Kids & Kiosk Mode, coming back [testers needed!]
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@dvf00 My apologies, I screwed up.
Somehow I only created a new branch, but my new commit was not pushed to it.
I've just updated it, should be good now.Your script should work, nice tinkering btw! There is an easier alternative though, by using Meleu's testing scripts, which can be found here. It will allow you to create a list of branches from which you can install and test, and also to revert easily to stock ES. Do give it a try.
Again sorry for wasting your time.
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No worries Zigurana...
Ohh yes... downloaded and running, that script is the way! I didn't know it... :-)
Compiling now ES... let me try -
working with 8Bitdo! :-)
lvl3: SystemView::getViewElements() lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Button 0, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Button 11, isMappedTo= start, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Button 1, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Button 1, isMappedTo= a, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Button 0, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::listen(): Passkey sequence completed, switching UIMode to full lvl3: Settings::saveFile() : Saving Settings to file. lvl3: SystemView::getViewElements() lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Button 0, isMappedTo= b, , value=0, isValidInput: no lvl2: EmulationStation cleanly shutting down. ´´´
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@dvf00 Yes already try 8bitDo and report it works fine too.
I don't know where to report this :
With these last ES versions, i have some aleatory crash. Some time during the Video Screensaver ... but i don't know when it will come.
Some time it loop on one video, it reading it at infinity ... i can't move out.
Some time it crash to linux, and i'm locked too, the keyboard don't respond.
But i always have the SSH access.My last crash screen :
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@darknior
You mean to say you tried the x360 controller? -
@zigurana I don't try it again, but last time i try it it works fine.
I will try your last beta to see.This crash is an other problem.
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@darknior yes, please try it, I am hoping that it will not regress your issue, but there is only one way to be sure ;-).
Regarding your crashes, I suspect it has nothing to do with the topic of this thread, but likely something with video playback. So I'd suggest to start a new thread on this, as it seems a serious issue.
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I can say I've never seen such a crash dump in EmulationStation, which may point to faulty media (SD card or USB drive). I imagine that if you try it with your previously working binary you will run into the same thing.
Still, some more investigation can only help: is it the same video all the time, etc?
Thanks.
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@Zigurana I have try your last build, emulationstation-dev, to try my x360 controller game-pad. And :
- x360 gamepad not working
- 8bitDo NES not working
- 8bitDo NES PRO not working
- 8bitDo SNES is the only one working fine for me.
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@darknior what in the name of all that's retro?!
To be sure: this is on the zigurana / UIModeController branch?
Would you have the logging from each of those controllers available?
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@zigurana said in Kids & Kiosk Mode, coming back [testers needed!]:
@darknior what in the name of all that's retro?!
deviceName="Xbox 360 Wireless Receiver (XBOX)" deviceName="8Bitdo SFC30 GamePad" deviceGUID="05000000102800000900000000010000" deviceName="Xbox 360 Wireless Receiver" deviceGUID="030000005e040000a102000000010000" deviceName="8Bitdo NES30 Pro" deviceGUID="05000000c82d00002038000000010000" deviceName="8Bitdo NES30 GamePad" deviceGUID="05000000c82d00002028000000010000"
To be sure: this is on the zigurana / UIModeController branch?
I write i use the emulationstation-dev from Retropie-Setup.
Would you have the logging from each of those controllers available?
??? What do you want ?
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@darknior Sorry, maybe a bit cryptic :-?
What I meant to say: "Huh I do not understand these results you are getting, we need to make sure you are testing the correct thing. And then we need to figure out what the hell is going on"Please test these branches using the testing scripts. You will need to select this :
repository: zigurana/emulationstation
branch: UIModeInputHandlingRegarding logging, i meant the logged values for inputs for each of the controllers, I've updated the logging again to hopefully show me all I need to know.
Sorry for the confusion, and to burden you so much, but you seem to be one of the few people who have such a wide range of controllers available. (With great power comes great responsibility ;-))
You are doing good work, please keep it up!
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When do you expect we could have available these changes in official repo?
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@dvf00 probably when the most issues are fixed. I mean that's why the developer branch was created recently, some older official releases weren't as stable as they should've been.
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@darknior did you see my request for some more tests?
@zigurana said in Kids & Kiosk Mode, coming back [testers needed!]
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@zigurana said in Kids & Kiosk Mode, coming back [testers needed!]:
@darknior did you see my request for some more tests?
Where do you log the command ? Where is the log file please ?
Thanks -
@darknior
You can run EmulationStation with the debug flag by typingemulationstation --debug
on the command line. The logfile will be athome/pi/.emulationstation/es-log.txt
.
Hope that helps! -
Ok i have think you add it by default ....
Test result :repository: zigurana/emulationstation
branch: UIModeInputHandlingResult for x360 Receiver Game-pad controller : Working before and not working Now :(
lvl2: Added known joystick Xbox 360 Wireless Receiver (instance ID: 3, device index: 0) lvl3: UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=0, isValidInput: no lvl3: UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( Xbox 360 Wireless Receiver ):Button 0, isMappedTo= a, , value=0, isValidInput: no
Result for 8bitdo NES30 Game-pad controller : NOT WORKING!
lvl3: UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no
Result for 8bitdo NES30 PRO Game-pad controller : WORKING FINE
lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo NES30 Pro ):Button 1, isMappedTo= b, , value=0, isValidInput: no
Result for 8bitdo SNES30 Game-pad controller : Working before and nos NOT WORKING :(
lvl2: Added known joystick 8Bitdo SFC30 GamePad (instance ID: 2, device index: 0) lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, , value=-1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 1-, isMappedTo= up, , value=-1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 1-, isMappedTo= down, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 2-, isMappedTo= , value=-1, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 2-, isMappedTo= , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 3-, isMappedTo= , value=-1, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 3-, isMappedTo= , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, , value=-1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0+, isMappedTo= right, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0+, isMappedTo= right, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Axis 0-, isMappedTo= left, right, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SFC30 GamePad ):Button 0, isMappedTo= a, , value=0, isValidInput: no
I will receive the 8bitdo SNES30 PRO the 14 December. I will try it later ;)
Have you remove the full KEY tracking ?
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@darknior thanks for the tests, you are the best!
Questions : the logging for the failing controllers, is that all available logging? I am only seeing a couple of lines for the x360 and NES30 controllers. I will need to see all keypresses to understand what is going on here.
Also, the input from the SNES30 controller seems rather random, was that intentional? -
Questions : the logging for the failing controllers, is that all available logging? I am only seeing a couple of lines for the x360 and NES30 controllers. I will need to see all keypresses to understand what is going on here.
Yes it's the problem, it not log all the keys :(
Also, the input from the SNES30 controller seems rather random, was that intentional?
No it's not, il only made the KONAMI CODE
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