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    mituM

    @bopnrgi said in l2ping not responding even working PS4 Dualshock Controller (bluetooth connected):

    But what I don't understand is why l2ping is not working on my retropie installation. Do you have an idea ?

    No, I'm not familiar with it. How did you pair the controller ? Did you pair it manually or with the RetroPie Bluetooth configuration ?

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    mituM

    @AleksandarT We don't support 3rd party images - it's clearly outlined in the rules and the page I indicated.

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    S

    @hooperre Hi. I've finally got to test it. I'm using RetroPie 4.4.1 and it is working for me but I am using only one PS4 Wireless Controller and nothing else.

    Just for the sake of completeness, I've put my mupen64plus.cfg and InputAutoCfg.ini below. Thanks for your help.

    # Mupen64Plus Configuration File # This file is automatically read and written by the Mupen64Plus Core library [Audio-OMX] Version = 1 OUTPUT_PORT = "1" # Frequency which is used if rom doesn't want to change it DEFAULT_FREQUENCY = 33600 # Swaps left and right channels SWAP_CHANNELS = False # Audio Output Frequncy mode (when NATIVE_MODE=false): 0 = Rom Frequency, 1 ROM Frequency if supported (HDMI only), 2 = Standard frequency < Rom Frequency, 3 = Standard frequency > Rom Frequency, [N] Force output frequency DEFAULT_MODE = 0 [Audio-SDL] Version = 1 RESAMPLE = "src-sinc-fastest" [Core] # Mupen64Plus Core config parameter set version number. Please don't change this version number. Version = 1.010000 # Draw on-screen display if True, otherwise don't draw OSD OnScreenDisplay = False # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more R4300Emulator = 2 # Disable compiled jump commands in dynamic recompiler (should be set to False) NoCompiledJump = False # Disable 4MB expansion RAM pack. May be necessary for some games DisableExtraMem = False # Increment the save state slot after each save operation AutoStateSlotIncrement = False # Activate the R4300 debugger when ROM execution begins, if core was built with Debugger support EnableDebugger = False # Save state slot (0-9) to use when saving/loading the emulator state CurrentStateSlot = 4 # Path to directory where screenshots are saved. If this is blank, the default value of ${UserConfigPath}/screenshot will be used ScreenshotPath = "/home/pi/RetroPie/roms/n64" # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default #value of ${UserConfigPath}/save will be used SaveStatePath = "/home/pi/RetroPie/savestate" # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default #value of ${UserConfigPath}/save will be used SaveSRAMPath = "/media/usb0/savefile" # Path to a directory to search when looking for shared data files SharedDataPath = "/opt/retropie/configs/n64" # Delay interrupt after DMA SI read/write DelaySI = True # Force number of cycles per emulated instruction CountPerOp = 0 # Disable speculative precompilation in new dynarec DisableSpecRecomp = True # Use alternate VI timing (-1=Game default, 0=Don't use alternate timing, 1=Use alternate timing) ViTiming = -1 # Modify the default count per scanline(-1 or 0=Game default) CountPerScanline = -1 # Randomize PI/SI Interrupt Timing RandomizeInterrupt = True # Duration of SI DMA (-1: use per game settings) SiDmaDuration = -1 [CoreEvents] # Mupen64Plus CoreEvents config parameter set version number. Please don't change this version number. Version = 1 # SDL keysym for stopping the emulator Kbd Mapping Stop = 27 # SDL keysym for switching between fullscreen/windowed modes Kbd Mapping Fullscreen = 0 # SDL keysym for saving the emulator state Kbd Mapping Save State = 286 # SDL keysym for loading the emulator state Kbd Mapping Load State = 288 # SDL keysym for advancing the save state slot Kbd Mapping Increment Slot = 0 # SDL keysym for resetting the emulator Kbd Mapping Reset = 290 # SDL keysym for slowing down the emulator Kbd Mapping Speed Down = 291 # SDL keysym for speeding up the emulator Kbd Mapping Speed Up = 292 # SDL keysym for taking a screenshot Kbd Mapping Screenshot = 293 # SDL keysym for pausing the emulator Kbd Mapping Pause = 112 # SDL keysym for muting/unmuting the sound Kbd Mapping Mute = 109 # SDL keysym for increasing the volume Kbd Mapping Increase Volume = 93 # SDL keysym for decreasing the volume Kbd Mapping Decrease Volume = 91 # SDL keysym for temporarily going really fast Kbd Mapping Fast Forward = 102 # SDL keysym for advancing by one frame when paused Kbd Mapping Frame Advance = 47 # SDL keysym for pressing the game shark button Kbd Mapping Gameshark = 103 # Joystick event string for stopping the emulator Joy Mapping Stop = "J0B8/B11,J1B8/B11,J2B8/B11,J3B8/B11" # Joystick event string for switching between fullscreen/windowed modes Joy Mapping Fullscreen = "" # Joystick event string for saving the emulator state Joy Mapping Save State = "" # Joystick event string for loading the emulator state Joy Mapping Load State = "" # Joystick event string for advancing the save state slot Joy Mapping Increment Slot = "" # Joystick event string for taking a screenshot Joy Mapping Screenshot = "" # Joystick event string for pausing the emulator Joy Mapping Pause = "" # Joystick event string for muting/unmuting the sound Joy Mapping Mute = "" # Joystick event string for increasing the volume Joy Mapping Increase Volume = "" # Joystick event string for decreasing the volume Joy Mapping Decrease Volume = "" # Joystick event string for fast-forward Joy Mapping Fast Forward = "" # Joystick event string for pressing the game shark button Joy Mapping Gameshark = "" [Input-SDL-Control1] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = 0 # SDL joystick name (or Keyboard) name = "Wireless Controller" # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = "2" # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings DPad R = "hat(0 Right)" DPad L = "hat(0 Left)" DPad D = "hat(0 Down)" DPad U = "hat(0 Up)" Start = "button(9)" Z Trig = "axis(3+)" B Button = "button(0)" A Button = "button(1)" C Button R = "axis(2+)" C Button L = "axis(2-)" C Button D = "axis(5+)" C Button U = "axis(5-)" R Trig = "button(5)" L Trig = "button(4)" Mempak switch = "" Rumblepak switch = "" X Axis = "axis(0-,0+)" Y Axis = "axis(1-,1+)" [Input-SDL-Control2] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "DragonRise Inc. Generic USB Joystick " # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings A Button = "button(2)" B Button = "button(5)" C Button U = "button(1)" C Button D = "button(4)" R Trig = "button(3)" L Trig = "button(7)" Z Trig = "button(10)" X Axis = "axis(1-, 1+)" Y Axis = "axis(0+, 0-)" Start = "button(8)" Mempak switch = "" Rumblepak switch = "" [Input-SDL-Control3] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "DragonRise Inc. Generic USB Joystick " # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings A Button = "button(2)" B Button = "button(5)" C Button U = "button(1)" C Button D = "button(4)" R Trig = "button(3)" L Trig = "button(7)" Z Trig = "button(10)" X Axis = "axis(1-, 1+)" Y Axis = "axis(0+, 0-)" Start = "button(8)" Mempak switch = "" Rumblepak switch = "" [Input-SDL-Control4] # Mupen64Plus SDL Input Plugin config parameter version number. Please don't change this version number. version = 2 # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic mode = 0 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number device = -1 # SDL joystick name (or Keyboard) name = "DragonRise Inc. Generic USB Joystick " # Specifies whether this controller is 'plugged in' to the simulated N64 plugged = True # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak plugin = 2 # If True, then mouse buttons may be used with this controller mouse = False # Scaling factor for mouse movements. For X, Y axes. MouseSensitivity = "2.00,2.00" # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. For X, Y axes. AnalogDeadzone = "4096,4096" # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value AnalogPeak = "32768,32768" # Digital button configuration mappings A Button = "button(2)" B Button = "button(5)" C Button U = "button(1)" C Button D = "button(4)" R Trig = "button(3)" L Trig = "button(7)" Z Trig = "button(10)" X Axis = "axis(1-, 1+)" Y Axis = "axis(0+, 0-)" Start = "button(8)" Mempak switch = "" Rumblepak switch = "" [Rsp-HLE] # Mupen64Plus RSP HLE Plugin config parameter version number Version = 1 # Path to a RSP plugin which will be used when encountering an unknown ucode.You can disable this by letting an empty string. RspFallback = "" # Send display lists to the graphics plugin DisplayListToGraphicsPlugin = True # Send audio lists to the audio plugin AudioListToAudioPlugin = False [Transferpak] # Filename of the GB ROM to load into transferpak 1 GB-rom-1 = "" # Filename of the GB RAM to load into transferpak 1 GB-ram-1 = "" # Filename of the GB ROM to load into transferpak 2 GB-rom-2 = "" # Filename of the GB RAM to load into transferpak 2 GB-ram-2 = "" # Filename of the GB ROM to load into transferpak 3 GB-rom-3 = "" # Filename of the GB RAM to load into transferpak 3 GB-ram-3 = "" # Filename of the GB ROM to load into transferpak 4 GB-rom-4 = "" # Filename of the GB RAM to load into transferpak 4 GB-ram-4 = "" [UI-Console] # Mupen64Plus UI-Console config parameter set version number. Please don't change this version number. Version = 1 # Directory in which to search for plugins PluginDir = "./" # Filename of video plugin VideoPlugin = "mupen64plus-video-GLideN64.so" # Filename of audio plugin AudioPlugin = "mupen64plus-audio-omx.so" # Filename of input plugin InputPlugin = "mupen64plus-input-sdl.so" # Filename of RSP plugin RspPlugin = "mupen64plus-rsp-hle.so" [Video-General] Fullscreen = False ScreenWidth = 640 ScreenHeight = 480 # If true, activate the SDL_GL_SWAP_CONTROL attribute VerticalSync = False [Video-GLideN64] # Settings version. Don't touch it. configVersion = 20 # Crop resulted image (0=disable, 1=auto crop, 2=user defined crop) CropMode = 0 # Crop width pixels from left and right of resulted image (in native resolution) CropWidth = 0 # Crop height pixels from top and bottom of resulted image (in native resolution) CropHeight = 0 # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality) MultiSampling = 0 # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust) AspectRatio = 1 # Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update) BufferSwapMode = 0 # Frame buffer size is the factor of N64 native resolution. UseNativeResolutionFactor = 1 # Bilinear filtering mode (0=N64 3point, 1=standard) bilinearMode = True # Max level of Anisotropic Filtering, 0 for off MaxAnisotropy = False # Size of texture cache in megabytes. Good value is VRAM*3/4 CacheSize = 50 # Enable color noise emulation. EnableNoise = True # Enable LOD emulation. EnableLOD = True # Enable hardware per-pixel lighting. EnableHWLighting = False # Use persistent storage for compiled shaders. EnableShadersStorage = True # Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force) CorrectTexrectCoords = 0 # Render 2D texrects in native resolution to fix misalignment between parts of 2D image. EnableNativeResTexrects = False # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches. EnableLegacyBlending = True # Enable frame and|or depth buffer emulation. EnableFBEmulation = True # Copy auxiliary buffers to RDRAM EnableCopyAuxiliaryToRDRAM = False # Enable N64 depth compare instead of OpenGL standard one. Experimental. EnableN64DepthCompare = False # Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo. DisableFBInfo = True # Read color buffer by 4kb chunks (strict follow to FBRead specification) FBInfoReadColorChunk = False # Read depth buffer by 4kb chunks (strict follow to FBRead specification) FBInfoReadDepthChunk = True # Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=copy in async mode) EnableCopyColorToRDRAM = 2 # Enable depth buffer copy to RDRAM (0=do not copy, 1=copy from video memory, 2=use software render) EnableCopyDepthToRDRAM = 2 # Enable color buffer copy from RDRAM. EnableCopyColorFromRDRAM = False # Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2) txFilterMode = 0 # Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZ txEnhancementMode = 0 # Deposterize texture before enhancement. txDeposterize = False # Don't filter background textures. txFilterIgnoreBG = False # Size of filtered textures cache in megabytes. txCacheSize = 100 # Use high-resolution texture packs if available. txHiresEnable = True # Allow to use alpha channel of high-res texture fully. txHiresFullAlphaChannel = False # Use alternative method of paletted textures CRC calculation. txHresAltCRC = False # Enable dump of loaded N64 textures. txDump = False # Zip textures cache. txCacheCompression = True # Force use 16bit texture formats for HD textures. txForce16bpp = False # Save texture cache to hard disk. txSaveCache = True # Path to folder with hi-res texture packs. txPath = "/home/pi/.local/share/mupen64plus/hires_texture" # File name of True Type Font for text messages. fontName = "FreeSans.ttf" # Font size. fontSize = 14 # Font color in RGB format. fontColor = "1F1F1F" # Enable bloom filter EnableBloom = False # Brightness threshold level for bloom. Values [2, 6] bloomThresholdLevel = 4 # Bloom blend mode (0=Strong, 1=Mild, 2=Light) bloomBlendMode = 0 # Blur radius. Values [2, 10] blurAmount = 10 # Blur strength. Values [10, 100] blurStrength = 20 # Force gamma correction. ForceGammaCorrection = False # Gamma correction level. GammaCorrectionLevel = 2 # Show FPS counter. ShowFPS = True # Show VI/S counter. ShowVIS = False # Show percent counter. ShowPercent = False # Counters horisontal position (0=left, 1=right) CountersHPos = 0 # Counters vertical position (0=bottom, 1=top) CountersVPos = 0 # Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled. EnableFragmentDepthWrite = True # Use GLideN64 per-game settings. EnableCustomSettings = True # Path to folder where plugin saves texture cache files. txCachePath = "/home/pi/.cache/mupen64plus/cache" # Path to folder where plugin saves dumped textures. txDumpPath = "/home/pi/.cache/mupen64plus/texture_dump" # Show internal resolution. ShowInternalResolution = False # Show rendering resolution. ShowRenderingResolution = False # Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right) CountersPos = 8 [Video-Rice] LoadHiResTextures = True ; InputAutoCfg.ini for Mupen64Plus SDL Input plugin ; Wireless Controller_START [Wireless Controller] plugged = True plugin = 2 mouse = False AnalogDeadzone = 4096,4096 AnalogPeak = 32768,32768 Mempak switch = button(11) Rumblepak switch = button(12) C Button D = axis(4+) C Button L = axis(3-) L Trig = button(4) Start = button(9) C Button U = axis(4-) DPad D = hat(0 Down) X Axis = axis(0-,0+) R Trig = button(5) DPad R = hat(0 Right) DPad L = hat(0 Left) Z Trig = button(6) Y Axis = axis(1-,1+) DPad U = hat(0 Up) A Button = button(0) B Button = button(3) C Button R = axis(3+) ; Wireless Controller_END
  • 0 Votes
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    theWinterDojerT

    @sonic41092 Well done. Mine has some problems connecting on boot at times. It seems I have to turn on the controller at the right time, otherwise it will connect and I just have to press a button when it says gamepad not found, not a big issue.

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    N

    i know is a older post, but here is my map for Worms Reinforcements (1996) for "Dragonrise inc, generic usb joystick", similar PS2 gamepad, using joymap-0.4.2 the dpad controls aim and movement, leftstick analog controls the mouse, L1 & Start buttons for Left - right mouse buttons, square is "enter", cross is "spacebar" and R2 for" control "& right trigger for "f9" ( a combination that quits emulator)

    **# Mapping for worms for dragonrise

    # Map mouse
    axis vendor=0x0079 product=0x0006 src=0 target=mouse axis=0 min="0" max="255" speed="16" deadzone="127"
    axis vendor=0x0079 product=0x0006 src=1 target=mouse axis=1 min="0" max="255" speed="16" deadzone="127"

    button vendor=0x0079 product=0x0006 src=4 target=mouse button=0
    button vendor=0x0079 product=0x0006 src=9 target=mouse button=1

    # Actions
    axis vendor=0x0079 product=0x0006 src=17 target=kbd plus="down" minus="up" flags="trinary"
    axis vendor=0x0079 product=0x0006 src=16 target=kbd plus="right" minus="left" flags="trinary"

    button vendor=0x0079 product=0x0006 src=2 target=kbd button="space"
    button vendor=0x0079 product=0x0006 src=8 target=kbd button="esc"
    button vendor=0x0079 product=0x0006 src=3 target=kbd button="enter"
    button vendor=0x0079 product=0x0006 src=7 target=kbd button="leftctrl"
    button vendor=0x0079 product=0x0006 src=11 target=kbd button="f9"**

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    andrea_itaA

    @potatobox

    ok... you have to try... the command above to see in detail the two controller.
    sudo jstest /dev/input/js1
    sudo jstest /dev/input/js2

    this is the method to test joypad
    some people have problem with two joypad... "some cases"..

    i loose many ours to understand the behavior of a self-made joystick to bar cabinet ... and I still have some minor problems
    retopie 4.1 is a great project.. but there is some little matter to fix..

    try to understand if it responds in correct mode... than try to connect "only" ps4... and test it alone.

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  • ps4 controller moves on its own

    Help and Support
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    edmaul69E

    @bios this would still be worth trying. It is something good to have done anyways. If it doesnt fix that then it still fixed a huge linux issue.

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    Alright, I've decided to buy a Pi3 Kit and go with it, since it comes with all those built in functionalities. Thanks for the fast replies!

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    Unity,
    I was in a similar situation as you, but got the DS4 successfully paired today! My last install was only 1 week old, so not sure where it went wrong, but today I performed a fresh install and got it going!

    My steps for successful DS4 pairing:

    • Flash retropie 4.0.2.
    • Sudo apt-get update
    • sudo apt-get upgrade
    • retropie setup script, update all installed packages (repetitive?)
    • From GUI, Bluetooth pair DS4(#2) using wired DS4(#1). (No freezing while "searching" this time!)
    • Configure input GUI, hold down a button on the bluetooth'd DS4(#2) and configure inputs
    • Shutdown system
    • Unplug wired DS4
    • Power up
    • Turn on DS4(#2), sync'd right up as player 1, hotkeys and all input working

    It must have been a config file issue that was preventing the sync before, because I had performed all of the upgrades on my prior SD card, but this time around it worked wondefully! I have not attempted to sync 2 DS4s at the same time, yet.

    P.S. I did zero of the 'extra setup' shown on the github for DS4 controllers. The native packages work for me now. I hope this helps you!

    Good luck!

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    G

    @DanC_1987 You need to install the ds4drv ps4 driver still.

    https://pypi.python.org/pypi/ds4drv

    Problem is.. without the driver, it says 1 gamepad detected.. but can't be configured. With the driver, 2 gamepads detected.. it configures in the "main menu" setup, and can then navigate through emulationstation... but then it's unresponsive in games.. "controller not configured" message after starting any game.

    I've read that updating all binaries and scripts should fix it, but it didn't. I still have a controller that navigates through emulationstation, but completely unresponsive in games. Seriously frustrating.

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  • PS4 Controller Issues

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    BuZzB

    @Dominus Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first