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    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

    Zdoom and Gampad Fully Working in MENU with NO KEYBOARD

    Scheduled Pinned Locked Moved Help and Support
    gamepadzdoomdoom
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    • G
      G30FF
      last edited by G30FF

      For the in-game issues, I want to report that it's my bad, and has nothing to do with your changes. My ZDoom analog settings were messed up, so it was registering one axis as constantly being pressed. I've fixed that and it seems to be working just fine now. I thought the issues were related because it seemed to be constantly pressing up on both the menu and in-game, but I see that wasn't the case.

      The only issue I have remaining is with the analog on the menu, although I am able to get it to stop registering the analog presses if I move the analog stick around for a while after loading ZDoom. That however only works inconsistently.

      Either way, please disregard my comments about the issues in-game. I did that to myself!

      EDIT: I can consistently get the menu analog issue to stop after it starts by rotating the left analog stick in a circle. That seems to make it stop until the next load of ZDoom.

      1 Reply Last reply Reply Quote 0
      • C
        corezon
        last edited by

        @BuZz Any chance this could get merged? It has been an open PR since April.

        Thanks for all your hard work!

        BuZzB 1 Reply Last reply Reply Quote 0
        • BuZzB
          BuZz administrators @corezon
          last edited by

          @corezon This will need to be revisited. We are moving to lzdoom and zdoom is being removed (it's already happened on our fkms_rpi4 development branch).

          This is based of https://github.com/drfrag666/gzdoom - branch 3.82

          Our fork was a temporary measure really and was only in place due to bugs with the upstream code (which I believe were possibly caused by fast-math optimisations).

          To help us help you - please make sure you read the sticky topics before posting - https://retropie.org.uk/forum/topic/3/read-this-first

          1 Reply Last reply Reply Quote 0
          • B
            bassybeats
            last edited by

            Did anyone end up looking back into this for lzdoom? Finally got lzdoom and brutal doom going and realised this won't work with it.

            P O 2 Replies Last reply Reply Quote 1
            • P
              Protocultor @bassybeats
              last edited by Protocultor

              @bassybeats I did. The changes in ZDoom worked with LZDoom with some slight fixes:
              https://github.com/protocultor/gzdoom/commit/8ba7e49184c2be58c0ad03a7602dcd2c4b0ff6fd

              Binaries for Rpi3B+:
              https://github.com/protocultor/gzdoom/releases/latest

              The unfortunate issue is that there's no actual repository for the RPi "version" of LZDoom, since the source to compile comes from a tag; there's not even a branch to work with. So I had to fork the repo and create a branch from that tag to be able to apply the changes.

              If you have to compile it, follow these steps:

              cd ~
              mkdir lzdoom_joy
              cd lzdoom_joy
              # Clone LZDoom from my repo and branch
              git clone https://github.com/protocultor/gzdoom.git --branch joypad_menu --depth 1
              cd gzdoom
              c="$(lscpu -p | grep -v '#' | sort -u -t , -k 2,4 | wc -l)" ; [ "$c" -eq 0 ] && c=1
              # In the following, remove "-DUSE_ARMV8=On" if you're not using a Rpi3 or later model
              cmake -DCMAKE_BUILD_TYPE=Release -DNO_GTK=On -DUSE_ARMV8=On .
              # The following will take A LOT of time
              make -j$c
              # After a long wait... its backup time
              cd /opt/retropie/ports/lzdoom
              sudo mv brightmaps.pk3 brightmaps.pk3.BAK
              sudo mv game_support.pk3 game_support.pk3.BAK
              sudo mv lights.pk3 lights.pk3.BAK
              sudo mv lzdoom.pk3 lzdoom.pk3.BAK
              sudo mv lzdoom lzdoom.BAK
              sudo mv soundfonts/lzdoom.sf2 soundfonts/lzdoom.sf2.BAK
              # ...and finally, replace the installed lzdoom with what you compiled
              sudo cp ~/lzdoom_joy/gzdoom/*.pk3 /opt/retropie/ports/lzdoom/
              sudo cp ~/lzdoom_joy/gzdoom/lzdoom /opt/retropie/ports/lzdoom/
              sudo cp ~/lzdoom_joy/gzdoom/soundfonts/lzdoom.sf2 /opt/retropie/ports/lzdoom/soundfonts/
              

              You still have to do a first-time configuration with the keyboard, at least to increase the deadzone with some gamepads.

              Note that, if you don't have sound, you must create the file .alsoftrc in your home (~) with the following content:

              [alsa]
              mmap = false
              

              (Thanks to @RussellB for the solution to this: https://retropie.org.uk/forum/post/234245)

              EDIT: updated instructions for the recreated branch, which is now based on 3.86a.

              ExarKunIvE 1 Reply Last reply Reply Quote 1
              • ExarKunIvE
                ExarKunIv @Protocultor
                last edited by

                @Protocultor do we need to have the other version installed to do this? or should be be uninstalled.

                RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
                RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
                Maintainer of RetroPie-Extra .

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                • P
                  Protocultor @ExarKunIv
                  last edited by

                  @ExarKunIv Welp, you end up replacing it, but installing LZDoom from RetroPie-Setup copies scripts to be able to run it through EmulationStation. So, if you're familiar with those you could create one by hand and avoid installing. Otherwise, just do it and replace LZDoom afterwards.

                  ExarKunIvE 1 Reply Last reply Reply Quote 1
                  • ExarKunIvE
                    ExarKunIv @Protocultor
                    last edited by

                    @Protocultor cool i think that i might be able to handle

                    RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
                    RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
                    Maintainer of RetroPie-Extra .

                    1 Reply Last reply Reply Quote 1
                    • P
                      Protocultor
                      last edited by

                      I kinda got tired of this being an issue for years in every *nix platform, so I sent a pull request to GZDoom itself:
                      https://github.com/coelckers/gzdoom/pull/1072
                      Let's see if we can see it solved in LZDoom afterwards.

                      ExarKunIvE 1 Reply Last reply Reply Quote 2
                      • ExarKunIvE
                        ExarKunIv @Protocultor
                        last edited by

                        @Protocultor your instructions worked great. your a life saver
                        now i dont need to make a mapping with xboxdrv just to get the menu up.

                        RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
                        RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
                        Maintainer of RetroPie-Extra .

                        1 Reply Last reply Reply Quote 1
                        • J
                          joesayegh
                          last edited by

                          Just installed lzdoom on Retropie using the new 4.6 beta.
                          I've got Doom up and running.
                          It works great with an Xbox 360 controller - apart from having to use a keyboard to start a new game.
                          Once in game I remapped all the controls based on the PS1 version of the game.
                          i.e. Strafe left/right is left shoulder/right shoulder
                          Weapon previous/next is left trigger/right trigger etc.

                          Here's a snippet from the [Doom.Bindings] section of my lzdoom.ini file

                          Joy1=+strafe
                          Joy2=+use
                          Joy3=+attack
                          Joy4=+use
                          MWheelUp=weapprev
                          MWheelDown=weapnext
                          MWheelRight=invnext
                          MWheelLeft=invprev
                          DPadUp=togglemap
                          DPadDown=invuse
                          DPadLeft=invprev
                          DPadRight=invnext
                          Pad_Start=menu_main
                          Pad_Back=pause
                          LThumb=crouch
                          LShoulder=weapprev
                          RShoulder=weapnext
                          LTrigger=+altattack
                          RTrigger=+attack
                          Pad_A=+use
                          Pad_Y=+jump
                          Joy5=+moveleft
                          Joy6=+moveright
                          Joy7=togglemap
                          Joy8=menu_main
                          Joy12=invprev
                          Joy13=invnext
                          Axis1Plus=+right
                          Axis1Minus=+left
                          Axis2Plus=+back
                          Axis2Minus=+forward
                          Axis3Plus=weapprev
                          Axis6Plus=weapnext
                          Joy11=centerview
                          Axis5Plus=+lookup
                          Axis5Minus=+lookdown
                          

                          The only thing left is to assign "menu_forward" and "menu_backward" to the Xbox 360 controller. Is this something that's already been done and if so, is there a file(s) I need to replace please?

                          Apologies if this has been asked previously.

                          I was just reading the ZDoom Controls section from here and realised it was out of date.

                          1 Reply Last reply Reply Quote 0
                          • Z
                            zerosaber75
                            last edited by zerosaber75

                            @Protocultor Can you please look into updating this fork of LZDoom for RetroPie? It is currently behind on a lot of updates and bug fixes compared to main LZDoom branch (this fork is v3.84 while the main LZDoom version is v3.86a).

                            • https://forum.zdoom.org/viewtopic.php?t=69073#p1156726

                            P 1 Reply Last reply Reply Quote 0
                            • P
                              Protocultor @zerosaber75
                              last edited by

                              @zerosaber75 sorry, but I'm not interested in updates, new features, and the like. My main concern was to make gamepads/joysticks to work with the Rpi and *nix platforms in general, and I've done it. I'm kinda dissappointed that my pull request was completely ignored by the people behind GZDoom, and I've decided not to spend any more time with this.
                              In any case, my fixes are very simple to understand and apply for people interested, if you or anyone else wants to make the latest version of LZDoom work with the RPi. If anyone have any questions about my fixes, I will still gladly answer them.

                              Z RapidEdwin08R 2 Replies Last reply Reply Quote 1
                              • Z
                                zerosaber75 @Protocultor
                                last edited by

                                @Protocultor How can one port the gamepad fixes to the newer versions of LZDoom for themselves?

                                P 1 Reply Last reply Reply Quote 0
                                • P
                                  Protocultor @zerosaber75
                                  last edited by

                                  @zerosaber75 by making these changes :
                                  https://github.com/protocultor/gzdoom/commit/8ba7e49184c2be58c0ad03a7602dcd2c4b0ff6fd
                                  AFAIK some files may have changed directory, but their names and contents remain the same, so by applying these changes you're good to go.
                                  But that's the easy part. The complicated part is what you need to do first, what you were asking me to do: to make the latest (or at least, later) LZDoom compile and run on a RPi, and hoping it will run on a decent speed. Last time I checked, it asked for a sound library that didn't work (for me). That's were I understood why the people in Retropie chose an older tag to publish; it is less messy with the required libraries.

                                  1 Reply Last reply Reply Quote 0
                                  • O
                                    OldSchool @bassybeats
                                    last edited by

                                    @bassybeats

                                    How did you get brutal doom to work with lzdoom, if you don't mind me asking ? Or is there a page you could link with instructions? I swear I've been googling and working on this for hours and I just can't understand what to do. I had brutal doom, sigil, all that working fine on zdoom on the Pi 3, but with lzdoom and the Pi 4 it's just not making sense to me. Thanks in advance for any help you can give.

                                    1 Reply Last reply Reply Quote 0
                                    • RapidEdwin08R
                                      RapidEdwin08 @Protocultor
                                      last edited by

                                      @protocultor and @RetroS3xual Thanks for all your work on this! It's been a while since I checked back here, and I'm happy too see how much this community has achieved. Maybe we can get this ball rolling again.

                                      Raspberry Pi B, Pi B+, Pi2 B, Pi3 B, Pi3 B+, Pi Zero W, Pi4 (4GB/8GB), Pi5 (8GB/16GB), Pi Zero 2 W, GPi V1, minisforum GK50 / RetroPie 4.8.x

                                      P 1 Reply Last reply Reply Quote 0
                                      • P
                                        Protocultor @RapidEdwin08
                                        last edited by

                                        Hello @RapidEdwin08! I think the ball has rolled all the way, since these changes are now officially part of GZDoom:
                                        https://github.com/coelckers/gzdoom/pull/1163
                                        About the instructions in https://retropie.org.uk/forum/post/216941, I've recreated my branch to mirror the 3.86a tag, and updated some of the instructions to make them work for that tag.
                                        I don't think there is anything else to do now, since it seems even the later LZDoom versions have my changes now, but they appear after the 3.86a tag, which is the last that supports the Pis.
                                        Still, it's good to know that the gamepad will no longer be a problem for *nix users, not even on MacOS. To me, it's a solved issue.
                                        Again, thanks for the initial push of the ball :)

                                        mituM 1 Reply Last reply Reply Quote 0
                                        • mituM
                                          mitu Global Moderator @Protocultor
                                          last edited by

                                          @protocultor said in Zdoom and Gampad Fully Working in MENU with NO KEYBOARD:

                                          I don't think there is anything else to do now, since it seems even the later LZDoom versions have my changes now, but they appear after the 3.86a tag, which is the last that supports the Pis.

                                          It looks like later LZDoom versions have retained the GL2 compatibility needed for the Pi, so we will update it in RetroPie to the latest 3.87c release. The version should include your code for the gamepad improvements.

                                          RapidEdwin08R 1 Reply Last reply Reply Quote 1
                                          • RapidEdwin08R
                                            RapidEdwin08 @mitu
                                            last edited by RapidEdwin08

                                            @mitu What else could be done at this point?
                                            Updating was really the only thing at first...
                                            But then after testing, I thought Out-of-the-Box Joypad mappings could be improved.
                                            I've tested many Joypads ranging from N64, PSX, PS3/PS4, Xbox0G,Xbox360, even the PS3/4 MK Fighting Pad (Sega Style) with D-Pad Only.
                                            I since updated the defbinds file to included a Good amount of Joypad Mappings for 10 Buttons or More.

                                            For now I only made the first 2Axis for Turning(Yaw) and Moving(Forward), to avoid the looking Up issue with certain Joypads like PS3/PS4.
                                            But there are a few 'if else' scenarios that could be updated IMO to to accomodate for all Joypads depending on Axis#.
                                            Here's what I've found in testing the Axis Settings that are ideal for each Joypad, and the File I believe could be updated.

                                            gzdoom-3.87c/src/posix/sdl/i_joystick.cpp

                                            // Single Analog Stick N64 Joypad
                                            if NumAxes == 2 {JOYAXIS_Yaw, JOYAXIS_Forward};

                                            // Some Joypad has x3 Axis?
                                            if NumAxes == 3 {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_Yaw};

                                            // Joypad with Dual Analog Sticks Xbox
                                            if NumAxes == 4 {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_Yaw, JOYAXIS_Pitch};

                                            // Joypad with Dual Analog Sticks PS3/PS4
                                            if NumAxes >= 5 {JOYAXIS_Side, JOYAXIS_Forward, JOYAXIS_None, JOYAXIS_Yaw, JOYAXIS_Pitch};

                                            As a bonus, the Sensitivity on any Axis after the first 2 could be lowered to .75 give or take.

                                            I've been testing v3.87c on Pi and updated it already based on the changes accumulated since 3.86a.
                                            I also added a few Minor tweaks specific to rPi.
                                            Here is the link for the lzdoom v3.87c RetroPie Setup Script Replacement files:
                                            https://www.mediafire.com/file/8z07vzribuqmgec/RetroPie-Setup_lzdoom-387c-PiJoySDL_20210212.zip/file

                                            https://github.com/RapidEdwin08/sijl

                                            Just replace the files in your Retropie Setup Directory:
                                            ~RetroPie-Setup/scriptmodules/ports/lzdoom.sh
                                            ~RetroPie-Setup/scriptmodules/ports/lzdoom/01_rpi_fixes.diff
                                            Optional Packages -> Update from Source

                                            Raspberry Pi B, Pi B+, Pi2 B, Pi3 B, Pi3 B+, Pi Zero W, Pi4 (4GB/8GB), Pi5 (8GB/16GB), Pi Zero 2 W, GPi V1, minisforum GK50 / RetroPie 4.8.x

                                            mituM 1 Reply Last reply Reply Quote 0
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