Custom Mega-Drive Controls
-
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 actionAnd 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!
-
@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.
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.