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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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    • 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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