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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

    Custom Mega-Drive Controls

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    mega drivelibretro
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    • A
      annomatik
      last edited by

      Ok thanks, kind of confusing, many layers of abstraction :-)

      I tried some things. I added the input_player1_btn_a = "5" to the remap file. And then, Aladdin would duck instead of jump. So this assigns "down" to "physical button b" (in my case). After some trial and error, I found this mapping:

      target "5" --> "down"

      input_player1_btn_a --> physical button "B"
      input_player1_btn_b --> physical button "A"
      input_player1_btn_x --> physical button "Y"
      input_player1_btn_y --> physical button "X"

      So... I might have found a bug or maybe that's just the way it is. Apparently, RetroArch is only able to configure things in the remap , if they exist in the controller config? In other words "if the button 5 is not configured in the config, it will be only available in the current session, but not for the remap file"?

      For me, the solution is now -- I'm mapping "Z" to "L2" and "C" to "R2", so the shoulder buttons are shoulder buttons, and I have Z as well as C available, too.

      In the config, I added

      input_l2_btn = "4"
      input_down_axis_label = "Z Button"
      input_r2_btn = "5"
      input_down_axis_label = "C Button"

      ...which means, that I now can access the Z and C buttons as L2 and R2 (C = input_player1_btn_r2).

      the "number keys" for the remap are (in my case), different than the ones in the config / used in the gui:

      0 = sword
      1 = throw
      2 = no action
      3 = start
      4 = up
      5 = down
      6 = go left
      7 = go right
      8 = jump
      9, 10 and higher = no action

      And thus, in the core remap, I added

      input_player1_btn_y = "10"
      input_player1_btn_r2 = "1"

      (button X = no action, button C = throw)

      And now, everything works as it should.

      Thanks for your patience & support!

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

        @annomatik said in Custom Mega-Drive Controls:

        So... I might have found a bug or maybe that's just the way it is. Apparently, RetroArch is only able to configure things in the remap , if they exist in the controller config? In other words "if the button 5 is not configured in the config, it will be only available in the current session, but not for the remap file"?

        Kind of. It's not really button 5, but button who' s input code is 5. If the input code is not mapped to one of the RetroPad's buttons, then it's not available for remap.

        If you modify your controller's .cfg file and add labels to the buttons (like I did), then you'll get rid of input codes and just see the button names in the control mapping menu - makes it easier to see which is which.

        1 Reply Last reply Reply Quote 0
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