@SuperFromND yeah I've been a fan of Ahoy for a while now. His video on Polybius is to go to video about the made up video game. Also his vids on very specifics In video games such exploding barrels are awesome
Tested IMP on a clean install of latest RetroPie 4.8 on a Pi4.
Everything worked fine, but the Audio was Choppy when using the Music Over Game setting.
It looked like both mpg123 + RetroArch were using/0verworking ALSA.
I was able to resolve the choppiness by changing the Audio Driver in RetroArch from ALSA to SDL2.
On a fresh RetroPie image using a wired Nintendo Switch controller, my button assignments do not match up to yours.
My device name is:
deviceName="BDA NSW wired controller"
So I'm curious how you determined those hex values.
The joy2key program is hard programed.
/dev/input/jsX means it is applied to all Linux joystick.
The hex escape codes are ansi keyboard codes for keypresses that overlay buttons in the order of 'left', 'right', 'up', 'down', 'a', 'b', 'x', 'y'
0x3C 0x3E 0x2B 0x2D 0x70 0x71 0x69 0x6F
I would suspect your buttons are backwards (Japanese style) so I would move the value around like this.
@lochnagar I know the music on Tomba II is glitchy and plays the wrong track on the default (and only emulator if on a pi) psx emulator. It’s old and buggy and hasn’t really been updated with any significance in a long time. But it runs very smoothly on low end hardware and runs most games just fine. There is no fix unless someone updates the emulator to fix said bugs.
Great, glad it's working.
I removed the vc4 workaround stuff since it's not needed, and changed the init_delay to use seconds rather than milliseconds, since it's totally more useful with seconds (if people use video splashscreens).
The installer script was also updated to have a brand new file/directory selector for the initial song and music directory options, making them actually usable without having to pull out the keyboard.
Change Music Dir
Also fixed an issue with spaces in file paths and fixed some smaller niggling things (stopping used to spit out "Terminated blah blah...").
The only thing I'm planning at the moment is to maybe dynamically come up with some nice volume step values based off of fade_duration and max_volume to make just that little more "user-friendly" and remove that config option.
I'm fairly certain that most of the Disney tie-in games had chiptune versions of the music. I don't really have time to look up which songs charted right now but there's a lot of games that fall into that category.