![]() ![]() The counterpart is that you’ve not what is not working with retroarch. You can tell it is running at that resolution when you open the Retroarch menu during gameplay in any game, and the menu items, fonts etc all look clear (high resolution) and not blurred. It works wonderfully! But now I'm wondering how do this for my more complex uses of the D-pad, like Duke Nukem 3D for example, where before I was able to do a modifier button + dpad to give it an alternate mapping.Batocera games not launching. I saw your -ui-axismap X1=KEY_A:KEY_D,Y1=KEY_S:KEY_W \ and that's exactly what I needed to start using the new d-pad mode. One thing that is doing my head in, and maybe you can help with, is. Emulationstation will have it's inputs using that mode and so will all the Lr-cores (because they use what emulationstation uses). I had not thought of Yes it should be seamless, basically, you set the dpad mode once and leave it. Addressing both in the one code block was very clever. I like what you did with both the hat and the axis/joystick modes. ![]() I've also installed your Super Retropie Guides which are really fantastic. If you haven't already done so, you might also want to check out Advanced Mapping Guide for tips: (I use advmame on my Arcade machine so this is just an example for Tempest Tubes.) Perhaps more importantly, on reddit, I noticed someone asking about whether it was possible to make individual configurations for individual games. It's not a perfect solution but one which could work. xboxdrv allows you to cycle through keys by repeatedly pressing a button. With vice and the above code, I've mapped some of the more obvious keys to the GPi's buttons, but it would be possible to map every key to one button alone. ![]() With lr-vice and vice, the keyboard issue is a problem - more with lr-vice than vice. I probably won't join the Facebook group but am happy to contribute here and to have a look at the reddit pages. However, Boulder Dash got to the menu screen, but I couldn't get it to actually start the game. I've tested this on Commando Arcade 2015, Berzerk Redux, Aviator Arcade II, Paradroid and Bruce Lee. On the GPi, the B button is fire and I've mapped the A button to the W key so that for platform games, instead of pushing up on the dpad, you can just press the A button to jump. The keys used are W, S, A, D for movement and F for fire. ui-buttonmap du=KEY_W,dd=KEY_S,dl=KEY_A,dr=KEY_D \ ui-buttonmap back=KEY_ESC,start=KEY_SPACE+KEY_ENTER,back+x=KEY_F12,back+b=KEY_Y,back+a=KEY_N,back+start=KEY_LEFTALT+KEY_Q \ ui-buttonmap b=KEY_F,y=KEY_Y,a=KEY_W,x=KEY_SPACE+KEY_ENTER,lb=KEY_1+KEY_Y,rb=KEY_2+KEY_N \ evdev-absmap ABS_HAT0X=dpad_x,ABS_HAT0Y=dpad_y \ ![]() evdev-keymap BTN_SOUTH=a,BTN_EAST=b,BTN_NORTH=x,BTN_WEST=y,BTN_TL=lb,BTN_TR=rb,BTN_THUMBL=tl,BTN_THUMBR=tr,BTN_MODE=guide,BTN_SELECT=back,BTN_START=start,BTN_TRIGGER_HAPPY3=du,BTN_TRIGGER_HAPPY4=dd,BTN_TRIGGER_HAPPY1=dl,BTN_TRIGGER_HAPPY2=dr \ evdev /dev/input/by-id/usb-RetroFlag_GPi_Case_RetroFlag_01-event-joystick \ Sudo /opt/retropie/supplementary/xboxdrv/bin/xboxdrv > /dev/shm/runcommand.log 2>&1 \ My sdl-vice file which goes in the /opt/retropie/configs/c64/ folder is as follows: (The -trigger-as-button seems to help with this.) Perhaps best of all though is that there is no need to switch the GPi (using select + left dpad) from hat to joystick/axis modes, which you would otherwise need to do with Vice. It enables exiting with select + start and entering the F12 menu with select + x. I've got some working code, albeit it is not perfect. On a new Retropie 4.5 image, I've been playing around with xboxdrv and Vice (the non-libretro Commodore 64 emulator). ![]()
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