usb n64 controller setup



  • I have INNEXT n64 usb controllers. I configured them via the ui and got everything working except the c buttons.

    My question now is how to configure these? Searching online so far has given me several hours of trial and error configuring the controller via the muppen64plus.cfg or InputAutoCfg.ini without any progress.

    I have found several conflicting tutorials and forum post for old version of recalbox.

    What is the latest information for recalbox 7.1.1 regarding this topic?
    What exactly are the files muppen64plus.cfg, InputAutoCfg.ini, input.xml supposed to do which files do I really need to edit?

    I know the controllers input numbers.

    can somebody help me here?


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  • 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 debugger when ROM execution begins, if core was built with Debugger support
    EnableDebugger = 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
    
    


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



  • @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?



  • 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 Balls:    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 Balls:    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
    

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    Translation Master
    Tester
    Global moderator



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


  • Global moderator Translator
    Translation Master
    Tester
    Global moderator

    @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.



  • @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?



  • 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


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