Kids & Kiosk Mode, coming back [testers needed!]
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UPDATE: it was only on my 8bitdo nes30 pro controller that it would not work. I have since scrapped this controller and use my iBuffalo wired controller and everything works as it should. Just thought I'd keep you updated.
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@paffley Same is happening to me, but im a few builds behind so i think it broke then.
Im pretty sure they were talking about the issue above at some stage. Wait for another build to roll out i guess.
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@MrJordaaany I agree best to wait. To be honest, I find the 8bitdo controllers to be a bit laggy at times (not all, but sometimes), maybe this could be an issue with the input of 'uuddlrlrba'. not sure, I'm not using the controller anymore as I now prefer wired.
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@paffley Have you or anyone else tried them using the usb cable and see if that solves the mapping plus input lag? Could be an option until the bugs are fixed fw wise?
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Been a while since I was tinkering with my setup. I forget, is it possible to have an alternate setup like Kids mode available alongside a regular, Dad-mode setup? Boot up, then press A for Kids, B for Dad...?
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@ohmycommodore
You have the Konami code to go back to dad mode. I always leave mine in Kiosk mode then if I need to do something I'll enter the code to goto "dad" mode.. then set it back to kiosk mode when done. -
I think I'm the first one posting with the new controllers 8bitdo released last month. The konami code is not recognized properly for my setup and wanted to throw my hat in the ring to give a hand.
I am using the following:
RetroPie 4.3
repo: zigurana\EmulationStation
branch: UIModeInputHandlingController: SF30 Pro (released Dec 2017)
Controller firmware: 1.23
8Bitdo Controller Mode: X-input/"Windows"
All buttons and axis function injstest
; the L2/R2 triggers are not recognized in emulationstation configure input wizard.Driver version is 2.1.0. Joystick (8Bitdo SN30 Pro) has 9 axes (X, Y, Z, Rx, Ry, Rz, Hat0X, Hat0Y, (null)) and 10 buttons (BtnX, BtnY, BtnZ, BtnTL, BtnTR, BtnTL2, BtnTR2, BtnSelect, BtnStart, BtnMode). Testing ... (interrupt to exit) Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7:-32767 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7:-32767 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 32767 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 32767 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6:-32767 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 32767 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6:-32767 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 32767 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:on 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:on 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off Axes: 0: 0 1: 0 2:-32767 3: 0 4: 0 5:-32767 6: 0 7: 0 8:-32767 Buttons: 0:off 1:off 2:off 3:off 4:off 5:off 6:off 7:off 8:off 9:off
es_log.txt
lvl2: EmulationStation - v2.7.3rp, built Jan 7 2018 - 04:49:16 lvl2: Creating surface... lvl2: Created window successfully. lvl2: Checking available OpenGL extensions... lvl2: ARB_texture_non_power_of_two: MISSING lvl2: Loading system config file /home/pi/.emulationstation/es_systems.cfg... lvl3: SystemView::getViewElements() lvl2: Added known joystick 8Bitdo SN30 Pro (instance ID: 0, device index: 0) lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Axis 0-, isMappedTo= , value=-1, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Axis 0-, isMappedTo= , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Axis 1-, isMappedTo= , value=-1, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Axis 1-, isMappedTo= , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Axis 3-, isMappedTo= , value=-1, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Axis 3-, isMappedTo= , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Axis 4-, isMappedTo= , value=-1, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Axis 4-, isMappedTo= , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Button 0, isMappedTo= b, , value=0, isValidInput: no
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@iamhammer Have a look here about not getting all of you inputs recognized.
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Hi
Since I tried changes made by zigurana on his repo zigurana\EmulationStation (branch UIModeInputHandling) I can do perfectly KONAMI code with my 8bitdo NES30 Pro (not SF30 Pro or SN30 Pro controllers, i don't have any of them) but those changes have not been added to official emulationstation repo yet.
I guess this problem is common for all N30 Pro users and this deploy works great:
https://github.com/zigurana/EmulationStation/commit/846243dfbf0e1b3e13e9990a84e51d5966bbf809Currently I need to compile my own emulation station based on "stable" or "master" branch in official repo adding those changes before.
I don't know if is possible to count on that modification as default and it could suit for all kind of controllers.Maybe anyone with this same controller is working fine without any modification, with an especific firmware version or whatever... please I would appreciate some feedback...
Thanks in advance...
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I will finally have some free time next week-end to make some test ...
It is long for me because i have all of them !xBox360 Wireless, 8bitDo NES & NES Pro, SNES & SNES Pro, and xBox One SCUF (last one) in USB.
All is working fine for me in ES and Emulators ... i have configured each of them by hand.What is the last release i can test (with the @dvf00 fix ?) , the most up to date, to have more chance all is working fine.
And i will make my report.
Thanks -
This post is deleted! -
@dvf00 I'll have to look into how I can go about using that commit. I used Meleu's testing scripts to switch to the UIModeInputHandling, but haven't tried to get more granular than that.
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@dvf00 As near as I can tell commit 8462 is the latest, and what I am testing against. It looks like the
isMappedTo
only gets a value if the controller has explicitly been mapped through the ES Configure Input menu option recently?
My previous post shows that none of the keys are showing as mapped. I went through the Configure Input menu again, and at the least one key is showing as mapped now in UI ModeController input log. I had changed my unlock full mode pass key so I'm not sure if they're all mapped now. I'll do more testing later.
Trying @darknior suggestion oftail -f ~/.emulationstation/es_log.txt
unfortunately did not display any results in PuTTy.
@Zigurana What is the criteria for isValidInput? -
@iamhammer said in Kids & Kiosk Mode, coming back [testers needed!]:
Trying @darknior suggestion of tail -f ~/.emulationstation/es_log.txt unfortunately did not display any results in PuTTy
I think you need to start
emulationstation
with the-debug
switch to see all those debug messages in the log file. -
@IamHammer You need to have configured via bluetooh the controller and in addition, it have to be mapped the buttons through ES otherwise I suppose keystrokes are not detected...
When you done, exit from ES to cli and run as @mitu saidemulationstation -debug
, set KIDS mode in UI options and try to comeback to FULL mode with unlock code .
Could happen that you see inmediatly the change from KIDS to FULL so is working for you, otherway press F4 and you will see in cli the output of the log.@IamHammer, sorry if I didn't understood your message, english is not my native language...
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Hmmm, for some reason I'm not getting email notifications on responses. Sorry for the delayed responses.
@mitu On the actual retropie device I have been enteringemulationstation --debug
, and then in SSH I entertail -f ~/.emulationstation/es_log.txt
. I'm not getting a live update of the file being written to however. -
@dvf00 I will double check. I believe everything was configured correctly with bluetooth in retropie-setup (it's not connected via usb). I'll change the passkey again and try again this evening. Thanks!
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Okay, I've got the Konima code working!
I switched the controller mode for the SF30 Pro to "Android Mode" to get the triggers to recognize in the configure input menu. Thanks @Rion for pointing me back to that thread.
I paired the controllers again in the bluetooth section of retropie-setup.sh, and went through the configure input process in ES a couple of times just to be sure.
I am seeing the es_log file being written to now! Something I want to make clear is for anyone else testing is that inputs are only logged while in a core/system menu, and not while the ES Menu is displayed. This also means that the passkey (Konami code) can only be entered while the gamelist is visible (not the ES UI menu).
Here's my output which also answers my question about isValidInput... it's yes when the button press or keydown event is true and no when the keyup event is true.
lvl2: EmulationStation - v2.7.3rp, built Jan 7 2018 - 04:49:16 lvl2: Creating surface... lvl2: Created window successfully. lvl2: Added known joystick 8Bitdo SN30 Pro (instance ID: 0, device index: 0) lvl3: SystemView::getViewElements() lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 up, isMappedTo= up, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 down, isMappedTo= down, , value=4, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 left, isMappedTo= left, , value=8, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 right, isMappedTo= right, , value=2, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Hat 0 neutral?, isMappedTo= down, left, right, up, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Button 1, isMappedTo= b, , value=1, isValidInput: yes lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Button 1, isMappedTo= b, , value=0, isValidInput: no lvl3: UIModeController::logInput( 8Bitdo SN30 Pro ):Button 0, isMappedTo= a, , value=1, isValidInput: yes lvl3: UIModeController::listen(): Passkey sequence completed, switching UIMode to full
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