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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

    Make controller recognised as keyboard GUNCON

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    controllersgunconwiimote
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    • JezzaJ
      Jezza
      last edited by

      Hey Peeps

      Can the {recognition} of a controller be changed??

      Is the a way to make a controller (or best, as I have a spare, dragonwise.inc generic USB Joystick) to be recognised as a keyboard?

      The reason I am asking is that I am using a wiimote and dolphinbar on PSX as 'guncon' and it is working awesome
      BUT
      on time crisis the 'step out' button has to be a keyboard and I want to use it as a pedal, which I can make from a keyboard but much easier and neater if I could make it from a button.

      ALSO

      Can't get the START button to work with the 'guncon' <maybe due to a wiimote not having a 'start' button>
      Is there a script I could write for this? if so how? (I have written simple scripts from instructions here)

      by the way the 'guncon' is working brilliantly like a real one!!
      the 'mouse' setup for wiimote was terrible for aiming and losing position

      PSX is the way to go as my experience these games are terrible in mame

      W CrushC 2 Replies Last reply Reply Quote 0
      • W
        Whereismax123 @Jezza
        last edited by Whereismax123

        @jezza sorry to hijack ish but can I ask what version of retro arch your running.. I've updated everything on my setup including retro arch was has resulted in infared gun support breaking and trying to downgrade back and my prior build was pretty old before updating so I'm trying to figure out a good version to get back too

        Sadly I can't help too much with the issue but I did experience the sane with being unable to map buttons but out the bag fortunately it works OK

        Time crisis on the ps1 did support using a controller as reload button surely any controller input you can assign to player 2 and map should work?

        JezzaJ 1 Reply Last reply Reply Quote 0
        • JezzaJ
          Jezza @Whereismax123
          last edited by

          @whereismax123 51ceec17-88c5-4a15-8742-45bae83a0fcc-image.png

          Hope thats what you are after, if not let me know

          JezzaJ 1 Reply Last reply Reply Quote 0
          • JezzaJ
            Jezza @Jezza
            last edited by

            also after coming back to the system and doing more Awesome adds and changes I am worried about updating - probs shouldn't be but WHOLLY crap don't want to go through most of that again - making it better not redoing

            original question still stands
            GUNCON works BRILLIANTLY nevertheless some shortcomings that hopefully can be sorted and it is just me

            W 1 Reply Last reply Reply Quote 0
            • W
              Whereismax123 @Jezza
              last edited by

              @jezza @jezza well if you look at my 'downgrade retro arch thread' you'll see which in the grandsheme of things would take 5 minutes to fix knowing how but 2 days for me 😂

              Did you try using a controller for 2nd player input.. It should work with anything that is recognised in theory

              1 Reply Last reply Reply Quote 0
              • CrushC
                Crush @Jezza
                last edited by Crush

                @jezza said in Make controller recognised as keyboard GUNCON:

                dolphinbar

                if your dolphinbar isnt recognized as a mouse+kb then its in the wrong mode. i believe the correct mode is #2
                [EDIT sorry i read your question wrong.
                I think the easiest way to achieve what you want, is to just go into the retroarch menu after you launched the game, back out to the main menu, select "input" and bind your button there.
                I've always had my coin and start buttons bound to a separate controller while using the Wii mote as a lightgun.

                1 Reply Last reply Reply Quote 0
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