• 0 Votes
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    mituM

    I'm not sure if it's possible to remove a help option, but you can set a blank (transparent) image for the last/first slot of the help buttons row and then shuffle the other buttons left (or right).
    You can also remove the mapping for the button from the /home/pi/.emulationstation/es_input.cfg file - make sure you back it up first, just in case editing it goes awry.

  • 0 Votes
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    mituM

    I don't know which emulator are you using for N64 and on what system, but what you're looking for is described din the Docs.

  • 0 Votes
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    chubstaC

    OK, may have solved this, Button B is now working and have swapped over A and B so A is fire, B is bomb for instance by going into the Core remap options.

    If this is indeed now working, can someone just point me in the right direction for which options to change in the core remap so that my C and D are the same as C and D on a neogeo control panel?

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    snowdyS

    Nobody has any clue hua

  • 1 Votes
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    mituM

    @granderjoree I don't think that's possible either. The input_exit_emulator_btn can only have one value.

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    mituM

    @tinybilbo Take a look at https://retropie.org.uk/docs/RetroArch-Configuration/#example-default-per-system-retroarchcfg. You'll need to edit the /opt/retropie/configs/atari2600/retroarch.cfg file (also available via file shares at \\retropie\configs\atari2600\retroarch.cfg) and change the mappings for input_player1_<button_name>.

    The defaults are

    input_player1_a = "x" input_player1_b = "z" input_player1_y = "a" input_player1_x = "s" input_player1_start = "enter" input_player1_select = "rshift" input_player1_l = "q" input_player1_r = "w" input_player1_left = "left" input_player1_right = "right" input_player1_up = "up" input_player1_down = "down"
  • 0 Votes
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    mituM

    @johnes You can map then using the Mame internal OSD menu (pressing TAB) to MAME emulator actions, but not to RA's hotkeys.

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    J

    @jrizz: solution*

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    9

    @mitu Thanks for replying. My gamepads mirror each other, and have the same number of buttons installed and mapped to the same keys. I'm aware that the gamepads won't work correctly if there are any differences at all. In fact, I had to add two extra buttons to the player 2 USB encoder in order to make it mirror the player 1 USB encoder precisely. Initially, we had installed two extra joypad 1 buttons to serve as a hotkey/escape and as a pause button, but they wouldn't work without identical buttons set up in joypad 2. The joypad 2 buttons are actually inside of the cabinet, because there are no holes for them on the control panel. I've already used jstest many times, too. So, I can promise that the two joypads are configured identically, and I haven't set up any player 1 buttons in the 800/5200 emulator that map differently from player 2. I know better.

    I really do think the problem is that the Atari 5200 emulator isn't yet set up to recognize multiple fire buttons for player 2. I found a discussion on this forum from May 2016 entitled "Atari 5200: New version of Atari800 (Beta): two triggers (Moon Patrol), hat start and exit buttons" where user jfroco discussed a new port of Atari800 that added trigger1, trigger2, asterisk and hash support for joystick buttons, but only for player 1. A later post from user Veramacor (April 2017) detailing atari800.cfg settings also reflected trigger1 and trigger2 support on Joystick 0, but not Joystick 1. Then, in May 2017 user Used2BeRX asked user future.child if they would be able to properly code the player 2 controller to allow two-player games. It's not clear from the subsequent conversation that this ever got done in the way I'm discussing here.

    I'm guessing from this discussion and my experiences this weekend that the Atari800 emulator must still be in that same developmental place, because when I tested the 5200 Moon Patrol ROM (I do own an original cartridge), sure enough, player 1 could use the second trigger (button X on my arcade cabinet config), but not player 2. The X button did nothing for player 2. Again, I'm not having this problem in any of the other emulators I'm using with Retroarch (MAME2003, MAME 2003-Plus, Final Burn Alpha, MAME2010, Stella, CoolCV, or the NES and SNES emulators). On those emulators, all buttons work the same for both gamepads. There are no discrepancies.

    However, if someone can verify that they are able to use both fire buttons for both player 1 and player 2 in Atari 5200 Moon Patrol (one to fire, one to jump), RealSports Football, etc., I will be more than happy to try to get it working for Player 2 in Retropie. I just haven't seen anyone confirm that there is trigger1, trigger2, * and # support for Player 2 in the 5200 emulator. The only evidence I've found is that there isn't such support, and I don't want to spend days futilely trying to set up something that isn't actually supported. In fact, a post from three months ago said that the controller upgrades future.child made from 2016-18 aren't part of the current libretro version of atari800. (That thread also suggested that RealSports Football is viewed as a lost cause because of its need for keypad input.) Maybe the best way to ask this question is, does Moon Patrol work properly for player 2 on the 5200? Can you jump and fire?

  • 0 Votes
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    O

    @orangewaffle

    Ok, reaching home, i got the information needed:

    Pi Model or other hardware: (B, B+, 2 B, 3, X86 PC etc..) 3 Model B+
    Power Supply used: (If using a Pi) Samsung genuine adapter, 2A
    RetroPie Version Used (eg 3.6, 3.8.1, 4.1 - do not write latest): 4.3
    Built From: (Pre made SD Image on RetroPie website, Berryboot, or on top of existing OS etc.. - please provide the filename of any image used) Pre made SD Image on RetroPie website, but i can't remember which one
    USB Devices connected: 2
    Controller used: DragonRise Inc. Generic USB Joystick
    Error messages received: -
    Log found in /dev/shm/runcommand.log (if relevant): -
    Guide used: (Mention if you followed a guide)
    File: (File with issue - with FULL path): -
    Emulator: (Name of emulator - if applicable): can't say, because i can't get into emulator options (nothing happens if i press any button during game load)
    Attachment of config files:

    After replacing a 1A charger with a 2A one and giving the setup a one day rest, 7 out of 9 buttons work now, instead of 1. Top left button still does nothing, as well as the hotkey button.

    In the weekend i will try a clean install of the latest retropie image and keep this post updated.

  • 0 Votes
    12 Posts
    10k Views
    B

    The 'Auto Config Buttons' dialog allows selection of single keys for each of the control functions, then, right at the end, it asks for the 'hot key' button. Without a 'hot key' assignment the control buttons work on their own. If you hold a key down for more than 2 seconds while at any selection (including for 'hot key') the dialog will assign 'nul' as the button.

    If you don't have very many buttons/inputs then the use of a 'hot key' + 'game button' is the only way to control Retropie. This also is the mode you will have to use if you use genuine console pads which do not have any control buttons, just game action buttons.

    If you do have spare buttons/inputs then assign the control functions to unique buttons and set the 'hot key' to nul. This can be done by running the config buttons dialog manually with - 'Settings -> Inputs -> User 1 Binds -> User 1 Bind Default All' or by manually editing the file it creates at '/opt/retropie/configs/all/retroarch.cfg'

    I'm also new to this and awaiting the delivery of extra hardware to experiment with how to add an extra Zero Config board that is used exclusively for the control buttons. (Maybe configure it as Player 5? does anyone know how to do this?)

    bye for now ...

  • 0 Votes
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  • Hardcoding Config Files

    Help and Support
    7
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    D

    @mitu
    Damn!!

    It worked. Maybe I had set it to save config on exit writing that file. Then it was still there even when I changed this setting!

    Pasting that did the trick. Thanks a million.

    Ps. Look out for my Arcade photo uploads (once I’ve figured that out too)

  • 3 punch & 3 kick buttons

    Help and Support
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    dAn84imolaD

    @dankcushions ....Ooooooh man! I'm soooooo STUPID: was searching it only under quick menu=>controls and not (like you also previously suggested in the old topic) under quick menu=>options!!! Thank's a lot for your patience, and sorry for my ridiculous inconvenience :(

  • 0 Votes
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    T

    OK, this is probably my last post on this matter. It isn't solved, by any stretch of the imagination, but i do have a workaround!

    I don't believe that the short has fried anything, the controlblock is still working exactly as advertised, but it DID scramble the outputs. All the outputs are still there, just in different places!

    If it is possible to re-flash the firmware i think it would restore the normal operation, but that is just a hunch, and as it stands now i am not willing to take the risk.

    Just in case someone out there ever has a similar problem i'm posting how i rewired the controlblock:

    WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING!

    THIS WON'T WORK ON YOUR SYSTEM, IT FIXED MY SYSTEM ONLY. I ONLY POST HERE TO SHOW WHAT THE SHORT DID TO MY CONTROLBLOCK!

    In the end i rewired my project to match the new outputs of the scrambled Controlblock as follows:!

    MyControlblockOut

    Hope that helps, if anyone else finds themself in a similar situation!

    END WARNING! END WARNING! END WARNING! END WARNING! END WARNING! END WARNING! END WARNING! END WARNING!

  • 0 Votes
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    mituM

    @Fr3d You need to hold down the button for a couple of seconds. If you still have problems, open a new topic and provide the information asked in https://retropie.org.uk/forum/topic/3/read-this-first.

  • 0 Votes
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    simonsterS

    @chrisbati

    Unfortunately, c64 and spectrum joysticks only had one fire button command, no matter how many physical buttons there were.

    The adapter may support more buttons on the output, but if it has no difference in the incoming signal, it won't be able to do anything else.

  • 0 Votes
    4 Posts
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    HiroProtagonistH

    @caver01 Thanks very much. This is exactly what I was looking for. The DK scenario is one I hadn't contemplated (map all buttons) and a good idea.

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  • 0 Votes
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    mpnuttallM

    @dudleydes Hi there. I know this thread is quite old, bit wonder if you can help me please.

    I already have Scummvm (SDL1) installed in Retropie and the games run - albeit with the less-than-ideal controller configuration.

    Could I just follow your instructions (replacing scummvm with scummvm-sdl1) up to the point of editing and saving sdl-events.ccp?

    I tried running through the full thing and it broke my install of Scummvm (thank the lord for backup images!), and so I'm not sure what else to try.

    I should say I have no understanding of coding whatsoever, I'm just trying to work my way through this by following the explicit instructions of helpful folk like yourself.

    Many thanks for any pointers you can give me.

    Mark