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    usb n64 controller setup

    GamePad/GPIO/USB encoder
    setup usb
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    • Zing
      Zing Global moderator Translator @c0l3 last edited by

      @c0l3 Maybe this help:
      https://forum.recalbox.com/topic/9016/a-lire-manettes-n64

      Se a minha resposta foi útil, por favor, dê um voto positivo, clicando na seta para cima logo abaixo da resposta, ao lado de "citar".
      If my answer was helpful, please give a positive feedback by clicking the up arrow below the answer, next to "quote".

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      • c0l3
        c0l3 last edited by

        yes I configured it like in this tutorial.
        When I'm starting the emulator I get an info that the controller is not configured. As if InputAutoCfg has no effect:
        PXL_20210122_085225644.MP.jpeg

        InputAutoCfg.ini

        [SWITCH CO.,LTD. Controller (Dinput)]
        plugged = True
        plugin = 2
        mouse = False
        AnalogDeadzone = 4096,4096
        AnalogPeak = 32768,32768
        DPad R = hat(0 Right)
        DPad L = hat(0 Left)
        DPad D = hat(0 Down)
        DPad U = hat(0 Up)
        Start = button(12)
        Z Trig = button(6)
        B Button = button(1)
        A Button = button(2)
        C Button R = button(8)
        C Button L = button(0)
        C Button D = button(3)
        C Button U = button(9)
        R Trig = button(5)
        L Trig = button(4)
        Mempak switch = key(44)
        Rumblepak switch = key(46)
        X Axis = axis(0-,0+)
        Y Axis = axis(1-,1+)
        

        muppen64plus.cfg

        # Mupen64Plus Configuration File
        # This file is automatically read and written by the Mupen64Plus Core library
        
        [64DD]
        
        # Filename of the 64DD IPL ROM
        IPL-ROM = "/recalbox/share/bios/64DD_IPL.bin"
        # Filename of the disk to load into Disk Drive
        Disk = ""
        
        
        [Audio-OMX]
        
        # Mupen64Plus OMX Audio Plugin config parameter version number
        Version = 1
        # Frequency which is used if rom doesn't want to change it
        DEFAULT_FREQUENCY = 32000
        # Swaps left and right channels
        SWAP_CHANNELS = False
        # Audio output to go to (0) Analogue jack, (1) HDMI
        OUTPUT_PORT = 1
        # Point OMX to the raw N64 audio data region instead of copying audio int$
        NATIVE_MODE = False
        # Number of output samples per Audio callback. This is for hardware buffe$
        BUFFER_SIZE = 4096
        # Audio Output Frequncy mode (when NATIVE_MODE=false): 0 = Rom Frequency,$
        DEFAULT_MODE = 0
        # Desired Latency in ms
        LATENCY = 300
        # Underrun Mode, 0 = Ignore, 1 = Report, 2 = repeat audio when latency < $
        UNDERRUN_MODE = 0
        
        
        [Audio-SDL]
        
        # Mupen64Plus SDL Audio Plugin config parameter version number
        Version = 1
        # Frequency which is used if rom doesn't want to change it
        DEFAULT_FREQUENCY = 33600
        # Swaps left and right channels
        SWAP_CHANNELS = False
        # Size of primary buffer in output samples. This is where audio is loaded after it's extracted from n64's memory.
        PRIMARY_BUFFER_SIZE = 16384
        # Fullness level target for Primary audio buffer, in equivalent output samples
        PRIMARY_BUFFER_TARGET = 10240
        # Size of secondary buffer in output samples. This is SDL's hardware buffer.
        SECONDARY_BUFFER_SIZE = 2048
        # Audio resampling algorithm. src-sinc-best-quality, src-sinc-medium-quality, src-sinc-fastest, src-zero-order-hold, src-linear, speex-fixed-{10-0}, trivial
        RESAMPLE = "trivial"
        # Volume control type: 1 = SDL (only affects Mupen64Plus output)  2 = OSS mixer (adjusts master PC volume)
        VOLUME_CONTROL_TYPE = 1
        # Percentage change each time the volume is increased or decreased
        VOLUME_ADJUST = 5
        # Default volume when a game is started.  Only used if VOLUME_CONTROL_TYPE is 1
        VOLUME_DEFAULT = 80
        # Synchronize Video/Audio
        AUDIO_SYNC = False
        
        
        [Core]
        
        # Mupen64Plus Core config parameter set version number.  Please don't change this version number.
        Version = 1.010000
        # Draw on-screen display if True, otherwise don't draw OSD
        OnScreenDisplay = True
        # Use Pure Interpreter if 0, Cached Interpreter if 1, or Dynamic Recompiler if 2 or more
        R4300Emulator = 2
        # Disable compiled jump commands in dynamic recompiler (should be set to False)
        NoCompiledJump = False
        # Disable 4MB expansion RAM pack. May be necessary for some games
        DisableExtraMem = False
        # Increment the save state slot after each save operation
        AutoStateSlotIncrement = False
        # Activate the R4300 deb&ast;&ast;&ast;&ast;r when ROM execution begins, if core was built with Deb&ast;&ast;&ast;&ast;r support
        EnableDeb&ast;&ast;&ast;&ast;r = False
        # Save state slot (0-9) to use when saving/loading the emulator state
        CurrentStateSlot = 0
        # Path to directory where screenshots are saved. If this is blank, the default value of ${UserConfigPath}/screenshot will be used
        ScreenshotPath = "/recalbox/share/screenshots"
        # Path to directory where emulator save states (snapshots) are saved. If this is blank, the default value of ${UserConfigPath}/save will be used
        SaveStatePath = "/recalbox/share/saves/n64"
        # Path to directory where SRAM/EEPROM data (in-game saves) are stored. If this is blank, the default value of ${UserConfigPath}/save will be used
        SaveSRAMPath = "/recalbox/share/saves/n64"
        # Path to a directory to search when looking for shared data files
        SharedDataPath = "/recalbox/share/system/configs/mupen64/"
        # Delay interrupt after DMA SI read/write
        DelaySI = True
        # Force number of cycles per emulated instruction
        CountPerOp = 0
        # Randomize PI/SI Interrupt Timing
        RandomizeInterrupt = True
        # Duration of SI DMA (-1: use per game settings)
        SiDmaDuration = -1
        # Gameboy Camera Video Capture backend
        GbCameraVideoCaptureBackend1 = ""
        
        
        [CoreEvents]
        
        # Mupen64Plus CoreEvents config parameter set version number.  Please don't change this version number.
        Version = 1
        # SDL keysym for stopping the emulator
        # Kbd Mapping Stop = 27
        Joy Mapping Stop = "J0B5/B4"
        
        # SDL keysym for switching between fullscreen/windowed modes
        Kbd Mapping Fullscreen = 0
        # SDL keysym for saving the emulator state
        Kbd Mapping Save State = 286
        # SDL keysym for loading the emulator state
        Kbd Mapping Load State = 288
        # SDL keysym for advancing the save state slot
        Kbd Mapping Increment Slot = 0
        # SDL keysym for resetting the emulator
        Kbd Mapping Reset = 290
        # SDL keysym for slowing down the emulator
        Kbd Mapping Speed Down = 291
        # SDL keysym for speeding up the emulator
        Kbd Mapping Speed Up = 292
        # SDL keysym for taking a screenshot
        Kbd Mapping Screenshot = 293
        # SDL keysym for pausing the emulator
        Kbd Mapping Pause = 112
        # SDL keysym for muting/unmuting the sound
        Kbd Mapping Mute = 109
        # SDL keysym for increasing the volume
        Kbd Mapping Increase Volume = 93
        # SDL keysym for decreasing the volume
        Kbd Mapping Decrease Volume = 91
        # SDL keysym for temporarily going really fast
        Kbd Mapping Fast Forward = 102
        # SDL keysym for advancing by one frame when paused
        Kbd Mapping Frame Advance = 47
        # SDL keysym for pressing the game shark button
        Kbd Mapping Gameshark = 103
        # Joystick event string for stopping the emulator
        Joy Mapping Stop = "J1B0"
        # Joystick event string for switching between fullscreen/windowed modes
        Joy Mapping Fullscreen = ""
        # Joystick event string for saving the emulator state
        Joy Mapping Save State = ""
        # Joystick event string for loading the emulator state
        Joy Mapping Load State = ""
        # Joystick event string for advancing the save state slot
        Joy Mapping Increment Slot = ""
        # Joystick event string for taking a screenshot
        Joy Mapping Screenshot = ""
        # Joystick event string for pausing the emulator
        Joy Mapping Pause = ""
        # Joystick event string for muting/unmuting the sound
        Joy Mapping Mute = ""
        # Joystick event string for increasing the volume
        Joy Mapping Increase Volume = ""
        # Joystick event string for decreasing the volume
        Joy Mapping Decrease Volume = ""
        # Joystick event string for fast-forward
        Joy Mapping Fast Forward = ""
        # Joystick event string for pressing the game shark button
        Joy Mapping Gameshark = ""
        # Joystick event string for resetting the emulator
        Joy Mapping Reset = ""
        # Joystick event string for slowing down the emulator
        Joy Mapping Speed Down = ""
        # Joystick event string for speeding up the emulator
        Joy Mapping Speed Up = ""
        # Joystick event string for advancing by one frame when paused
        Joy Mapping Frame Advance = ""
        
        
        [Input-SDL-Control1]
        
        # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
        version = 2
        # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
        mode = 2
        # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
        device = 0
        # SDL joystick name (or Keyboard)
        name = "PLAYSTATION(R)3 Controller (47:0D:91:86:A9:4A)"
        # Specifies whether this controller is 'plugged in' to the simulated N64
        plugged = True
        # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
        plugin = "2"
        # If True, then mouse buttons may be used with this controller
        mouse = False
        # Scaling factor for mouse movements.  For X, Y axes.
        MouseSensitivity = "2.00,2.00"
        # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
        AnalogDeadzone = "4096,4096"
        # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
        AnalogPeak = "32768,32768"
        # Digital button configuration mappings
        DPad R = "button(5)"
        DPad L = "button(7)"
        DPad D = "button(6)"
        DPad U = "button(4)"
        Start = "button(3)"
        Z Trig = "button(10)"
        B Button = "button(15)"
        A Button = "button(14)"
        C Button R = "axis(2+)"
        C Button L = "axis(2-)"
        C Button D = "axis(3+)"
        C Button U = "axis(3-)"
        R Trig = "button(11)"
        L Trig = "button(8)"
        Mempak switch = ""
        Rumblepak switch = ""
        # Analog axis configuration mappings
        X Axis = "axis(0-,0+)"
        Y Axis = "axis(1-,1+)"
        
        [Input-SDL-Control2]
        
        # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
        version = 2
        # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
        mode = 2
        # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
        device = -1
        # SDL joystick name (or Keyboard)
        name = ""
        # Specifies whether this controller is 'plugged in' to the simulated N64
        plugged = False
        # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
        plugin = 1
        # If True, then mouse buttons may be used with this controller
        mouse = False
        # Scaling factor for mouse movements.  For X, Y axes.
        MouseSensitivity = "2.00,2.00"
        # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
        AnalogDeadzone = "4096,4096"
        # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
        AnalogPeak = "32768,32768"
        # Digital button configuration mappings
        DPad R = ""
        DPad L = ""
        DPad D = ""
        DPad U = ""
        Start = ""
        Z Trig = ""
        B Button = ""
        A Button = ""
        C Button R = ""
        C Button L = ""
        C Button D = ""
        C Button U = ""
        R Trig = ""
        L Trig = ""
        Mempak switch = ""
        Rumblepak switch = ""
        # Analog axis configuration mappings
        X Axis = ""
        Y Axis = ""
        
        
        [Input-SDL-Control3]
        
        # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
        version = 2
        # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
        mode = 2
        # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
        device = -1
        # SDL joystick name (or Keyboard)
        name = ""
        # Specifies whether this controller is 'plugged in' to the simulated N64
        plugged = False
        # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
        plugin = 1
        # If True, then mouse buttons may be used with this controller
        mouse = False
        # Scaling factor for mouse movements.  For X, Y axes.
        MouseSensitivity = "2.00,2.00"
        # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
        AnalogDeadzone = "4096,4096"
        # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
        AnalogPeak = "32768,32768"
        # Digital button configuration mappings
        DPad R = ""
        DPad L = ""
        DPad D = ""
        DPad U = ""
        Start = ""
        Z Trig = ""
        B Button = ""
        A Button = ""
        C Button R = ""
        C Button L = ""
        C Button D = ""
        C Button U = ""
        R Trig = ""
        L Trig = ""
        Mempak switch = ""
        Rumblepak switch = ""
        # Analog axis configuration mappings
        X Axis = ""
        Y Axis = ""
        
        
        [Input-SDL-Control4]
        
        # Mupen64Plus SDL Input Plugin config parameter version number.  Please don't change this version number.
        version = 2
        # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic
        mode = 2
        # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number
        device = -1
        # SDL joystick name (or Keyboard)
        name = ""
        # Specifies whether this controller is 'plugged in' to the simulated N64
        plugged = False
        # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak
        plugin = 1
        # If True, then mouse buttons may be used with this controller
        mouse = False
        # Scaling factor for mouse movements.  For X, Y axes.
        MouseSensitivity = "2.00,2.00"
        # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0.  For X, Y axes.
        AnalogDeadzone = "4096,4096"
        # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80).  For X, Y axes. For each axis, this must be greater than the corresponding AnalogDeadzone value
        AnalogPeak = "32768,32768"
        # Digital button configuration mappings
        DPad R = ""
        DPad L = ""
        DPad D = ""
        DPad U = ""
        Start = ""
        Z Trig = ""
        B Button = ""
        A Button = ""
        C Button R = ""
        C Button L = ""
        C Button D = ""
        C Button U = ""
        R Trig = ""
        L Trig = ""
        Mempak switch = ""
        Rumblepak switch = ""
        # Analog axis configuration mappings
        X Axis = ""
        Y Axis = ""
        
        
        [Rsp-HLE]
        
        # Mupen64Plus RSP HLE Plugin config parameter version number
        Version = 1.000000
        # Path to a RSP plugin which will be used when encountering an unknown ucode.You can disable this by letting an empty string.
        RspFallback = ""
        # Send display lists to the graphics plugin
        DisplayListToGraphicsPlugin = True
        # Send audio lists to the audio plugin
        AudioListToAudioPlugin = False
        
        
        [Transferpak]
        
        # Filename of the GB ROM to load into transferpak 1
        GB-rom-1 = ""
        # Filename of the GB RAM to load into transferpak 1
        GB-ram-1 = ""
        # Filename of the GB ROM to load into transferpak 2
        GB-rom-2 = ""
        # Filename of the GB RAM to load into transferpak 2
        GB-ram-2 = ""
        # Filename of the GB ROM to load into transferpak 3
        GB-rom-3 = ""
        # Filename of the GB RAM to load into transferpak 3
        GB-ram-3 = ""
        # Filename of the GB ROM to load into transferpak 4
        GB-rom-4 = ""
        # Filename of the GB RAM to load into transferpak 4
        GB-ram-4 = ""
        
        
        [UI-Console]
        
        # Mupen64Plus UI-Console config parameter set version number.  Please don't change this version number.
        Version = 1
        # Directory in which to search for plugins
        PluginDir = "./"
        # Filename of video plugin
        VideoPlugin = "/usr/lib/mupen64plus/mupen64plus-video-n64.so"
        # Filename of audio plugin
        AudioPlugin = "mupen64plus-audio-sdl.so"
        # Filename of input plugin
        InputPlugin = "mupen64plus-input-sdl.so"
        # Filename of RSP plugin
        RspPlugin = "mupen64plus-rsp-hle.so"
        
        
        [Video-General]
        
        # Use fullscreen mode if True, or windowed mode if False
        Fullscreen = False
        # Width of output window or fullscreen width
        ScreenWidth = 640
        # Height of output window or fullscreen height
        ScreenHeight = 480
        # If true, use correct aspect ratio, if false, stretch to fullscreen
        AspectRatio = True
        # If true, activate the SDL_GL_SWAP_CONTROL attribute
        VerticalSync = False
        
        
        [Video-Glide64mk2]
        
        # Enable full-scene anti-aliasing by setting this to a value greater than 1
        wrpAntiAliasing = 0
        # Card ID
        card_id = 0
        # If true, use polygon offset values specified below
        force_polygon_offset = False
        # Specifies a scale factor that is used to create a variable depth offset for each polygon
        polygon_offset_factor = 0
        # Is multiplied by an implementation-specific value to create a constant depth offset
        polygon_offset_units = 0
        # Vertical sync
        vsync = True
        # TODO:ssformat
        ssformat = False
        # Display performance stats (add together desired flags): 1=FPS counter, 2=VI/s counter, 4=% speed, 8=FPS transparent
        show_fps = 8
        # Clock enabled
        clock = False
        # Clock is 24-hour
        clock_24_hr = True
        # Wrapper resolution
        wrpResolution = 0
        # Wrapper VRAM
        wrpVRAM = 0
        # Wrapper FBO
        wrpFBO = True
        # Wrapper Anisotropic Filtering
        wrpAnisotropic = True
        # Texture Enhancement: Smooth/Sharpen Filters
        ghq_fltr = 0
        # Texture Compression: 0 for S3TC, 1 for FXT1
        ghq_cmpr = 0
        # Texture Enhancement: More filters
        ghq_enht = 0
        # Hi-res texture pack format (0 for none, 1 for Rice)
        ghq_hirs = 0
        # Compress texture cache with S3TC or FXT1
        ghq_enht_cmpr = False
        # Tile textures (saves memory but could cause issues)
        ghq_enht_tile = 0
        # Force 16bpp textures (saves ram but lower quality)
        ghq_enht_f16bpp = False
        # Compress texture cache
        ghq_enht_gz = True
        # Don't enhance textures for backgrounds
        ghq_enht_nobg = False
        # Enable S3TC and FXT1 compression
        ghq_hirs_cmpr = False
        # Tile hi-res textures (saves memory but could cause issues)
        ghq_hirs_tile = False
        # Force 16bpp hi-res textures (saves ram but lower quality)
        ghq_hirs_f16bpp = False
        # Compress hi-res texture cache
        ghq_hirs_gz = True
        # Alternative CRC calculation -- emulates Rice bug
        ghq_hirs_altcrc = True
        # Save tex cache to disk
        ghq_cache_save = True
        # Texture Cache Size (MB)
        ghq_cache_size = 128
        # Use full alpha channel -- could cause issues for some tex packs
        ghq_hirs_let_texartists_fly = False
        # Dump textures
        ghq_hirs_dump = False
        # Alternate texture size method: -1=Game default, 0=disable. 1=enable
        alt_tex_size = -1
        # Use first SETTILESIZE only: -1=Game default, 0=disable. 1=enable
        use_sts1_only = -1
        # Use spheric mapping only: -1=Game default, 0=disable. 1=enable
        force_calc_sphere = -1
        # Force positive viewport: -1=Game default, 0=disable. 1=enable
        correct_viewport = -1
        # Force texrect size to integral value: -1=Game default, 0=disable. 1=enable
        increase_texrect_edge = -1
        # Reduce fillrect size by 1: -1=Game default, 0=disable. 1=enable
        decrease_fillrect_edge = -1
        # Enable perspective texture correction emulation: -1=Game default, 0=disable. 1=enable
        texture_correction = -1
        # Set special scale for PAL games: -1=Game default, 0=disable. 1=enable
        pal230 = -1
        # 3DFX Dithered alpha emulation mode: -1=Game default, >=0=dithered alpha emulation mode
        stipple_mode = -1
        # 3DFX Dithered alpha pattern: -1=Game default, >=0=pattern used for dithered alpha emulation
        stipple_pattern = -1
        # Check microcode each frame: -1=Game default, 0=disable. 1=enable
        force_microcheck = -1
        # Force 0xb5 command to be quad, not line 3D: -1=Game default, 0=disable. 1=enable
        force_quad3d = -1
        # Enable near z clipping: -1=Game default, 0=disable. 1=enable
        clip_zmin = -1
        # Enable far plane clipping: -1=Game default, 0=disable. 1=enable
        clip_zmax = -1
        # Use fast CRC algorithm: -1=Game default, 0=disable. 1=enable
        fast_crc = -1
        # Adjust screen aspect for wide screen mode: -1=Game default, 0=disable. 1=enable
        adjust_aspect = -1
        # Force strict check in Depth buffer test: -1=Game default, 0=disable. 1=enable
        zmode_compare_less = -1
        # Apply alpha dither regardless of alpha_dither_mode: -1=Game default, 0=disable. 1=enable
        old_style_adither = -1
        # Scale vertex z value before writing to depth buffer: -1=Game default, 0=disable. 1=enable
        n64_z_scale = -1
        # Fast texrect rendering with hwfbe: -1=Game default, 0=disable. 1=enable
        optimize_texrect = -1
        # Do not copy auxiliary frame buffers: -1=Game default, 0=disable. 1=enable
        ignore_aux_copy = -1
        # Clear auxiliary texture frame buffers: -1=Game default, 0=disable. 1=enable
        hires_buf_clear = -1
        # Read alpha from framebuffer: -1=Game default, 0=disable. 1=enable
        fb_read_alpha = -1
        # Handle unchanged fb: -1=Game default, 0=disable. 1=enable
        useless_is_useless = -1
        # Set frambuffer CRC mode: -1=Game default, 0=disable CRC, 1=fast CRC, 2=safe CRC
        fb_crc_mode = -1
        # Filtering mode: -1=Game default, 0=automatic, 1=force bilinear, 2=force point sampled
        filtering = -1
        # Fog: -1=Game default, 0=disable. 1=enable
        fog = -1
        # Buffer clear on every frame: -1=Game default, 0=disable. 1=enable
        buff_clear = -1
        # Buffer swapping method: -1=Game default, 0=swap buffers when vertical interrupt has occurred, 1=swap buffers when set of conditions is satisfied. Prevents flicker on some games, 2=mix of first two methods
        swapmode = -1
        # Aspect ratio: -1=Game default, 0=Force 4:3, 1=Force 16:9, 2=Stretch, 3=Original
        aspect = -1
        # LOD calculation: -1=Game default, 0=disable. 1=fast, 2=precise
        lodmode = -1
        # Smart framebuffer: -1=Game default, 0=disable. 1=enable
        fb_smart = -1
        # Hardware frame buffer emulation: -1=Game default, 0=disable. 1=enable
        fb_hires = -1
        # Read framebuffer every frame (may be slow use only for effects that need it e.g. Banjo Kazooie, DK64 transitions): -1=Game default, 0=disable. 1=enable
        fb_read_always = -1
        # Render N64 frame buffer as texture: -1=Game default, 0=disable, 1=mode1, 2=mode2
        read_back_to_screen = -1
        # Show images written directly by CPU: -1=Game default, 0=disable. 1=enable
        detect_cpu_write = -1
        # Get frame buffer info: -1=Game default, 0=disable. 1=enable
        fb_get_info = -1
        # Enable software depth render: -1=Game default, 0=disable. 1=enable
        fb_render = -1
        
        
        [Video-GLideN64]
        
        # Settings version. Don't touch it.
        configVersion = 16
        # Crop resulted image (0=disable, 1=auto crop, 2=user defined crop)
        CropMode = 1
        # Crop width pixels from left and right of resulted image (in native resolution)
        CropWidth = 0
        # Crop height pixels from top and bottom of resulted image (in native resolution)
        CropHeight = 0
        # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
        MultiSampling = 0
        # Screen aspect ratio (0=stretch, 1=force 4:3, 2=force 16:9, 3=adjust)
        AspectRatio = 1
        # Swap frame buffers (0=On VI update call, 1=On VI origin change, 2=On buffer update)
        BufferSwapMode = 0
        # Frame buffer size is the factor of N64 native resolution.
        UseNativeResolutionFactor = 1
        # Bilinear filtering mode (0=N64 3point, 1=standard)
        bilinearMode = 1
        # Max level of Anisotropic Filtering, 0 for off
        MaxAnisotropy = False
        # Size of texture cache in megabytes. Good value is VRAM*3/4
        CacheSize = 100
        # Enable color noise emulation.
        EnableNoise = True
        # Enable LOD emulation.
        EnableLOD = True
        # Enable hardware per-pixel lighting.
        EnableHWLighting = False
        # Use persistent storage for compiled shaders.
        EnableShadersStorage = True
        # Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)
        CorrectTexrectCoords = 0
        # Render 2D texrects in native resolution to fix misalignment between parts of 2D image.
        EnableNativeResTexrects = False
        # Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.
        EnableLegacyBlending = True
        # Enable frame and|or depth buffer emulation.
        EnableFBEmulation = False
        # Copy auxiliary buffers to RDRAM
        EnableCopyAuxiliaryToRDRAM = False
        # Enable N64 depth compare instead of OpenGL standard one. Experimental.
        EnableN64DepthCompare = False
        # Disable buffers read/write with FBInfo. Use for games, which do not work with FBInfo.
        DisableFBInfo = True
        # Read color buffer by 4kb chunks (strict follow to FBRead specification)
        FBInfoReadColorChunk = False
        # Read depth buffer by 4kb chunks (strict follow to FBRead specification)
        FBInfoReadDepthChunk = True
        # Enable color buffer copy to RDRAM (0=do not copy, 1=copy in sync mode, 2=copy in async mode)
        EnableCopyColorToRDRAM = 0
        # Enable depth buffer copy to RDRAM  (0=do not copy, 1=copy from video memory, 2=use software render)
        EnableCopyDepthToRDRAM = 2
        # Enable color buffer copy from RDRAM.
        EnableCopyColorFromRDRAM = False
        # Texture filter (0=none, 1=Smooth filtering 1, 2=Smooth filtering 2, 3=Smooth filtering 3, 4=Smooth filtering 4, 5=Sharp filtering 1, 6=Sharp filtering 2)
        txFilterMode = 0
        # Texture Enhancement (0=none, 1=store as is, 2=X2, 3=X2SAI, 4=HQ2X, 5=HQ2XS, 6=LQ2X, 7=LQ2XS, 8=HQ4X, 9=2xBRZ, 10=3xBRZ, 11=4xBRZ, 12=5xBRZ), 13=6xBRZ
        txEnhancementMode = 0
        # Deposterize texture before enhancement.
        txDeposterize = False
        # Don't filter background textures.
        txFilterIgnoreBG = False
        # Size of filtered textures cache in megabytes.
        txCacheSize = 100
        # Use high-resolution texture packs if available.
        txHiresEnable = False
        # Allow to use alpha channel of high-res texture fully.
        txHiresFullAlphaChannel = False
        # Use alternative method of paletted textures CRC calculation.
        txHresAltCRC = False
        # Enable dump of loaded N64 textures.
        txDump = False
        # Zip textures cache.
        txCacheCompression = True
        # Force use 16bit texture formats for HD textures.
        txForce16bpp = False
        # Save texture cache to hard disk.
        txSaveCache = True
        # Path to folder with hi-res texture packs.
        txPath = "/recalbox/share/system/configs/mupen64/hires_texture"
        # File name of True Type Font for text messages.
        fontName = "FreeSans.ttf"
        # Font size.
        fontSize = 18
        # Font color in RGB format.
        fontColor = "B5E61D"
        # Enable bloom filter
        EnableBloom = False
        # Brightness threshold level for bloom. Values [2, 6]
        bloomThresholdLevel = 4
        # Bloom blend mode (0=Strong, 1=Mild, 2=Light)
        bloomBlendMode = 0
        # Blur radius. Values [2, 10]
        blurAmount = 10
        # Blur strength. Values [10, 100]
        blurStrength = 20
        # Force gamma correction.
        ForceGammaCorrection = False
        # Gamma correction level.
        GammaCorrectionLevel = 2.000000
        # Show FPS counter.
        ShowFPS = False
        # Show VI/S counter.
        ShowVIS = False
        # Show percent counter.
        ShowPercent = False
        # Counters position (1=top left, 2=top center, 4=top right, 8=bottom left, 16=bottom center, 32=bottom right)
        CountersPos = 8
        
        
        [Video-Rice]
        
        # Control when the screen will be updated (0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn)
        ScreenUpdateSetting = 7
        # Frequency to write back the frame buffer (0=every frame, 1=every other frame, etc)
        FrameBufferWriteBackControl = 1
        # If this option is enabled, the plugin will skip every other frame
        SkipFrame = False
        # If this option is enabled, the plugin will only draw every other screen update
        SkipScreenUpdate = False
        # Force to use texture filtering or not (0=auto: n64 choose, 1=force no filtering, 2=force filtering)
        ForceTextureFilter = 2
        # Primary texture enhancement filter (0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored)
        TextureEnhancement = 6
        # Secondary texture enhancement filter (0 = none, 1-4 = filtered)
        TextureEnhancementControl = 0
        # Mupen64Plus Rice Video Plugin config parameter version number
        Version = 1
        # Frame Buffer Emulation (0=ROM default, 1=disable)
        FrameBufferSetting = 0
        # Render-to-texture emulation (0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload)
        RenderToTexture = 0
        # Force to use normal alpha blender
        NormalAlphaBlender = False
        # Use a faster algorithm to speed up texture loading and CRC computation
        FastTextureLoading = False
        # Use different texture coordinate clamping code
        AccurateTextureMapping = True
        # Force emulated frame buffers to be in N64 native resolution
        InN64Resolution = False
        # Try to reduce Video RAM usage (should never be used)
        SaveVRAM = False
        # Enable this option to have better render-to-texture quality
        DoubleSizeForSmallTxtrBuf = False
        # Force to use normal color combiner
        DefaultCombinerDisable = False
        # Enable game-specific settings from INI file
        EnableHacks = True
        # If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
        WinFrameMode = False
        # N64 Texture Memory Full Emulation (may fix some games, may break others)
        FullTMEMEmulation = False
        # Enable vertex clipper for fog operations
        OpenGLVertexClipper = False
        # Enable/Disable SSE optimizations for capable CPUs
        EnableSSE = True
        # If enabled, texture enhancement will be done only for TxtRect ucode
        TexRectOnly = False
        # If enabled, texture enhancement will be done only for textures width+height<=128
        SmallTextureOnly = False
        # Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)
        LoadHiResCRCOnly = True
        # Enable hi-resolution texture file loading
        LoadHiResTextures = False
        # Enable texture dumping
        DumpTexturesToFiles = False
        # Display On-screen FPS
        ShowFPS = False
        # Use Mipmapping? 0=no, 1=nearest, 2=bilinear, 3=trilinear
        Mipmapping = 2
        # Enable, Disable or Force fog generation (0=Disable, 1=Enable n64 choose, 2=Force Fog)
        FogMethod = 1
        # Color bit depth to use for textures (0=default, 1=32 bits, 2=16 bits)
        TextureQuality = 0
        # Z-buffer depth (only 16 or 32)
        OpenGLDepthBufferSetting = 16
        # Enable/Disable MultiSampling (0=off, 2,4,8,16=quality)
        MultiSampling = 0
        # Color bit depth for rendering window (0=32 bits, 1=16 bits)
        ColorQuality = 0
        # OpenGL level to support (0=auto, 1=OGL_1.1, 2=OGL_1.4, 3=OGL_FRAGMENT_PROGRAM)
        OpenGLRenderSetting = 0
        # Enable/Disable Anisotropic Filtering for Mipmapping (0=no filtering, 2-16=quality). This is uneffective if Mipmapping is 0. If the given value is to high to be supported by your graphic card, the value will be the highest value your graphic card can support. Better result with Trilinear filtering
        AnisotropicFiltering = 0
        # If true, use polygon offset values specified below
        ForcePolygonOffset = False
        # Specifies a scale factor that is used to create a variable depth offset for each polygon
        PolygonOffsetFactor = 0
        # Is multiplied by an implementation-specific value to create a constant depth offset
        PolygonOffsetUnits = 0
        # Use GPU vertex shader
        EnableVertexShader = False
        # Widescreen hack
        WideScreenHack = False
        
        
        rollbrett 1 Reply Last reply Reply Quote 0
        • rollbrett
          rollbrett @c0l3 last edited by

          @c0l3 Hi, which Raspberry are you using? 4 or 3?

          SUPERPi CASE-J (new) RPi 3b+ Recalbox

          MEGAPi CASE RPi 3b Blast16

          NESPi 4 CASE RPi 4 Recalbox

          GPi CASE RPi Zero 2 W Recalbox

          My RetroArchivments

          1 Reply Last reply Reply Quote 0
          • c0l3
            c0l3 last edited by c0l3

            @rollbrett said in usb n64 controller setup:

            @c0l3 Hi, which Raspberry are you using? 4 or 3?

            I'm using 4. Does it make a difference?

            1 Reply Last reply Reply Quote 0
            • c0l3
              c0l3 last edited by c0l3

              currently I'm editing here:

              /recalbox/share/system/configs/mupen64
              

              is this the correct folder? I found some information using

              /usr/share/mupen64
              

              do I need to do something in? there is only a DEFAULT.cfg

              /recalbox/share/system/configs/retroarch/inputs
              
              # sdl2-jstest -l
              error: failed to read gamecontrollerdb.txt: Invalid RWops
              Found 2 joystick(s)
              
              Joystick Name:     'SWITCH CO.,LTD. Controller (Dinput)'
              Joystick Path:     '/dev/input/event0'
              Joystick GUID:     03000000632500007505000011010000
              Joystick Number:    0
              Number of Axes:     4
              Number of Buttons: 13
              Number of Hats:     1
              Number of B&ast;&ast;&ast;s:    0
              GameControllerConfig:
                missing (see 'gamecontrollerdb.txt' or SDL_GAMECONTROLLERCONFIG)
              Axis code  0:    0
              Axis code  1:    1
              Axis code  2:    2
              Axis code  3:    5
              Button code  0:   304
              Button code  1:   305
              Button code  2:   306
              Button code  3:   307
              Button code  4:   308
              Button code  5:   309
              Button code  6:   310
              Button code  7:   311
              Button code  8:   312
              Button code  9:   313
              Button code 10:   314
              Button code 11:   315
              Button code 12:   316
              Hat code  0:   16
              
              Joystick Name:     'Sony Computer Entertainment Wireless Controller'
              Joystick Path:     '/dev/input/event3'
              Joystick GUID:     030000004c050000c405000011810000
              Joystick Number:    1
              Number of Axes:     6
              Number of Buttons: 13
              Number of Hats:     1
              Number of B&ast;&ast;&ast;s:    0
              GameControllerConfig:
                Name:    'PS4 Controller'
                Mapping: '030000004c050000c405000011810000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,'
              Axis code  0:    0
              Axis code  1:    1
              Axis code  2:    2
              Axis code  3:    3
              Axis code  4:    4
              Axis code  5:    5
              Button code  0:   304
              Button code  1:   305
              Button code  2:   307
              Button code  3:   308
              Button code  4:   310
              Button code  5:   311
              Button code  6:   312
              Button code  7:   313
              Button code  8:   314
              Button code  9:   315
              Button code 10:   316
              Button code 11:   317
              Button code 12:   318
              Hat code  0:   16
              
              Zing 1 Reply Last reply Reply Quote 0
              • Zing
                Zing Global moderator Translator @c0l3 last edited by

                @c0l3 Read this:
                https://forum.recalbox.com/topic/21653/pi4-recalbox-7-x-mupen64plus-bug-enregistrement-du-mapping-dans-retroarch/65

                Se a minha resposta foi útil, por favor, dê um voto positivo, clicando na seta para cima logo abaixo da resposta, ao lado de "citar".
                If my answer was helpful, please give a positive feedback by clicking the up arrow below the answer, next to "quote".

                1 Reply Last reply Reply Quote 0
                • sumat123juan
                  sumat123juan @c0l3 last edited by

                  @c0l3 amigo, pudiste resolver? tengo el mismo problema con recalbox 6.1 necesito ayuda.

                  Zing 1 Reply Last reply Reply Quote 0
                  • Zing
                    Zing Global moderator Translator @sumat123juan last edited by

                    @sumat123juan

                    Please speak in English in the international part of the Forum.

                    recalbox 6.1

                    The forum does not support old versions of the system, upgrade to the latest version and follow the procedures mentioned above.

                    Por favor, hable en inglés en la parte internacional del Foro.

                    recalbox 6.1

                    El foro no admite versiones antiguas del sistema, actualice a la última versión y siga los procedimientos mencionados anteriormente.

                    Se a minha resposta foi útil, por favor, dê um voto positivo, clicando na seta para cima logo abaixo da resposta, ao lado de "citar".
                    If my answer was helpful, please give a positive feedback by clicking the up arrow below the answer, next to "quote".

                    1 Reply Last reply Reply Quote 0
                    • c0l3
                      c0l3 last edited by

                      @Zing with your suggenstion I got the controller to work by setting the n64.config="dummy" removing the input.xml and saving the custom controller config. Thank you.

                      But as result of this the normal n64 config provided by recalbox is not applied anymore. The most annoying result of this is that the bi linear filter is turned of by default and the n64 games look really ugly on modern tv. If I enable the filter via the retroarch menu it looks good, but I can not get this change persisted because I can not save the config because of the "dummy" location.

                      Is there any work around? Is it expected that this Sittuation will improve in future versions of recalbox?

                      1 Reply Last reply Reply Quote 0
                      • c0l3
                        c0l3 last edited by c0l3

                        I finally got it to work:

                        • removing the n64.config="dummy" from recalbox.conf (can be skipped when nothing was done before)
                        • readding input.xml (can be skipped when nothing was done before)
                        • configure n64 controller in recalbox (a button in menu is b button on controller, b button in menu is a button on controller, all other buttons as expected, skip hotkey)
                        • setting /recalbox/share/roms/n64/.retroarch.cfg to
                        input_autodetect_enable = true
                        input_menu_toggle_gamepad_combo = 7
                        
                        • enter game long hit start button (2 seconds) to enter retroarch quick menu
                        • hit b
                        • go to settings -> input -> Port 1 Controls
                        • configure controller
                        • hit save controller profile

                        this will save the controller profile for future starts.
                        exiting, saving etc. will work when long pressing start to enter retroarch menu.

                        I hopes this does help somebody with n64 usb controller, recalbox 7.1.1, rpi 4 raspberry 4

                        1 Reply Last reply Reply Quote 2
                        • btkieler
                          btkieler last edited by

                          Does this still work on the latest updates? I’m having a hard time right now with it, I’d love some assistance

                          1 Reply Last reply Reply Quote 0
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