people in Retropie chose an older tag to publish; it is less messy with the required libraries. -
How did you get brutal doom to work with lzdoom, if you don't mind me asking ? Or is there a page you could link with instructions? I swear I've been googling and working on this for hours and I just can't understand what to do. I had brutal doom, sigil, all that working fine on zdoom on the Pi 3, but with lzdoom and the Pi 4 it's just not making sense to me. Thanks in advance for any help you can give.
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@protocultor and @RetroS3xual Thanks for all your work on this! It's been a while since I checked back here, and I'm happy too see how much this community has achieved. Maybe we can get this ball rolling again.
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Hello @RapidEdwin08! I think the ball has rolled all the way, since these changes are now officially part of GZDoom:
https://github.com/coelckers/gzdoom/pull/1163
About the instructions in https://retropie.org.uk/forum/post/216941, I've recreated my branch to mirror the 3.86a tag, and updated some of the instructions to make them work for that tag.
I don't think there is anything else to do now, since it seems even the later LZDoom versions have my changes now, but they appear after the 3.86a tag, which is the last that supports the Pis.
Still, it's good to know that the gamepad will no longer be a problem for *nix users, not even on MacOS. To me, it's a solved issue.
Again, thanks for the initial push of the ball :) -
@protocultor said in Zdoom and Gampad Fully Working in MENU with NO KEYBOARD:
I don't think there is anything else to do now, since it seems even the later LZDoom versions have my changes now, but they appear after the 3.86a tag, which is the last that supports the Pis.
It looks like later LZDoom versions have retained the GL2 compatibility needed for the Pi, so we will update it in RetroPie to the latest 3.87c release. The version should include your code for the gamepad improvements.
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@mitu What else could be done at this point?
Updating was really the only thing at first...
But then after testing, I thought Out-of-the-Box Joypad mappings could be improved.
I've tested many Joypads ranging from N64, PSX, PS3/PS4, Xbox0G,Xbox360, even the PS3/4 MK Fighting Pad (Sega Style) with D-Pad Only.
I since updated the defbinds file to included a Good amount of Joypad Mappings for 10 Buttons or More.For now I only made the first 2Axis for Turning(Yaw) and Moving(Forward), to avoid the looking Up issue with certain Joypads like PS3/PS4.
But there are a few 'if else' scenarios that could be updated IMO to to accomodate for all Joypads depending on Axis#.
Here's what I've found in testing the Axis Settings that are ideal for each Joypad, and the File I believe could be updated.gzdoom-3.87c/src/posix/sdl/i_joystick.cpp
// Single Analog Stick N64 Joypad
if NumAxes == 2 {JOYAXIS_Yaw, JOYAXIS_Forward};// Some Joypad has x3 Axis?
if NumAxes == 3 {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_Yaw};// Joypad with Dual Analog Sticks Xbox
if NumAxes == 4 {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_Yaw, JOYAXIS_Pitch};// Joypad with Dual Analog Sticks PS3/PS4
if NumAxes >= 5 {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_None, JOYAXIS_Yaw, JOYAXIS_Pitch};As a bonus, the Sensitivity on any Axis after the first 2 could be lowered to .75 give or take.
I've been testing v3.87c on Pi and updated it already based on the changes accumulated since 3.86a.
I also added a few Minor tweaks specific to rPi.
Here is the link for the lzdoom v3.87c RetroPie Setup Script Replacement files:
https://www.mediafire.com/file/8z07vzribuqmgec/RetroPie-Setup_lzdoom-387c-PiJoySDL_20210212.zip/filehttps://github.com/RapidEdwin08/sijl
Just replace the files in your Retropie Setup Directory:
~RetroPie-Setup/scriptmodules/ports/lzdoom.sh
~RetroPie-Setup/scriptmodules/ports/lzdoom/01_rpi_fixes.diff
Optional Packages -> Update from Source -
@rapidedwin08 said in Zdoom and Gampad Fully Working in MENU with NO KEYBOARD:
@mitu What else could be done at this point?
I'll do a PR with the new version changes and see what defaults we can set for the joypad when installing, via configuration.
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