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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

    Zdoom and Gampad Fully Working in MENU with NO KEYBOARD

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    • 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      I was just reading the ZDoom Controls section from here and realised it was out of date.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
            • P
              Protocultor @zerosaber75
              last edited by

              @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.

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              • O
                OldSchool @bassybeats
                last edited by

                @bassybeats

                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.

                1 Reply Last reply Reply Quote 0
                • RapidEdwin08R
                  RapidEdwin08 @Protocultor
                  last edited by

                  @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.

                  Raspberry Pi B, Pi B+, Pi2 B, Pi3 B, Pi3 B+, Pi Zero W, Pi4 (4GB/8GB), Pi5 (8GB/16GB), Pi Zero 2 W, GPi V1, minisforum GK50 / RetroPie 4.8.x

                  P 1 Reply Last reply Reply Quote 0
                  • P
                    Protocultor @RapidEdwin08
                    last edited by

                    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 :)

                    mituM 1 Reply Last reply Reply Quote 0
                    • mituM
                      mitu Global Moderator @Protocultor
                      last edited by

                      @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.

                      RapidEdwin08R 1 Reply Last reply Reply Quote 1
                      • RapidEdwin08R
                        RapidEdwin08 @mitu
                        last edited by RapidEdwin08

                        @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/file

                        https://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

                        Raspberry Pi B, Pi B+, Pi2 B, Pi3 B, Pi3 B+, Pi Zero W, Pi4 (4GB/8GB), Pi5 (8GB/16GB), Pi Zero 2 W, GPi V1, minisforum GK50 / RetroPie 4.8.x

                        mituM 1 Reply Last reply Reply Quote 0
                        • mituM
                          mitu Global Moderator @RapidEdwin08
                          last edited by

                          @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.

                          1 Reply Last reply Reply Quote 2
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