RetroPie - kontroll hjälp

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Medlem

RetroPie - kontroll hjälp

Hej, jag har nyligen installerat RetroPie och vill använda en kontroll.
Jag använder mig utav en sån här:

Dold text

Jag behöver hjälp med att konfigurera knapparna, jag får inte kontrollen att fungera. Har kört en installation utav den med hjälp av guider men den vägrar fungera.

Här är min cfg

## Skeleton config file for RetroArch # Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ... # This will be overridden by explicit command line options. # savefile_directory = # Save all save states (*.state) to this directory. # This will be overridden by explicit command line options. # savestate_directory = # Automatically saves a savestate at the end of RetroArch's lifetime. # The path is $SRAM_PATH.auto. # RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set. # savestate_auto_save = false # savestate_auto_load = true # Load libretro from a dynamic location for dynamically built RetroArch. # This option is mandatory. # If a directory, RetroArch will look through the directory until it finds an implementation # that appears to support the extension of the ROM loaded. # This could fail if ROM extensions overlap. # libretro_path = "/path/to/libretro.so" # Path to core options config file. # This config file is used to expose core-specific options. # It will be written to by RetroArch. # core_options_path = # Sets the "system" directory. # Implementations can query for this directory to load BIOSes, system-specific configs, etc. # system_directory = # Sets start directory for RGUI ROM browser. # rgui_browser_directory = # Flushes config to disk on exit. Useful for RGUI as settings can be modified. # Overwrites the config. #include's and comments are not preserved. # config_save_on_exit = false #### Video # Video driver to use. "gl", "xvideo", "sdl" # video_driver = "gl" # Which OpenGL context implementation to use. # Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl. # By default, tries to use first suitable driver. # video_gl_context = # Windowed xscale and yscale # (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale) # video_xscale = 3.0 # video_yscale = 3.0 # Fullscreen resolution. Resolution of 0 uses the resolution of the desktop. # video_fullscreen_x = 0 # video_fullscreen_y = 0 # Start in fullscreen. Can be changed at runtime. # video_fullscreen = false # If fullscreen, prefer using a windowed fullscreen mode. # video_windowed_fullscreen = true # Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor), # suggests RetroArch to use that particular monitor. # video_monitor_index = 0 # Forcibly disable composition. Only works in Windows Vista/7 for now. # video_disable_composition = false # Video vsync. # video_vsync = true # Attempts to hard-synchronize CPU and GPU. Can reduce latency at cost of performance. # video_hard_sync = false # Sets how many frames CPU can run ahead of GPU when using video_hard_sync. # Maximum is 3. # video_hard_sync_frames = 0 # Use threaded video driver. Using this might improve performance at possible cost of latency and more video stuttering. # video_threaded = false # Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders. # video_smooth = true # Forces rendering area to stay equal to game aspect ratio or as defined in video_aspect_ratio. # video_force_aspect = true # Only scales video in integer steps. # The base size depends on system-reported geometry and aspect ratio. # If video_force_aspect is not set, X/Y will be integer scaled independently. # video_scale_integer = false # A floating point value for video aspect ratio (width / height). # If this is not set, aspect ratio is assumed to be automatic. # Behavior then is defined by video_aspect_ratio_auto. # video_aspect_ratio = # If this is true and video_aspect_ratio is not set, # aspect ratio is decided by libretro implementation. # If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set. # video_aspect_ratio_auto = false # Forces cropping of overscanned frames. # Exact behavior of this option is implementation specific. # video_crop_overscan = false # Path to shader. Shader can be either Cg, CGP (Cg preset) or XML/GLSL format if support is enabled. # video_shader = "/path/to/shader.{cg,cgp,shader}" # Load video_shader on startup. # Other shaders can still be loaded later in runtime. # video_shader_enable = false # Defines a directory where shaders (Cg, CGP, XML) are kept for easy access. # video_shader_dir = # CPU-based filter. Path to a bSNES CPU filter (*.filter) # video_filter = # Path to a TTF font used for rendering messages. This path must be defined to enable fonts. # Do note that the _full_ path of the font is necessary! # video_font_path = # Size of the TTF font rendered. # video_font_size = 48 # Attempt to scale the font to fit better for multiple window sizes. # video_font_scale = true # Enable usage of OSD messages. # video_font_enable = true # Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. # [0.0, 0.0] maps to the lower left corner of the screen. # video_message_pos_x = 0.05 # video_message_pos_y = 0.05 # Color for message. The value is treated as a hexadecimal value. # It is a regular RGB hex number, i.e. red is "ff0000". # video_message_color = ffffff # Video refresh rate of your monitor. # Used to calculate a suitable audio input rate. # video_refresh_rate = 59.95 # Allows libretro cores to set rotation modes. # Setting this to false will honor, but ignore this request. # This is useful for vertically oriented games where one manually rotates the monitor. # video_allow_rotate = true #### Audio # Enable audio. # audio_enable = true # Audio output samplerate. # audio_out_rate = 48000 # Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio. # audio_driver = # Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ... # audio_device = # External DSP plugin that processes audio before it's sent to the driver. # audio_dsp_plugin = # Will sync (block) on audio. Recommended. # audio_sync = true # Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency. # audio_latency = 64 # Enable experimental audio rate control. # audio_rate_control = true # Controls audio rate control delta. Defines how much input rate can be adjusted dynamically. # Input rate = in_rate * (1.0 +/- audio_rate_control_delta) # audio_rate_control_delta = 0.005 # Audio volume. Volume is expressed in dB. # 0 dB is normal volume. No gain will be applied. # Gain can be controlled in runtime with input_volume_up/input_volume_down. # audio_volume = 0.0 #### Input # Input driver. Depending on video driver, it might force a different input driver. # input_driver = sdl # Joypad driver. (Valid: linuxraw, sdl, dinput) # input_joypad_driver = # Defines axis threshold. Possible values are [0.0, 1.0] # input_axis_threshold = 0.5 # Path to input overlay # input_overlay = # Enable input auto-detection. Will attempt to autoconfigure # joypads, Plug-and-Play style. input_autodetect_enable = true # Directory for joypad autoconfigs (PC). # If a joypad is plugged in, that joypad will be autoconfigured if a config file # corresponding to that joypad is present in joypad_autoconfig_dir. # Input binds which are made explicit (input_playerN_*_btn/axis) will take priority over autoconfigs. # Autoconfigs can be created with retroarch-joyconfig, manually, or with a frontend. # Requires input_autodetect_enable to be enabled. # joypad_autoconfig_dir = # Enable debug input key reporting on-screen. # input_debug_enable = false # Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on. # Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, # rather than relying on a default. # input_player1_a = x # input_player1_b = z # input_player1_y = a # input_player1_x = s # input_player1_start = enter # input_player1_select = rshift # input_player1_l = q # input_player1_r = w # input_player1_left = left # input_player1_right = right # input_player1_up = up # input_player1_down = down # input_player1_l2 = # input_player1_r2 = # input_player1_l3 = # input_player1_r3 = # Two analog sticks (DualShock-esque). # Bound as usual, however, if a real analog axis is bound, # it can be read as a true analog. # Positive X axis is right, Positive Y axis is down. # input_player1_l_x_plus = # input_player1_l_x_minus = # input_player1_l_y_plus = # input_player1_l_y_minus = # input_player1_r_x_plus = # input_player1_r_x_minus = # input_player1_r_y_plus = # input_player1_r_y_minus = # If desired, it is possible to override which joypads are being used for player 1 through 8. # First joypad available is 0. input_player1_joypad_index = 0 input_player2_joypad_index = 1 input_player3_joypad_index = 2 input_player4_joypad_index = 3 # Joypad buttons. # Figure these out by using RetroArch-Phoenix or retroarch-joyconfig. # You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. # E.g. "h0up" input_player1_a_btn = 1 input_player1_b_btn = 0 input_player1_y_btn = 2 input_player1_x_btn = 3 input_player1_start_btn = 7 input_player1_select_btn = 6 input_player1_l_btn = 4 input_player1_r_btn = 5 # Axis for RetroArch D-Pad. # Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. # Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity. input_player1_left_axis = "-0" input_player1_right_axis = "+0" input_player1_up_axis = "-1" input_player1_down_axis = "+1" # Holding the turbo while pressing another button will let the button enter a turbo mode # where the button state is modulated with a periodic signal. # The modulation stops when the button itself (not turbo button) is released. # input_player1_turbo = # Describes the period and how long of that period a turbo-enabled button should behave. # Numbers are described in frames. # input_turbo_period = 6 # input_turbo_duty_cycle = 3 # This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity. # All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well. # Toggles fullscreen. # input_toggle_fullscreen = f # Saves state. # input_save_state = f2 # Loads state. # input_load_state = f4 # State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline). # When slot is != 0, path will be $path%d, where %d is slot number. # input_state_slot_increase = f7 # input_state_slot_decrease = f6 # Toggles between fast-forwarding and normal speed. # input_toggle_fast_forward = space # Hold for fast-forward. Releasing button disables fast-forward. # input_hold_fast_forward = l # Key to exit emulator cleanly. # Killing it in any hard way (SIGTERM, SIGKILL, etc, will terminate emulator without saving RAM, etc.) # input_exit_emulator = escape # Applies next and previous XML/Cg shader in directory. # input_shader_next = m # input_shader_prev = n # Hold button down to rewind. Rewinding must be enabled. # input_rewind = r # Toggle between recording and not. # input_movie_record_toggle = o # Toggle between paused and non-paused state # input_pause_toggle = p # Frame advance when game is paused # input_frame_advance = k # Reset the emulated SNES. # input_reset = h # Configures DSP plugin # input_dsp_config = c # Cheats. # input_cheat_index_plus = y # input_cheat_index_minus = t # input_cheat_toggle = u # Mute/unmute audio # input_audio_mute = f9 # Take screenshot # input_screenshot = f8 # Netplay flip players. # input_netplay_flip_players = i # Hold for slowmotion. # input_slowmotion = e # Enable other hotkeys. # If this hotkey is bound to either keyboard, joybutton or joyaxis, # all other hotkeys will be disabled unless this hotkey is also held at the same time. # This is useful for RETRO_KEYBOARD centric implementations # which query a large area of the keyboard, where it is not desirable # that hotkeys get in the way. # Alternatively, all hotkeys for keyboard could be disabled by the user. # input_enable_hotkey = # Increases audio volume. # input_volume_up = kp_plus # Decreases audio volume. # input_volume_down = kp_minus # Toggles to next overlay. Wraps around. # input_overlay_next = # Toggles eject for disks. Used for multiple-disk games. # input_disk_eject_toggle = # Cycles through disk images. Use after ejecting. # Complete by toggling eject again. # input_disk_next = # Toggles RGUI menu. # input_menu_toggle = f1 # Toggles mouse grab. When mouse is grabbed, RetroArch hides the mouse, # and keeps the mouse pointer inside the window to allow relative mouse games # to work better. # input_grab_mouse_toggle = f11 #### Misc # Enable rewinding. This will take a performance hit when playing, so it is disabled by default. # rewind_enable = false # Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer. # The buffer should be approx. 20MB per minute of buffer time. # rewind_buffer_size = 20 # Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed. # rewind_granularity = 1 # Pause gameplay when window focus is lost. # pause_nonactive = true # Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise. # The interval is measured in seconds. A value of 0 disables autosave. # autosave_interval = # When being client over netplay, use keybinds for player 1. # netplay_client_swap_input = false # Path to XML cheat database (as used by bSNES). # cheat_database_path = # Path to XML cheat config, a file which keeps track of which # cheat settings are used for individual games. # If the file does not exist, it will be created. # cheat_settings_path = # Directory to dump screenshots to. # screenshot_directory = # Records video after CPU video filter. # video_post_filter_record = false # Records output of GPU shaded material if available. # video_gpu_record = false # Screenshots output of GPU shaded material if available. # video_gpu_screenshot = true # Block SRAM from being overwritten when loading save states. # Might potentially lead to buggy games. # block_sram_overwrite = false # When saving a savestate, save state index is automatically increased before # it is saved. # Also, when loading a ROM, the index will be set to the highest existing index. # There is no upper bound on the index. # savestate_auto_index = false # Slowmotion ratio. When slowmotion, game will slow down by factor. # slowmotion_ratio = 3.0 # Enable stdin/network command interface. # network_cmd_enable = false # network_cmd_port = 55355 # stdin_cmd_enable = false

Dold text

Jag vill ha hjälp med att konfigurera den så att den fungerar i Mario.
D-paden ska vara rätt, upp, ner, vänster och höger.
Knappen 1 ska vara "spring fort"
Knappen 3 ska vara "hoppa"
Start ska vara start

Någon som vet hur CFG filen ska se ut?
Hjälp tack!

Har även problem med att systemet kraschar och jag måste formatera, tror jag har formaterat 50 gånger sedan jag köpte den...

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Hedersmedlem

*** tråd modererad ***

Jag har raderat ett par onödiga inlägg, varav ett relaterat till bumpning (§ 4). Försök att konstruktivt uppdatera tråden med ny information istället. I det här fallet kanske presentera vilka instruktioner du testat.

/KimTjik

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Medlem

Har du problem med crasher så kolla din strömförsörjning. Många kör på billiga strömklossar som inte är designade för att köras som ett nätaggregat.

Gällande knapparna står det ju i din konfig hur du skall göra för att ta reda på vilken som är vilken.

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System:\Dator\Spel>2600k¤5ghz_-_32Gb_-_MSI_3070.exe
System:\Dator\Lab>RaspberryPi_4_-_8Gb.com

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Medlem
Skrivet av Ctrl:

Har du problem med crasher så kolla din strömförsörjning. Många kör på billiga strömklossar som inte är designade för att köras som ett nätaggregat.

Gällande knapparna står det ju i din konfig hur du skall göra för att ta reda på vilken som är vilken.

Den brukar bli korrupt efter några omstarter/avstängningar

Fungerar den här? http://www.netonnet.se/art/koppla-och-anslut/laddare/vaggladd...
Den finns i det här paketet http://www.netonnet.se/art/dator/komponenter/moderkort/integr...
Fungerar 2.1A?

Skulle denna klara av att driva 2st? http://www.netonnet.se/art/koppla-och-anslut/laddare/vaggladd...

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Medlem

Pi drar runt ~700mA. Överklockar du blir den känsligare för om strömklossen ger sämre värden. Många billiga usb-laddare är inte designade för att ge en kontinuerlig och stabil spänning som en nätdel.

Om den fungerar bra eller inte kan jag tyvärr inte säga då jag inte har den själv. Men kolla runt här i forumet eller på andra RaspPi forum, vad de säger om laddare.

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System:\Dator\Spel>2600k¤5ghz_-_32Gb_-_MSI_3070.exe
System:\Dator\Lab>RaspberryPi_4_-_8Gb.com

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Medlem
Skrivet av banan3n:

Den brukar bli korrupt efter några omstarter/avstängningar

Fungerar den här? http://www.netonnet.se/art/koppla-och-anslut/laddare/vaggladd...
Den finns i det här paketet http://www.netonnet.se/art/dator/komponenter/moderkort/integr...
Fungerar 2.1A?

Skulle denna klara av att driva 2st? http://www.netonnet.se/art/koppla-och-anslut/laddare/vaggladd...

Jag kör med en sån här: http://www.kjell.com/sortiment/dator-kringutrustning/datortil...
Funkar kanon.

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Medlem

http://supernintendopi.wordpress.com/
Scrolla ner en bit så förklaras där hur du konfigurerar kontroller.

Även här har du en hel del information som kan vara värd att läsa: https://github.com/petrockblog/RetroPie-Setup/wiki

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