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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

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    gamepadzdoomdoom
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    • 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 .

        P 1 Reply Last reply Reply Quote 0
        • 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
                                    • mituM
                                      mitu Global Moderator @RapidEdwin08
                                      last edited by

                                      @rapidedwin08 said in Zdoom and Gampad Fully Working in MENU with NO KEYBOARD:

                                      @mitu What else could be done at this point?

                                      I'll do a PR with the new version changes and see what defaults we can set for the joypad when installing, via configuration.

                                      1 Reply Last reply Reply Quote 2
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