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Emulationstation button mapping strange?



  • Naive question: Isn't the default button mapping for the main buttons (A and B) in emulationstation a bit strange? I mean if I configure my buttons of my gamepads in a way that makes sense for Playstation, SNES etc. then in my opinion the buttons A and B in Emulationstation are twisted.

    Lets say I configure my main gamepad buttons (A, B, X, Y) to match SNES and Playstation (also works good for NES, Megadrive etc.):
    alt text
    alt text

    I consider the lower middle button ('B' for SNES and PSX) as the button usually used for 'confirm' and 'A' usually used for cancel, no? So with this buttons the "normal" console button mapping feels natural.

    But in ES 'A' is used for confirmation and 'B' is used for cancellation (inverted to the emulators). So in the end it feels like the Emulationstation mapping and the mapping of most emulators don't go very well together. Am I missing something?
    As far as I can see the button mapping is hardcoded in ES and cannot be configured:

    bool ISimpleGameListView::input(InputConfig* config, Input input)
    {
    	if(input.value != 0)
    	{
    		if(config->isMappedTo("a", input))
    		{
    			<...>
    				
    			return true;
    		}else if(config->isMappedTo("b", input))
    		{
    			<...>
    


  • This post is deleted!

  • administrators

    There is an option to swap A and B (you will need to reconfigure the controller after) - check Configuration / Tools or go directly to Manage Packages -> Core Packages -> Emulationstation to configure.



  • Oh man, I didn't see xD Works great, big thanks!



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