Keyboard always defaults to player 1
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Need some help, I got everything working, accept my controller is always stuck as player 2, even if the keyboard is not plugged in. Editing to the reproach.cfg doesn't seem to help. I also have no hot keys.
Controller works fine in ES.
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This might not mean much, but when you first mapped your controls, did you map your keyboard before or after your controller?
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After.
Is there a file that I can modify to change this?
The retroarch.cfg, doesn't seem to have any effect. I've set all the inputs so player one is my PS2 controller, and the keyboard is 2. Also, hotkeys don't function on the keyboard, and initially it did before I configured the keyboard as a controller. Should I just delete the keyboard map on the retroach.cfg altogether?
This is my final step. I've set a up a few emulators now, Genesis, Nes, Dreamcast (controls don't work at all on this and I'm stuck setting the date), and Playstation. The playstation emulation is great. Can't wait to actually play some Einhander without a keyboard.
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# If desired, it is possible to override which joypads are being used for user 1 through 8. # First joypad available is 0. input_player1_joypad_index = "0" input_player2_joypad_index = "1" # input_player3_joypad_index = 2 # input_player4_joypad_index = 3 # input_player5_joypad_index = 4 # input_player6_joypad_index = 5 # input_player7_joypad_index = 6 # input_player8_joypad_index = 7 # Input device buttons. # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig. # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. # E.g. "h0up" input_player1_a_btn = "1" input_player1_b_btn = "2" input_player1_y_btn = "3" input_player1_x_btn = "0" input_player1_start_btn = "9" input_player1_select_btn = "8" input_player1_l_btn = "4" input_player1_r_btn = "5" input_player1_left_btn = "-0" input_player1_right_btn = "+0" input_player1_up_btn = "-1" input_player1_down_btn = "+1" input_player1_l2_btn = "6" input_player1_r2_btn = "7" input_player1_l3_btn = "10" input_player1_r3_btn = "11" input_player2_a = "x" input_player2_b = "z" input_player2_y = "a" input_player2_x = "s" input_player2_start = "enter" input_player2_select = "rshift" input_player2_l = "q" input_player2_r = "w" input_player2_left = "left" input_player2_right = "right" input_player2_up = "up" input_player2_down = "down"
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What USB port is the gamepad plugged into? The USB port order matters. I have not had issues after I put the gamepad in the first USB port and keyboard after that.
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@mrbwa1 said in Keyboard always defaults to player 1:
The USB port order matters.
That's a great place to start. As I remember it, the order is upper left for player one, lower left for player 2, upper right for player three, leaving lower right for player four. I would also remap the controller after switching up the order so that ES can rewrite the configs.
If that doesn't work, I have rearranged the order manually before from the Rgui after enabling the option to save configurations on exiting. If you want to try that and need me to elaborate, just let me know.
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Thanks for the help guys.
Yeah, the PS2 is in port 1 and the keyboard is in 2. I've even tried it with the keyboard not plugged in and I'm still stuck as player2. Much frustration. If I could just figure out how retroarch is seeing my inputs.
Thinking I should just delete all my inputs from retroarch.cfg and delete the twinsusbstick.cfg file and start over.
This is my second attempt with a clean image. I'm getting close now. Before I had to unplug and re plug in my controller to get the game to recognize it. Not it's recognized, but I'm stuck as player 2 and no hot keys, so I have to SSH to reboot the thing.
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If I run cd input and see what I have connect, I'm also seeing three events which I think is strange. Do you think that may have something to do with it.
event 0
event 1
event 3
js0 (keyboard, grr...)
js1 (ps2 controller)Where do the system idenify js0 and js1?
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Thank you
# If desired, it is possible to override which joypads are being used for user 1 through 8. # First joypad available is 0. input_player1_joypad_index = "0" input_player2_joypad_index = "1" # input_player3_joypad_index = 2 # input_player4_joypad_index = 3 # input_player5_joypad_index = 4 # input_player6_joypad_index = 5 # input_player7_joypad_index = 6 # input_player8_joypad_index = 7 # Input device buttons. # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig. # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. # E.g. "h0up" input_player1_a_btn = "1" input_player1_b_btn = "2" input_player1_y_btn = "3" input_player1_x_btn = "0" input_player1_start_btn = "9" input_player1_select_btn = "8" input_player1_l_btn = "4" input_player1_r_btn = "5" input_player1_left_btn = "-0" input_player1_right_btn = "+0" input_player1_up_btn = "-1" input_player1_down_btn = "+1" input_player1_l2_btn = "6" input_player1_r2_btn = "7" input_player1_l3_btn = "10" input_player1_r3_btn = "11" input_player2_a = "x" input_player2_b = "z" input_player2_y = "a" input_player2_x = "s" input_player2_start = "enter" input_player2_select = "rshift" input_player2_l = "q" input_player2_r = "w" input_player2_left = "left" input_player2_right = "right" input_player2_up = "up" input_player2_down = "down"
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You might try deleting /opt/retropie/configs/all/emulationstation/es_input.cfg, power off your Pi, unplug everything except your PS controller, power it up and it should allow you to configure the controller as if it was an new install being first powered on.
Make sure you have this line somewhere in your /opt/retropie/configs/all/retroarch.cfg to enable hotkeys. Change the value to what you want. The other hotkeys are in the same file. You might need to go through the file to verify the values sometimes they don't seem to change once they have been set.
input_enable_hotkey = "num1"
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I'll try that. This is my current hotkey configuration:
# Alternatively, all hotkeys for keyboard could be disabled by the user. #joypad input_enable_hotkey_btn = "8" #select input_exit_emulator_btn = '9" #start input_save_state_btn = "1" #A button input_load_state_btn = "2" #B button input_reset_btn = "3" #Y button input_menu_toggle_btn = "0" #X button
and here's my es_imput.cfg:
<?xml version="1.0"?> <inputList> <inputAction type="onfinish"> <command>/opt/retropie/supplementary/emulationstation/scripts/inputconfiguration.sh</command> </inputAction> <inputConfig type="joystick" deviceName="Twin USB Joystick"> <input name="pagedown" type="button" id="5" value="1"/> <input name="start" type="button" id="9" value="1"/> <input name="pageup" type="button" id="4" value="1"/> <input name="up" type="axis" id="1" value="-1"/> <input name="a" type="button" id="1" value="1"/> <input name="b" type="button" id="2" value="1"/> <input name="down" type="axis" id="1" value="1"/> <input name="right" type="axis" id="0" value="1"/> <input name="select" type="button" id="8" value="1"/> <input name="left" type="axis" id="0" value="-1"/> </inputConfig> <inputConfig type="keyboard" deviceName="Keyboard"> <input name="pagedown" type="key" id="103" value="1"/> <input name="start" type="key" id="13" value="1"/> <input name="pageup" type="key" id="102" value="1"/> <input name="up" type="key" id="1073741906" value="1"/> <input name="a" type="key" id="120" value="1"/> <input name="b" type="key" id="122" value="1"/> <input name="down" type="key" id="1073741905" value="1"/> <input name="right" type="key" id="1073741903" value="1"/> <input name="select" type="key" id="1073742053" value="1"/> <input name="left" type="key" id="1073741904" value="1"/> </inputConfig> </inputList>
Was thinking of commenting out the keyboard part to see what happens.
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@kris964 said in Keyboard always defaults to player 1:
Was thinking of commenting out the keyboard part to see what happens.
That might achieve the same effect. I was just trying to eliminate everything but one input device and if that doesn't work. You might need to start with a new image with only the PS controller. Then it has to work. :)
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@Riverstorm said in Keyboard always defaults to player 1:
You might try deleting /opt/retropie/configs/all/emulationstation/es_input.cfg, power off your Pi, unplug everything except your PS controller, power it up and it should allow you to configure the controller as if it was an new install being first powered on.
removing es_input.cfg will break auto-configuration - at least until emulationstation is reinstalled. So if removing it, it is important to reinstall emulationstation from retropie-setup menu 5
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I think I figured out my issue. For some reason retropie always thinks the keyboard is plugged in.
If I run the ls -lah (through my macs terminal) in the dev/input directory is shows the keyboard being js0 when it's not even plugged into the raspberry pi.
Do think something is actually wrong with the hardware and not the software.
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I'm not sure that a keyboard is supposed to report as js0 to begin with. Those "js#" slots are for joysticks, whereas to my understanding, keyboards should report as an event or "ev#". What make and model keyboard are you using?
Edit: When you go to set it up in "configure input" in Emulation Station, what do you see when you first press a button? Does it identify itself simply as "Keyboard" or something else?
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It's an old Dell sk-8115.
Would there be some reason it's detecting two controllers when only one is in?
Maybe it's the PS2 / usb adapter causing the issue.
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@kris964 said in Keyboard always defaults to player 1:
Maybe it's the PS2 / usb adapter causing the issue.
I can't exactly speak to that, but owning quite a few similar adapters, I have yet to test one that works perfectly with RetroPie. Two things to test though would be the thing I mentioned above about seeing if the keyboard identifies itself as "keyboard" in Emulation Station's "configure input" menu. The next would be to run jstest on js0 and see if your keyboard is in fact registering as a joystick. If we find out that it is, it opens the door to a few options, but it just really shouldn't be, so for now try the ES thing and jstest to confirm.
In case you haven't used jstest before, drop to the command line from Emulation Station using the "f4" key and run...
jstest /dev/input/js0
Press some keys to see if anything registers, then ctrl-c to exit jstest. Then return to ES by typing "emulationstation", followed by the "return" key.
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Thanks for the info.
So I ran the jstest on both js0 and js1 and they both have twinusbstick for each of them, even though only one is plugged into port 0.
Is there any reason retropie would think two are connected? I find this strange.
When I load up an Rom you can see retroarch sees #0 and then #1 and once it's fully loaded I'm always player 2, until I unplug the controller and plug in back in, sometimes it takes a few times. The controller works once it's recognized correctly.
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Here is a copy of my retroarch.cfg
## Skeleton config file for RetroArch # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ... # This will be overridden by explicit command line options. # savefile_directory = # Save all save states (*.state) to this directory. # This will be overridden by explicit command line options. # savestate_directory = # If set to a directory, Content which is temporarily extracted # will be extracted to this directory. cache_directory = "/tmp/retroarch" # Save all input remapping files to this directory. # input_remapping_directory = # Save all playlist files to this directory. # playlist_directory = # If set to a directory, the content history playlist will be saved # to this directory. # content_history_dir = # Automatically saves a savestate at the end of RetroArch's lifetime. # The path is $SRAM_PATH.auto. # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set. # savestate_auto_save = false # savestate_auto_load = true # Load libretro from a dynamic location for dynamically built RetroArch. # This option is mandatory. # Path to a libretro implementation. # libretro_path = "/path/to/libretro.so" # A directory for where to search for libretro core implementations. # libretro_directory = # A directory for where to search for libretro core information. # libretro_info_path = # Sets log level for libretro cores (GET_LOG_INTERFACE). # If a log level issued by a libretro core is below libretro_log_level, it is ignored. # DEBUG logs are always ignored unless verbose mode is activated (--verbose). # DEBUG = 0, INFO = 1, WARN = 2, ERROR = 3. # libretro_log_level = 0 # Enable or disable verbosity level of frontend. # log_verbosity = false # If this option is enabled, every content file loaded in RetroArch will be # automatically added to a history list. # history_list_enable = true # Enable or disable RetroArch performance counters # perfcnt_enable = false # Path to core options config file. # This config file is used to expose core-specific options. # It will be written to by RetroArch. # A default path will be assigned if not set. core_options_path = "/opt/retropie/configs/all/retroarch-core-options.cfg" # Path to content load history file. # RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading. # A default path will be assigned if not set. # content_history_path = # Number of entries that will be kept in content history file. # content_history_size = 100 # Sets the "system" directory. # Implementations can query for this directory to load BIOSes, system-specific configs, etc. system_directory = "/home/pi/RetroPie/BIOS" # Sets start directory for menu content browser. # rgui_browser_directory = # Content directory. Interacts with RETRO_ENVIRONMENT_GET_CONTENT_DIRECTORY. # Usually set by developers who bundle libretro/RetroArch apps to point to assets. # content_directory = # Assets directory. This location is queried by default when menu interfaces try to look for # loadable assets, etc. assets_directory = "/opt/retropie/emulators/retroarch/assets" # Dynamic wallpapers directory. The place to store the wallpapers dynamically # loaded by the menu depending on context. # dynamic_wallpapers_directory = # Boxarts directory. To store boxart PNG files. # boxarts_directory = # Sets start directory for menu config browser. # rgui_config_directory = # Show startup screen in menu. # Is automatically set to false when seen for the first time. # This is only updated in config if config_save_on_exit is set to true, however. # rgui_show_start_screen = true # Flushes config to disk on exit. Useful for menu as settings can be modified. # Overwrites the config. #include's and comments are not preserved. config_save_on_exit = "false" # Load up a specific config file based on the core being used. # core_specific_config = false #### Video # Video driver to use. "gl", "xvideo", "sdl" # video_driver = "gl" # Which OpenGL context implementation to use. # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl. # By default, tries to use first suitable driver. # video_context_driver = # Windowed x resolution scale and y resolution scale # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale) # video_scale = 3.0 # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop. # video_fullscreen_x = 0 # video_fullscreen_y = 0 # Start in fullscreen. Can be changed at runtime. # video_fullscreen = false # If fullscreen, prefer using a windowed fullscreen mode. # video_windowed_fullscreen = true # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor), # suggests RetroArch to use that particular monitor. # video_monitor_index = 0 # Forcibly disable composition. Only works in Windows Vista/7 for now. # video_disable_composition = false # Video vsync. # video_vsync = true # Forcibly disable sRGB FBO support. Some Intel OpenGL drivers on Windows # have video problems with sRGB FBO support enabled. # video_force_srgb_disable = false # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance. # video_hard_sync = false # Sets how many frames CPU can run ahead of GPU when using video_hard_sync. # Maximum is 3. # video_hard_sync_frames = 0 # Sets how many milliseconds to delay after VSync before running the core. # Can reduce latency at cost of higher risk of stuttering. # Maximum is 15. # video_frame_delay = 0 # Inserts a black frame inbetween frames. # Useful for 120 Hz monitors who want to play 60 Hz material with eliminated ghosting. # video_refresh_rate should still be configured as if it is a 60 Hz monitor (divide refresh rate by 2). # video_black_frame_insertion = false # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering. video_threaded = "true" # Use a shared context for HW rendered libretro cores. # Avoids having to assume HW state changes inbetween frames. # video_shared_context = false # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders. video_smooth = "false" # Forces rendering area to stay equal to content aspect ratio or as defined in video_aspect_ratio. # video_force_aspect = true # Only scales video in integer steps. # The base size depends on system-reported geometry and aspect ratio. # If video_force_aspect is not set, X/Y will be integer scaled independently. # video_scale_integer = false # A floating point value for video aspect ratio (width / height). # If this is not set, aspect ratio is assumed to be automatic. # Behavior then is defined by video_aspect_ratio_auto. # video_aspect_ratio = # If this is true and video_aspect_ratio is not set, # aspect ratio is decided by libretro implementation. # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set. video_aspect_ratio_auto = "true" # Forces cropping of overscanned frames. # Exact behavior of this option is implementation specific. # video_crop_overscan = true # Path to shader. Shader can be either Cg, CGP (Cg preset) or GLSL, GLSLP (GLSL preset) # video_shader = "/path/to/shader.{cg,cgp,glsl,glslp}" # Load video_shader on startup. # Other shaders can still be loaded later in runtime. # video_shader_enable = false # Defines a directory where shaders (Cg, CGP, GLSL) are kept for easy access. video_shader_dir = "/opt/retropie/emulators/retroarch/shader/" # CPU-based video filter. Path to a dynamic library. # video_filter = # Defines a directory where CPU-based video filters are kept. # video_filter_dir = # Path to a font used for rendering messages. This path must be defined to enable fonts. # Do note that the _full_ path of the font is necessary! # video_font_path = # Size of the font rendered. video_font_size = "12" # Enable usage of OSD messages. # video_font_enable = true # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. # [0.0, 0.0] maps to the lower left corner of the screen. # video_message_pos_x = 0.05 # video_message_pos_y = 0.05 # Color for message. The value is treated as a hexadecimal value. # It is a regular RGB hex number, i.e. red is "ff0000". # video_message_color = ffffff # Video refresh rate of your monitor. # Used to calculate a suitable audio input rate. # video_refresh_rate = 59.95 # Allows libretro cores to set rotation modes. # Setting this to false will honor, but ignore this request. # This is useful for vertically oriented content where one manually rotates the monitor. # video_allow_rotate = true # Forces a certain rotation of the screen. # The rotation is added to rotations which the libretro core sets (see video_allow_rotate). # The angle is <value> * 90 degrees counter-clockwise. # video_rotation = 0 #### Audio # Enable audio. # audio_enable = true # Mutes audio. # audio_mute_enable = false # Audio output samplerate. # audio_out_rate = 48000 # Audio resampler backend. Which audio resampler to use. # Default will use "sinc". # audio_resampler = # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio. # audio_driver = # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ... # audio_device = # Audio DSP plugin that processes audio before it's sent to the driver. Path to a dynamic library. # audio_dsp_plugin = # Directory where DSP plugins are kept. # audio_filter_dir = # Will sync (block) on audio. Recommended. # audio_sync = true # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency. # audio_latency = 64 # Enable audio rate control. # audio_rate_control = true # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically. # Input rate = in_rate * (1.0 +/- audio_rate_control_delta) # audio_rate_control_delta = 0.005 # Controls maximum audio timing skew. Defines the maximum change in input rate. # Input rate = in_rate * (1.0 +/- max_timing_skew) # audio_max_timing_skew = 0.05 # Audio volume. Volume is expressed in dB. # 0 dB is normal volume. No gain will be applied. # Gain can be controlled in runtime with input_volume_up/input_volume_down. # audio_volume = 0.0 #### Overlay # Defines a directory where overlays are kept for easy access. overlay_directory = "/opt/retropie/emulators/retroarch/overlays" # Enable or disable the current overlay. # input_overlay_enable = true # Hide the current overlay from appearing in menu screens. # input_overlay_hide_in_menu = true # Path to input overlay # input_overlay = # Overlay opacity # input_overlay_opacity = 1.0 # Overlay scale # input_overlay_scale = 1.0 #### OSK (Onscreen Keyboard) Overlay # Defines a directory where overlays are kept for easy access. # osk_overlay_directory = # Enable OSK overlay. # input_osk_overlay_enable = true # Path to OSK overlay # input_osk_overlay = # OSK Overlay opacity # input_osk_overlay_opacity = 1.0 # OSK Overlay scale # input_osk_overlay_scale = 1.0 #### Input # Input driver. Depending on video driver, it might force a different input driver. # input_driver = sdl # Input device driver. (Valid: linuxraw, sdl, dinput) input_joypad_driver = "udev" # Path to input remapping file. # input_remapping_path = # If enabled, overrides the input binds with the remapped binds set for the current core. # input_remap_binds_enable = true # Maximum amount of users supported by RetroArch. # input_max_users = 16 # Keyboard layout for input driver if applicable (udev/evdev for now). # Syntax is either just layout (e.g. "no"), or a layout and variant separated with colon ("no:nodeadkeys"). # input_keyboard_layout = # Defines axis threshold. Possible values are [0.0, 1.0] # input_axis_threshold = 0.5 # Enable input auto-detection. Will attempt to autoconfigure # joypads, Plug-and-Play style. input_autodetect_enable = "true" # Show the input descriptors set by the core instead of the # default ones. # input_descriptor_label_show = true # Hide input descriptors that were not set by the core. # input_descriptor_hide_unbound = false # Influence how input polling is done inside RetroArch. # 0 : Early - Input polling is performed before call to retro_run. # 1 : Normal - Input polling is performend when retro_input_poll is # requested. # 2 : Late - Input polling is performed on first call to retro_input_state # per frame # # Setting it to 0 or 2 can result in less latency depending on # your configuration. # # When netplay is enabled, the default polling behavior (1) will # be used regardless of the value set here. # input_poll_type_behavior = 1 # Directory for joypad autoconfigs. # If a joypad is plugged in, that joypad will be autoconfigured if a config file # corresponding to that joypad is present in joypad_autoconfig_dir. # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs. # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend. # Requires input_autodetect_enable to be enabled. joypad_autoconfig_dir = "/opt/retropie/configs/all/retroarch-joypads/" # Sets which libretro device is used for a user. # Devices are indentified with a number. # This is normally saved by the menu. # Device IDs are found in libretro.h. # These settings are overridden by explicit command-line arguments which refer to input devices. # None: 0 # Joypad (RetroPad): 1 # Mouse: 2 # Keyboard: 3 # Generic Lightgun: 4 # Joypad w/ Analog (RetroPad + Analog sticks): 5 # Multitap (SNES specific): 257 # Super Scope (SNES specific): 260 # Justifier (SNES specific): 516 # Justifiers (SNES specific): 772 # input_libretro_device_p1 = # input_libretro_device_p2 = # input_libretro_device_p3 = # input_libretro_device_p4 = # input_libretro_device_p5 = # input_libretro_device_p6 = # input_libretro_device_p7 = # input_libretro_device_p8 = # Keyboard input. Will recognize letters ("a" to "z") and the following special keys (where "kp_" # is for keypad keys): # # left, right, up, down, enter, kp_enter, tab, insert, del, end, home, # rshift, shift, ctrl, alt, space, escape, add, subtract, kp_plus, kp_minus, # f1, f2, f3, f4, f5, f6, f7, f8, f9, f10, f11, f12, # num0, num1, num2, num3, num4, num5, num6, num7, num8, num9, pageup, pagedown, # keypad0, keypad1, keypad2, keypad3, keypad4, keypad5, keypad6, keypad7, keypad8, keypad9, # period, capslock, numlock, backspace, multiply, divide, print_screen, scroll_lock, # tilde, backquote, pause, quote, comma, minus, slash, semicolon, equals, leftbracket, # backslash, rightbracket, kp_period, kp_equals, rctrl, ralt # # Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, # rather than relying on a default. input_player1_a = "1" input_player1_b = "2" input_player1_y = "3" input_player1_x = "0" input_player1_start = "8" input_player1_select = "9" input_player1_l = "4" input_player1_r = "5" input_player1_left = "-0" input_player1_right = "+0" input_player1_up = "-1" input_player1_down = "+1" input_player1_l2 = "6" input_player1_r2 = "7" input_player1_l3 = "10" input_player1_r3 = "11" input_player2_a = "x" input_player2_b = "z" input_player2_y = "a" input_player2_x = "s" input_player2_start = "enter" input_player2_select = "rshift" input_player2_l = "c" input_player2_r = "v" input_player2_left = "left" input_player2_right = "right" input_player2_up = "up" input_player2_down = "down" input_player2_l2 = "d" input_player2_r2 = "f" # input_player2_l3 = # input_player2_r3 = # Two analog sticks (DualShock-esque). # Bound as usual, however, if a real analog axis is bound, # it can be read as a true analog. # Positive X axis is right, Positive Y axis is down. # input_player1_l_x_plus = # input_player1_l_x_minus = # input_player1_l_y_plus = # input_player1_l_y_minus = # input_player1_r_x_plus = # input_player1_r_x_minus = # input_player1_r_y_plus = # input_player1_r_y_minus = # If desired, it is possible to override which joypads are being used for user 1 through 8. # First joypad available is 0. # input_player1_joypad_index = 0 # input_player2_joypad_index = 1 # input_player3_joypad_index = 2 # input_player4_joypad_index = 3 # input_player5_joypad_index = 4 # input_player6_joypad_index = 5 # input_player7_joypad_index = 6 # input_player8_joypad_index = 7 # Input device buttons. # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig. # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. # E.g. "h0up" # input_player1_a_btn = # input_player1_b_btn = # input_player1_y_btn = # input_player1_x_btn = # input_player1_start_btn = # input_player1_select_btn = # input_player1_l_btn = # input_player1_r_btn = # input_player1_left_btn = # input_player1_right_btn = # input_player1_up_btn = # input_player1_down_btn = # input_player1_l2_btn = # input_player1_r2_btn = # input_player1_l3_btn = # input_player1_r3_btn = # Menu buttons. # menu_ok_btn = # menu_cancel_btn = # menu_search_btn = # menu_info_btn = # menu_default_btn = # menu_scroll_down_btn = # menu_scroll_up_btn = # Axis for RetroArch D-Pad. # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity. # input_player1_left_axis = # input_player1_right_axis = # input_player1_up_axis = # input_player1_down_axis = # Holding the turbo while pressing another button will let the button enter a turbo mode # where the button state is modulated with a periodic signal. # The modulation stops when the button itself (not turbo button) is released. # input_player1_turbo = # Describes the period and how long of that period a turbo-enabled button should behave. # Numbers are described in frames. # input_turbo_period = 6 # input_turbo_duty_cycle = 3 # This goes all the way to user 8 (*_player2_*, *_player3_*, etc), but omitted for clarity. # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well. # Toggles fullscreen. # input_toggle_fullscreen = f # Saves state. # input_save_state = f2 # Loads state. # input_load_state = f4 # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline). # When slot is != 0, path will be $path%d, where %d is slot number. input_state_slot_increase = "right" input_state_slot_decrease = "left" # Toggles between fast-forwarding and normal speed. # input_toggle_fast_forward = space # Hold for fast-forward. Releasing button disables fast-forward. # input_hold_fast_forward = l # Key to exit RetroArch cleanly. # Killing it in any hard way (SIGKILL, etc) will terminate RetroArch without saving RAM, etc. # On Unix-likes, SIGINT/SIGTERM allows a clean deinitialization. input_exit_emulator = "enter" # Applies next and previous shader in directory. input_shader_next = "m" input_shader_prev = "n" # Hold button down to rewind. Rewinding must be enabled. input_rewind = "r" # Toggle between recording and not. # input_movie_record_toggle = o # Toggle between paused and non-paused state # input_pause_toggle = p # Frame advance when content is paused # input_frame_advance = k # Reset the content. input_reset = "z" # Cheats. # input_cheat_index_plus = y # input_cheat_index_minus = t # input_cheat_toggle = u # Mute/unmute audio # input_audio_mute = f9 # Take screenshot # input_screenshot = f8 # Netplay flip users. # input_netplay_flip_players = i # Hold for slowmotion. # input_slowmotion = e # Enable other hotkeys. # If this hotkey is bound to either keyboard, joybutton or joyaxis, # all other hotkeys will be disabled unless this hotkey is also held at the same time. # This is useful for RETRO_KEYBOARD centric implementations # which query a large area of the keyboard, where it is not desirable # that hotkeys get in the way. # Alternatively, all hotkeys for keyboard could be disabled by the user. # input_enable_hotkey_btn = # Increases audio volume. # input_volume_up = kp_plus # Decreases audio volume. # input_volume_down = kp_minus # Toggles to next overlay. Wraps around. # input_overlay_next = # Toggles eject for disks. Used for multiple-disk content. # input_disk_eject_toggle = # Cycles through disk images. Use after ejecting. # Complete by toggling eject again. # input_disk_next = # Toggles menu. input_menu_toggle = "s" # RetroPad button combination to toggle menu # 0 = none, 1 = L + R + Y + D-Pad Down, 2 = L3 + R3 # input_menu_toggle_gamepad_combo = 0 # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse, # and keeps the mouse pointer inside the window to allow relative mouse input # to work better. # input_grab_mouse_toggle = f11 #### Menu # Menu driver to use. "rgui", "lakka", etc. # menu_driver = "rgui" # If enabled, the libretro core will keep running in the background when we # are in the menu. # menu_pause_libretro = false # Enable mouse input inside the menu. # menu_mouse_enable = false # Enable touch input inside the menu. # menu_pointer_enable = false # Shows current date and/or time inside menu. # menu_timedate_enable = true # Shows current core inside menu. # menu_core_enable = true # Path to a .png image to set as menu wallpaper. # menu_wallpaper = # Dynamically load a new wallpaper depending on context. # menu_dynamic_wallpaper_enable = false # Display boxart in place of the content icon if available # menu_boxart_enable = false # Wrap-around toe beginning and/or end if boundary of list reached horizontally # menu_navigation_wraparound_horizontal_enable = false # Wrap-around to beginning and/or end if boundary of list reached vertically # menu_navigation_wraparound_vertical_enable = false # Filter files being show in 'Load Content' by supported extensions # menu_navigation_browser_filter_supported_extensions_enable = true # Collapse subgroup settings into main group to create one big listing of settings # per category. # menu_collapse_subgroups_enable = false #### UI # Suspends the screensaver if set to true. Is a hint that does not necessarily have to be honored # by video driver. # suspend_screensaver_enable = true # Start UI companion driver's interface on boot (if available). # ui_companion_start_on_boot = true #### Camera # Override the default camera device the camera driver uses. This is driver dependant. # camera_device = # Override the default privacy permission for cores that want to access camera services. Is "false" by default. # camera_allow = false #### Location # Override the default privacy permission for cores that want to access location services. Is "false" by default. # location_allow = false #### Core Updater # URL to core update directory on buildbot. # core_updater_buildbot_url = "http://buildbot.libretro.com" # URL to assets update directory on buildbot. # core_updater_buildbot_assets_url = "http://buildbot.libretro.com/assets/" # Automatically extract archives that the cores are contained in to the libretro cores directory. # core_updater_auto_extract_archive = true #### Network # When being client over netplay, use keybinds for user 1. # netplay_client_swap_input = false # The username of the person running RetroArch. This will be used for playing online, for instance. # netplay_nickname = # The amount of delay frames to use for netplay. Increasing this value will increase # performance, but introduce more latency. # netplay_delay_frames = 0 # Netplay mode for the current user. # false is Server, true is Client. # netplay_mode = false # Enable or disable spectator mode for the user during netplay. # netplay_spectator_mode_enable = false # The IP Address of the host to connect to. # netplay_ip_address = # The port of the host IP Address. Can be either a TCP or an UDP port. # netplay_ip_port = 55435 #### Misc # Enable rewinding. This will take a performance hit when playing, so it is disabled by default. rewind_enable = "false" # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer. # The buffer should be approx. 20MB per minute of buffer time. rewind_buffer_size = "10" # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed. rewind_granularity = "2" # Pause gameplay when window focus is lost. # pause_nonactive = true # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise. # The interval is measured in seconds. A value of 0 disables autosave. # autosave_interval = # Path to content database directory. # content_database_path = # Path to cheat database directory. # cheat_database_path = # Path to XML cheat config, a file which keeps track of which # cheat settings are used for individual games. # If the file does not exist, it will be created. # cheat_settings_path = # Directory to dump screenshots to. # screenshot_directory = # Records video after CPU video filter. # video_post_filter_record = false # Records output of GPU shaded material if available. # video_gpu_record = false # Screenshots output of GPU shaded material if available. video_gpu_screenshot = "true" # Block SRAM from being overwritten when loading save states. # Might potentially lead to buggy games. # block_sram_overwrite = false # When saving a savestate, save state index is automatically increased before # it is saved. # Also, when loading content, the index will be set to the highest existing index. # There is no upper bound on the index. # savestate_auto_index = false # Slowmotion ratio. When slowmotion, content will slow down by factor. # slowmotion_ratio = 3.0 # The maximum rate at which content will be run when using fast forward. (E.g. 5.0 for 60 fps content => 300 fps cap). # RetroArch will go to sleep to ensure that the maximum rate will not be exceeded. # Do not rely on this cap to be perfectly accurate. # If this is set at 0, then fastforward ratio is unlimited (no FPS cap) # fastforward_ratio = 0.0 # Enable stdin/network command interface. # network_cmd_enable = false # network_cmd_port = 55355 # stdin_cmd_enable = false input_enable_hotkey = "rshift" auto_remaps_enable = "true"
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