Zdoom and Gampad Fully Working in MENU with NO KEYBOARD
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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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