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    T

    For anyone running an older version of RetroPie, this game successfully installed on 4.3 for me. Note that I ran the normal install process but then had to manually move the install script module from ext to scriptmodules/ports, and then install like a normal port from within RetroPie to complete. The keymapper is indeed buggy, using it with my Xbox 360 controller corrupts the Dpad mapping for the game. So you basically have a choice between accepting the default mappings or losing Dpad support (with the game still being playable via the joystick). FYI, I tried @Lolonois' script but it errors out because of missing dependencies related to my older 4.3 install.

    Regardless, this is a frantic and fun game...definitely worth checking out!

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    mituM

    @yoc1983 said in Retroarch audio problem (digital/I2S):

    Built From: Pre made Image, Wolfanoz Raspberry Pi 4 Supreme Pro

    We don't support 3rd party images - use the image from retropie.org.uk/download if you want support here.

  • 0 Votes
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    caver01C

    @alturis said in AdvMAME 3.6 Input Issues with certain games:

    but they are nowhere near as convincing as the retroarch crt shaders.

    I would probably still be running advmame for everything if it weren’t for those shaders in RetroArch. This and better analog support is the reason lr-mame2003 became my default, but it was mostly for the shaders. Now, Advmame is primarily for vector on my cab until someone adds hi-res rendering to the vector video in 2003.

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    mediamogulM

    @alturis

    To my knowledge you can't, but I haven't put a lots of time into experimenting either. Acceleration, for example, seems to only affect the max speed. If you continue to test and find out something different, I'd be very interested.

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    matchamanM

    I'm bumping this because I found a solution. It's not the best possible thing to do but seems to have solved my issue.

    I edited my .cfg file on /opt/retropie/configs/all/retroarch/autoconfig and added

    input_l_y_minus_axis = "-1"
    input_l_x_plus_axis = "+0"
    input_l_y_plus_axis = "+1"
    input_l_x_minus_axis = "-0"

    in order to set the digital inputs as analogue (in addition to keeping them as analogue too).

    It appears that the current fba core accepts only analogue (thumb)stick inputs for arcade machines that used analogue hardware such as wheels, joysticks, pedals, etc, something that wasn't a case previously and still isn't on MAME.

    For anyone having the same problem (and doesn't use analogue sticks) this seems to be the only solution currently but I'm not sure if this will interfere with anything else.