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    • E

      How do i get an arcade controller with one joystick to work in n64?

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support atarifightstick joysticks nintendo64 inputs remap
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    • A

      Disable controller input during startup

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support emulationstaton inputs disable
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      mituM

      This diff should do the trick, clearing also any keyboard type controllers

      diff --git a/es-app/src/main.cpp b/es-app/src/main.cpp index 26faeb2..26bc328 100644 --- a/es-app/src/main.cpp +++ b/es-app/src/main.cpp @@ -320,6 +320,9 @@ int main(int argc, char* argv[]) bool splashScreen = Settings::getInstance()->getBool("SplashScreen"); bool splashScreenProgress = Settings::getInstance()->getBool("SplashScreenProgress"); + //dont generate joystick events while we're loading (hopefully fixes "automatically started emulator" bug) + SDL_JoystickEventState(SDL_DISABLE); + if(!scrape_cmdline) { if(!window.init()) @@ -365,9 +368,6 @@ int main(int argc, char* argv[]) return run_scraper_cmdline(); } - //dont generate joystick events while we're loading (hopefully fixes "automatically started emulator" bug) - SDL_JoystickEventState(SDL_DISABLE); - // preload what we can right away instead of waiting for the user to select it // this makes for no delays when accessing content, but a longer startup time ViewController::get()->preload(); @@ -386,7 +386,10 @@ int main(int argc, char* argv[]) } } - //generate joystick events since we're done loading + //generate joystick events since we're done loading and clear the input event queue + SDL_PumpEvents(); + SDL_FlushEvent(SDL_KEYDOWN); + SDL_FlushEvent(SDL_KEYUP); SDL_JoystickEventState(SDL_ENABLE); int lastTime = SDL_GetTicks();

      I don't think it's 100% correct, since any errors during startup would leave the joystick disabled, further testing is needed.

    • M

      Mame2003-plus default.cfg update notice

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support default.cfg input general inputs mame2003-plus update
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      mituM

      Thanks for the heads up.

    • G

      Can't make same inputs between USB and GPIO controller

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support inputs fighting games gpio controller retroarch contr
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      G

      Finally found the solution:

      The default configuration of GPIONext is not optimal for those inputs.

      What fixed it:

      gpionext set combo_delay 0 # was 50

      Hope it helps someone else !

    • thegrayfalconT

      Correct inputs in menu, Wrong inputs in games/emulators.

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support controller inputs
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      mituM

      @thegrayfalcon No, user settings are not deleted when updating or removing an emulator. Look into the \\retropie\configs\all\retroarch\config folder, this is where overrides (game/core) are stored, and delete the offending overrides.
      For remaps, look into \\retropie\configs\<system>, where <system> is the name of the RetroPie rom folder, and delete any .rmp files you find.

    • D

      Pi 4B and 8BitDo SN30

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support pi 4b 8bitdo sn30 bluetooth inputs
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      S

      Can you provide some more details here for the SN30 and how you paired it. I think I am getting lost. I currently have it in switch mode, and all buttons except a few are working right now. I will try pairing it another way to see where I get.

    • C

      USB keyboard not working

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support emultionstation keyboard keyboard usb input inputs
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      C

      @mitu I just did it and now seems to work correctly. Thank you. I'll let you know if I get other issues

    • P

      Controller works in Game via retroarch but not on the Emulatiobstation frontend

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support controllers log help me emulationstaton inputs controller issu
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      P

      @mitu i ve managed to fix it, it was clearly a faulty sd card thing going on...
      thanks anyways :3

    • A

      I can not configure the RetroArch controls inputs

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support inputs controllers retroarch setup configure input
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      A

      In my case, it was because I registered the PS3 dualshok controls, using the xbox360 driver ... In emulationstation it works ... But in RetroArch it does not.
      The solution was: uninstall the xbox360 driver and re-activate the ps3 dualshock official driver, when rebooting ... Resigne the buttons in emulationstation, I recognized as ps3 dualshock command and I work the retroarch controls in all the emulators.

    • hooperreH

      Anyone's Inputs Change with 4.4?

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support ds4 inputs 4.4 emulationstatio retroarch
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      hooperreH

      @herb_fargus said in Anyone's Inputs Change with 4.4?:

      There were some driver modifications but don't know how they affect PS4. It was discussed at length on GitHub. Don't remember if it was merged in or not before release

      Would this thread be what you're referring to? I wonder if that's somehow what I'm running into somehow?

      Edit: Just checked. Still at 1.7.1.

      Edit Again: Follow this thread.

    • N

      Input configuration for each console

      Watching Ignoring Scheduled Pinned Locked Moved Ideas and Development controls inputs configuration user interface
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      dankcushionsD

      @nemnadogg said in Input configuration for each console:

      @dankcushions In my case it's a retrolink N64 USB controller. I call it a generic joypad because that's how retropie calls it. The controls are weirdly scrambled for every console. Even for the NES, which is supposed to have the same controls as Emulation Station, yet for some reason is different.

      this is the suggested layout for n64 pads: https://retropie.org.uk/docs/RetroArch-Configuration/#nintendo-64

      if you bind it to that in initial setup, it will be this layout for all libretro cores, and a number of standalone cores.

      I've wanted to change the button configuration that my PS3 controller uses for N64 emulation. But I'm not using one of the libreto emulators, so I'd have to do that in the system files, I believe. And as someone who knows nothing of software, I'm afraid of ruining something.

      again, this all happens automatically. if you bind it during initial setup (https://github.com/retropie/retropie-setup/wiki/First-Installation#configure-controllers) to the PS layout (https://retropie.org.uk/docs/RetroArch-Configuration/#ps1) then it should create the relevent config files for mupen64plus standalone.

    • F

      Help with streamlining RetroPie input configurations

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support controller conf inputs keyboard usb rgui
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      F

      @lostless well I'm not really concerned with who is P1 and P2 on EmulationStation. I'm concerned with trying to get one controller to map inputs. I know on an emulator's RGUI I can set P1 and P2 controls by navigating the menu with a separate controller, but sometimes it acts weird and I'll have to switch between 4 separate controllers to get it working. Choosing which controller is P1/P2 on the RGUI is easy until the controls decide to act up and get split up between 3 or 4 different controllers.

    • T

      Kernel trouble

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support raphnet kernel inputs
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    • N

      No Inputs working after apt-get upgrade gone wrong

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support inputs upgrade cancelled
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      AlexMurphyA

      @noamDA Just buy a Switch and move on...

    • A

      Molten gamepad destroyed my input

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support inputs molten gamepad controllers
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      DarkWolfD

      I would recommend reinstalling RetroPie completely (save everything you need to avoid to much configuration after install).

    • M

      Random directional inputs from iBuffalo controllers

      Watching Ignoring Scheduled Pinned Locked Moved Help and Support ibuffalo usb controller retropie inputs
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      mediamogulM

      @MisterMeeseeks said in Random directional inputs from iBuffalo controllers:

      I was able to determine that the effect is SIGNIFICANTLY (though not quite completely, more like 99%) reduced when connecting the controller through a usb hub.

      I'm glad to hear you found a something that works. Now, if you could just find a way to take two strokes off my golf swing. ;)