Recalbox Forum

    • Register
    • Login
    • Search
    • Recent
    • Tags
    • recalbox.com
    • Gitlab repository
    • Documentation
    • Discord

    Solved Retrode

    Emulateurs Arcade/PC/Console
    dualboot openel
    8
    152
    74998
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • digitaLumberjack
      digitaLumberjack Staff last edited by

      Si tu me modifie le fichier acris je te le compile comme tu le veux 🙂

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

        @Violene merci pour le test. @retroboy merci beaucoup si j'ai bien compris il faut déclarer la touche dans retrogame.c puis lancer le make. J'ai ajouté ceci : GPIO 11

        {  11,      KEY_ESC       },   // escape, out of emulator
        
        /*
        ADAFRUIT RETROGAME UTILITY: remaps buttons on Raspberry Pi GPIO header
        to virtual USB keyboard presses.  Great for classic game emulators!
        Retrogame is interrupt-driven and efficient (usually under 0.3% CPU use)
        and debounces inputs for glitch-free gaming.
        Connect one side of button(s) to GND pin (there are several on the GPIO
        header, but see later notes) and the other side to GPIO pin of interest.
        Internal pullups are used; no resistors required.  Avoid pins 8 and 10;
        these are configured as a serial port by default on most systems (this
        can be disabled but takes some doing).  Pin configuration is currently
        set in global table; no config file yet.  See later comments.
        Must be run as root, i.e. 'sudo ./retrogame &' or configure init scripts
        to launch automatically at system startup.
        Requires uinput kernel module.  This is typically present on popular
        Raspberry Pi Linux distributions but not enabled on some older varieties.
        To enable, either type:
            sudo modprobe uinput
        Or, to make this persistent between reboots, add a line to /etc/modules:
            uinput
        Prior versions of this code, when being compiled for use with the Cupcade
        or PiGRRL projects, required CUPCADE to be #defined.  This is no longer
        the case; instead a test is performed to see if a PiTFT is connected, and
        one of two I/O tables is automatically selected.
        Written by Phil Burgess for Adafruit Industries, distributed under BSD
        License.  Adafruit invests time and resources providing this open source
        code, please support Adafruit and open-source hardware by purchasing
        products from Adafruit!
        Copyright (c) 2013 Adafruit Industries.
        All rights reserved.
        Redistribution and use in source and binary forms, with or without
        modification, are permitted provided that the following conditions are met:
        - Redistributions of source code must retain the above copyright notice,
          this list of conditions and the following disclaimer.
        - Redistributions in binary form must reproduce the above copyright notice,
          this list of conditions and the following disclaimer in the documentation
          and/or other materials provided with the distribution.
        THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
        AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
        IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
        ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
        LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
        CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
        SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
        INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
        CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
        ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
        POSSIBILITY OF SUCH DAMAGE.
        */
        
        #include <stdio.h>
        #include <stdlib.h>
        #include <string.h>
        #include <unistd.h>
        #include <fcntl.h>
        #include <poll.h>
        #include <signal.h>
        #include <sys/mman.h>
        #include <linux/input.h>
        #include <linux/uinput.h>
        
        // START HERE ------------------------------------------------------------
        // This table remaps GPIO inputs to keyboard values.  In this initial
        // implementation there's a 1:1 relationship (can't attach multiple keys
        // to a button) and the list is fixed in code; there is no configuration
        // file.  Buttons physically connect between GPIO pins and ground.  There
        // are only a few GND pins on the GPIO header, so a breakout board is
        // often needed.  If you require just a couple extra ground connections
        // and have unused GPIO pins, set the corresponding key value to GND to
        // create a spare ground point.
        
        #define GND -1
        struct {
        	int pin;
        	int key;
        } *io, // In main() this pointer is set to one of the two tables below.
           ioTFT[] = {
        	// This pin/key table is used if an Adafruit PiTFT display
        	// is detected (e.g. Cupcade or PiGRRL).
        	// Input   Output (from /usr/include/linux/input.h)
        	{   2,     KEY_LEFT     },   // Joystick (4 pins)
        	{   3,     KEY_RIGHT    },
        	{   4,     KEY_DOWN     },
        	{  17,     KEY_UP       },
        	{  27,     KEY_Z        },   // A/Fire/jump/primary
        	{  22,     KEY_X        },   // B/Bomb/secondary
        	{  23,     KEY_R        },   // Credit
        	{  18,     KEY_Q        },   // Start 1P
                {  11,     KEY_ESC       },   // escape, out of emulator
        	{  -1,     -1           } }, // END OF LIST, DO NOT CHANGE
        	// MAME must be configured with 'z' & 'x' as buttons 1 & 2 -
        	// this was required for the accompanying 'menu' utility to
        	// work (catching crtl/alt w/ncurses gets totally NASTY).
        	// Credit/start are likewise moved to 'r' & 'q,' reason being
        	// to play nicer with certain emulators not liking numbers.
        	// GPIO options are 'maxed out' with PiTFT + above table.
        	// If additional buttons are desired, will need to disable
        	// serial console and/or use P5 header.  Or use keyboard.
           ioStandard[] = {
        	// This pin/key table is used when the PiTFT isn't found
        	// (using HDMI or composite instead), as with our original
        	// retro gaming guide.
        	// Input   Output (from /usr/include/linux/input.h)
        	{  25,     KEY_LEFT     },   // Joystick (4 pins)
        	{   9,     KEY_RIGHT    },
        	{  10,     KEY_UP       },
        	{  17,     KEY_DOWN     },
        	{  23,     KEY_LEFTCTRL },   // A/Fire/jump/primary
        	{   7,     KEY_LEFTALT  },   // B/Bomb/secondary
        	// For credit/start/etc., use USB keyboard or add more buttons.
        	{  -1,     -1           } }; // END OF LIST, DO NOT CHANGE
        
        // A "Vulcan nerve pinch" (holding down a specific button combination
        // for a few seconds) issues an 'esc' keypress to MAME (which brings up
        // an exit menu or quits the current game).  The button combo is
        // configured with a bitmask corresponding to elements in the above io[]
        // array.  The default value here uses elements 6 and 7 (credit and start
        // in the Cupcade pinout).  If you change this, make certain it's a combo
        // that's not likely to occur during actual gameplay (i.e. avoid using
        // joystick directions or hold-for-rapid-fire buttons).
        // Also key auto-repeat times are set here.  This is for navigating the
        // game menu using the 'gamera' utility; MAME disregards key repeat
        // events (as it should).
        const unsigned long vulcanMask = (1L << 6) | (1L << 7);
        const int           vulcanKey  = KEY_ESC, // Keycode to send
                            vulcanTime = 1500,    // Pinch time in milliseconds
                            repTime1   = 500,     // Key hold time to begin repeat
                            repTime2   = 100;     // Time between key repetitions
        
        // A few globals ---------------------------------------------------------
        
        char
          *progName,                         // Program name (for error reporting)
           sysfs_root[] = "/sys/class/gpio", // Location of Sysfs GPIO files
           running      = 1;                 // Signal handler will set to 0 (exit)
        volatile unsigned int
          *gpio;                             // GPIO register table
        const int
           debounceTime = 20;                // 20 ms for button debouncing
        
        // Some utility functions ------------------------------------------------
        
        // Set one GPIO pin attribute through the Sysfs interface.
        int pinConfig(int pin, char *attr, char *value) {
        	char filename[50];
        	int  fd, w, len = strlen(value);
        	sprintf(filename, "%s/gpio%d/%s", sysfs_root, pin, attr);
        	if((fd = open(filename, O_WRONLY)) < 0) return -1;
        	w = write(fd, value, len);
        	close(fd);
        	return (w != len); // 0 = success
        }
        
        // Un-export any Sysfs pins used; don't leave filesystem cruft.  Also
        // restores any GND pins to inputs.  Write errors are ignored as pins
        // may be in a partially-initialized state.
        void cleanup() {
        	char buf[50];
        	int  fd, i;
        	sprintf(buf, "%s/unexport", sysfs_root);
        	if((fd = open(buf, O_WRONLY)) >= 0) {
        		for(i=0; io[i].pin >= 0; i++) {
        			// Restore GND items to inputs
        			if(io[i].key == GND)
        				pinConfig(io[i].pin, "direction", "in");
        			// And un-export all items regardless
        			sprintf(buf, "%d", io[i].pin);
        			write(fd, buf, strlen(buf));
        		}
        		close(fd);
        	}
        }
        
        // Quick-n-dirty error reporter; print message, clean up and exit.
        void err(char *msg) {
        	printf("%s: %s.  Try 'sudo %s'.\n", progName, msg, progName);
        	cleanup();
        	exit(1);
        }
        
        // Interrupt handler -- set global flag to abort main loop.
        void signalHandler(int n) {
        	running = 0;
        }
        
        // Detect Pi board type.  Doesn't return super-granular details,
        // just the most basic distinction needed for GPIO compatibility:
        // 0: Pi 1 Model B revision 1
        // 1: Pi 1 Model B revision 2, Model A, Model B+, Model A+
        // 2: Pi 2 Model B
        
        static int boardType(void) {
        	FILE *fp;
        	char  buf[1024], *ptr;
        	int   n, board = 1; // Assume Pi1 Rev2 by default
        
        	// Relies on info in /proc/cmdline.  If this becomes unreliable
        	// in the future, alt code below uses /proc/cpuinfo if any better.
        #if 1
        	if((fp = fopen("/proc/cmdline", "r"))) {
        		while(fgets(buf, sizeof(buf), fp)) {
        			if((ptr = strstr(buf, "mem_size=")) &&
        			   (sscanf(&ptr[9], "%x", &n) == 1) &&
        			   (n == 0x3F000000)) {
        				board = 2; // Appears to be a Pi 2
        				break;
        			} else if((ptr = strstr(buf, "boardrev=")) &&
        			          (sscanf(&ptr[9], "%x", &n) == 1) &&
        			          ((n == 0x02) || (n == 0x03))) {
        				board = 0; // Appears to be an early Pi
        				break;
        			}
        		}
        		fclose(fp);
        	}
        #else
        	char s[8];
        	if((fp = fopen("/proc/cpuinfo", "r"))) {
        		while(fgets(buf, sizeof(buf), fp)) {
        			if((ptr = strstr(buf, "Hardware")) &&
        			   (sscanf(&ptr[8], " : %7s", s) == 1) &&
        			   (!strcmp(s, "BCM2709"))) {
        				board = 2; // Appears to be a Pi 2
        				break;
        			} else if((ptr = strstr(buf, "Revision")) &&
        			          (sscanf(&ptr[8], " : %x", &n) == 1) &&
        			          ((n == 0x02) || (n == 0x03))) {
        				board = 0; // Appears to be an early Pi
        				break;
        			}
        		}
        		fclose(fp);
        	}
        #endif
        
        	return board;
        }
        
        // Main stuff ------------------------------------------------------------
        
        #define PI1_BCM2708_PERI_BASE 0x20000000
        #define PI1_GPIO_BASE         (PI1_BCM2708_PERI_BASE + 0x200000)
        #define PI2_BCM2708_PERI_BASE 0x3F000000
        #define PI2_GPIO_BASE         (PI2_BCM2708_PERI_BASE + 0x200000)
        #define BLOCK_SIZE            (4*1024)
        #define GPPUD                 (0x94 / 4)
        #define GPPUDCLK0             (0x98 / 4)
        
        int main(int argc, char *argv[]) {
        
        	// A few arrays here are declared with 32 elements, even though
        	// values aren't needed for io[] members where the 'key' value is
        	// GND.  This simplifies the code a bit -- no need for mallocs and
        	// tests to create these arrays -- but may waste a handful of
        	// bytes for any declared GNDs.
        	char                   buf[50],      // For sundry filenames
        	                       c,            // Pin input value ('0'/'1')
        	                       board;        // 0=Pi1Rev1, 1=Pi1Rev2, 2=Pi2
        	int                    fd,           // For mmap, sysfs, uinput
        	                       i, j,         // Asst. counter
        	                       bitmask,      // Pullup enable bitmask
        	                       timeout = -1, // poll() timeout
        	                       intstate[32], // Last-read state
        	                       extstate[32], // Debounced state
        	                       lastKey = -1; // Last key down (for repeat)
        	unsigned long          bitMask, bit; // For Vulcan pinch detect
        	volatile unsigned char shortWait;    // Delay counter
        	struct input_event     keyEv, synEv; // uinput events
        	struct pollfd          p[32];        // GPIO file descriptors
        
        	progName = argv[0];             // For error reporting
        	signal(SIGINT , signalHandler); // Trap basic signals (exit cleanly)
        	signal(SIGKILL, signalHandler);
        
        	// Select io[] table for Cupcade (TFT) or 'normal' project.
        	io = (access("/etc/modprobe.d/adafruit.conf", F_OK) ||
        	      access("/dev/fb1", F_OK)) ? ioStandard : ioTFT;
        
        	// If this is a "Revision 1" Pi board (no mounting holes),
        	// remap certain pin numbers in the io[] array for compatibility.
        	// This way the code doesn't need modification for old boards.
        	board = boardType();
        	if(board == 0) {
        		for(i=0; io[i].pin >= 0; i++) {
        			if(     io[i].pin ==  2) io[i].pin = 0;
        			else if(io[i].pin ==  3) io[i].pin = 1;
        			else if(io[i].pin == 27) io[i].pin = 21;
        		}
        	}
        
        	// ----------------------------------------------------------------
        	// Although Sysfs provides solid GPIO interrupt handling, there's
        	// no interface to the internal pull-up resistors (this is by
        	// design, being a hardware-dependent feature).  It's necessary to
        	// grapple with the GPIO configuration registers directly to enable
        	// the pull-ups.  Based on GPIO example code by Dom and Gert van
        	// Loo on elinux.org
        
        	if((fd = open("/dev/mem", O_RDWR | O_SYNC)) < 0)
        		err("Can't open /dev/mem");
        	gpio = mmap(            // Memory-mapped I/O
        	  NULL,                 // Any adddress will do
        	  BLOCK_SIZE,           // Mapped block length
        	  PROT_READ|PROT_WRITE, // Enable read+write
        	  MAP_SHARED,           // Shared with other processes
        	  fd,                   // File to map
        	  (board == 2) ?
        	   PI2_GPIO_BASE :      // -> GPIO registers
        	   PI1_GPIO_BASE);
        
        	close(fd);              // Not needed after mmap()
        	if(gpio == MAP_FAILED) err("Can't mmap()");
        	// Make combined bitmap of pullup-enabled pins:
        	for(bitmask=i=0; io[i].pin >= 0; i++)
        		if(io[i].key != GND) bitmask |= (1 << io[i].pin);
        	gpio[GPPUD]     = 2;                    // Enable pullup
        	for(shortWait=150;--shortWait;);        // Min 150 cycle wait
        	gpio[GPPUDCLK0] = bitmask;              // Set pullup mask
        	for(shortWait=150;--shortWait;);        // Wait again
        	gpio[GPPUD]     = 0;                    // Reset pullup registers
        	gpio[GPPUDCLK0] = 0;
        	(void)munmap((void *)gpio, BLOCK_SIZE); // Done with GPIO mmap()
        
        	// ----------------------------------------------------------------
        	// All other GPIO config is handled through the sysfs interface.
        
        	sprintf(buf, "%s/export", sysfs_root);
        	if((fd = open(buf, O_WRONLY)) < 0) // Open Sysfs export file
        		err("Can't open GPIO export file");
        	for(i=j=0; io[i].pin >= 0; i++) { // For each pin of interest...
        		sprintf(buf, "%d", io[i].pin);
        		write(fd, buf, strlen(buf));             // Export pin
        		pinConfig(io[i].pin, "active_low", "0"); // Don't invert
        		if(io[i].key == GND) {
        			// Set pin to output, value 0 (ground)
        			if(pinConfig(io[i].pin, "direction", "out") ||
        			   pinConfig(io[i].pin, "value"    , "0"))
        				err("Pin config failed (GND)");
        		} else {
        			// Set pin to input, detect rise+fall events
        			if(pinConfig(io[i].pin, "direction", "in") ||
        			   pinConfig(io[i].pin, "edge"     , "both"))
        				err("Pin config failed");
        			// Get initial pin value
        			sprintf(buf, "%s/gpio%d/value",
        			  sysfs_root, io[i].pin);
        			// The p[] file descriptor array isn't necessarily
        			// aligned with the io[] array.  GND keys in the
        			// latter are skipped, but p[] requires contiguous
        			// entries for poll().  So the pins to monitor are
        			// at the head of p[], and there may be unused
        			// elements at the end for each GND.  Same applies
        			// to the intstate[] and extstate[] arrays.
        			if((p[j].fd = open(buf, O_RDONLY)) < 0)
        				err("Can't access pin value");
        			intstate[j] = 0;
        			if((read(p[j].fd, &c, 1) == 1) && (c == '0'))
        				intstate[j] = 1;
        			extstate[j] = intstate[j];
        			p[j].events  = POLLPRI; // Set up poll() events
        			p[j].revents = 0;
        			j++;
        		}
        	} // 'j' is now count of non-GND items in io[] table
        	close(fd); // Done exporting
        
        	// ----------------------------------------------------------------
        	// Set up uinput
        
        #if 1
        	// Retrogame normally uses /dev/uinput for generating key events.
        	// Cupcade requires this and it's the default.  SDL2 (used by
        	// some newer emulators) doesn't like it, wants /dev/input/event0
        	// instead.  Enable that code by changing to "#if 0" above.
        	if((fd = open("/dev/uinput", O_WRONLY | O_NONBLOCK)) < 0)
        		err("Can't open /dev/uinput");
        	if(ioctl(fd, UI_SET_EVBIT, EV_KEY) < 0)
        		err("Can't SET_EVBIT");
        	for(i=0; io[i].pin >= 0; i++) {
        		if(io[i].key != GND) {
        			if(ioctl(fd, UI_SET_KEYBIT, io[i].key) < 0)
        				err("Can't SET_KEYBIT");
        		}
        	}
        	if(ioctl(fd, UI_SET_KEYBIT, vulcanKey) < 0) err("Can't SET_KEYBIT");
        	struct uinput_user_dev uidev;
        	memset(&uidev, 0, sizeof(uidev));
        	snprintf(uidev.name, UINPUT_MAX_NAME_SIZE, "retrogame");
        	uidev.id.bustype = BUS_USB;
        	uidev.id.vendor  = 0x1;
        	uidev.id.product = 0x1;
        	uidev.id.version = 1;
        	if(write(fd, &uidev, sizeof(uidev)) < 0)
        		err("write failed");
        	if(ioctl(fd, UI_DEV_CREATE) < 0)
        		err("DEV_CREATE failed");
        #else // SDL2 prefers this event methodology
        	if((fd = open("/dev/input/event0", O_WRONLY | O_NONBLOCK)) < 0)
        		err("Can't open /dev/input/event0");
        #endif
        
        	// Initialize input event structures
        	memset(&keyEv, 0, sizeof(keyEv));
        	keyEv.type  = EV_KEY;
        	memset(&synEv, 0, sizeof(synEv));
        	synEv.type  = EV_SYN;
        	synEv.code  = SYN_REPORT;
        	synEv.value = 0;
        
        	// 'fd' is now open file descriptor for issuing uinput events
        
        	// ----------------------------------------------------------------
        	// Monitor GPIO file descriptors for button events.  The poll()
        	// function watches for GPIO IRQs in this case; it is NOT
        	// continually polling the pins!  Processor load is near zero.
        
        	while(running) { // Signal handler can set this to 0 to exit
        		// Wait for IRQ on pin (or timeout for button debounce)
        		if(poll(p, j, timeout) > 0) { // If IRQ...
        			for(i=0; i<j; i++) {       // Scan non-GND pins...
        				if(p[i].revents) { // Event received?
        					// Read current pin state, store
        					// in internal state flag, but
        					// don't issue to uinput yet --
        					// must wait for debounce!
        					lseek(p[i].fd, 0, SEEK_SET);
        					read(p[i].fd, &c, 1);
        					if(c == '0')      intstate[i] = 1;
        					else if(c == '1') intstate[i] = 0;
        					p[i].revents = 0; // Clear flag
        				}
        			}
        			timeout = debounceTime; // Set timeout for debounce
        			c       = 0;            // Don't issue SYN event
        			// Else timeout occurred
        		} else if(timeout == debounceTime) { // Button debounce timeout
        			// 'j' (number of non-GNDs) is re-counted as
        			// it's easier than maintaining an additional
        			// remapping table or a duplicate key[] list.
        			bitMask = 0L; // Mask of buttons currently pressed
        			bit     = 1L;
        			for(c=i=j=0; io[i].pin >= 0; i++, bit<<=1) {
        				if(io[i].key != GND) {
        					// Compare internal state against
        					// previously-issued value.  Send
        					// keystrokes only for changed states.
        					if(intstate[j] != extstate[j]) {
        						extstate[j] = intstate[j];
        						keyEv.code  = io[i].key;
        						keyEv.value = intstate[j];
        						write(fd, &keyEv,
        						  sizeof(keyEv));
        						c = 1; // Follow w/SYN event
        						if(intstate[j]) { // Press?
        							// Note pressed key
        							// and set initial
        							// repeat interval.
        							lastKey = i;
        							timeout = repTime1;
        						} else { // Release?
        							// Stop repeat and
        							// return to normal
        							// IRQ monitoring
        							// (no timeout).
        							lastKey = timeout = -1;
        						}
        					}
        					j++;
        					if(intstate[i]) bitMask |= bit;
        				}
        			}
        
        			// If the "Vulcan nerve pinch" buttons are pressed,
        			// set long timeout -- if this time elapses without
        			// a button state change, esc keypress will be sent.
        			if((bitMask & vulcanMask) == vulcanMask)
        				timeout = vulcanTime;
        		} else if(timeout == vulcanTime) { // Vulcan timeout occurred
        			// Send keycode (MAME exits or displays exit menu)
        			keyEv.code = vulcanKey;
        			for(i=1; i>= 0; i--) { // Press, release
        				keyEv.value = i;
        				write(fd, &keyEv, sizeof(keyEv));
        				usleep(10000); // Be slow, else MAME flakes
        				write(fd, &synEv, sizeof(synEv));
        				usleep(10000);
        			}
        			timeout = -1; // Return to normal processing
        			c       = 0;  // No add'l SYN required
        		} else if(lastKey >= 0) { // Else key repeat timeout
        			if(timeout == repTime1) timeout = repTime2;
        			else if(timeout > 30)   timeout -= 5; // Accelerate
        			c           = 1; // Follow w/SYN event
        			keyEv.code  = io[lastKey].key;
        			keyEv.value = 2; // Key repeat event
        			write(fd, &keyEv, sizeof(keyEv));
        		}
        		if(c) write(fd, &synEv, sizeof(synEv));
        	}
        
        	// ----------------------------------------------------------------
        	// Clean up
        
        	ioctl(fd, UI_DEV_DESTROY); // Destroy and
        	close(fd);                 // close uinput
        	cleanup();                 // Un-export pins
        
        	puts("Done.");
        
        	return 0;
        }
        
        1 Reply Last reply Reply Quote 0
        • julien-tomulic
          julien-tomulic last edited by

          je penche sur une réalisation du même genre (le reset sur gpio avec un retour sous emulationstation) mon niveau de programmation étant proche de 0 je suis attentif a votre poste si vous arrivez a quelque choses ça m’intéresse 😄 je suis tomber sur un principe quelque peu différent peut être que vous y comprendrait plus que moi 😉 au lieu de passé par ADAFRUIT c'est un script python qui simule l’appuie sur echap   http://carrefour-numerique.cite-sciences.fr/fablab/wiki/doku.php?id=projets:retropie_gpio_additions

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

            Bonjour l'idée est intéressante du moment ou tu veux ajouter des boutons. dès que j'ai un moment je testerai. Cependant adafruit va plus loin car il permet de simuler les touches clavier sur les gpio, donc si certains jeux requièrent le clavier il serait donc possible d utiliser un kit joystick placé sur le gpio pour jouer en théorie

            1 Reply Last reply Reply Quote 0
            • une-fille-etoilee
              une-fille-etoilee last edited by

              d'ailleurs, mon projet prends doucement forme.... j'attends encore du matériel pour fixer tout ca proprement...parce que simplement collé, ca me convient pas du tout...

              1 Reply Last reply Reply Quote 0
              • julien-tomulic
                julien-tomulic last edited by

                Oui je suis bien d'accord Acris Adfruit et plus complet, mais moi qui dans mon cas ne cherche qu'a faire un "retour bureau" c'est peut etre un peu complexe a metre en oeuvre ? Si tu teste je suis preneur de tes conclusion 😉

                1 Reply Last reply Reply Quote 0
                • une-fille-etoilee
                  une-fille-etoilee last edited by

                  Bonjour a ceux et celles qui suivent ce topic...   je viens aux nouvelles, histoire de savoir ou en est l'intégration d'adafruit, tu as pu tester tout ca acris ?

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

                    Nop car il me faut un bouton pour tester je dois en récupérer un au travail et avec cette canicule pas trop sur le pc.

                    1 Reply Last reply Reply Quote 0
                    • une-fille-etoilee
                      une-fille-etoilee last edited by

                      j'te comprends, la chaleur n'incite pas a bosser.....chez moi aussi c'est l'enfer....

                      1 Reply Last reply Reply Quote 0
                      • une-fille-etoilee
                        une-fille-etoilee last edited by

                        photo   mon petit bricolage avance doucement...au fil du matos que la poste me livre... J'ai pu intégrée dans la snes le pi, le retrode, le port manettes d'origine que j'ai bricolé et j'ai meme remis le levier d'ejection des cartouches. il faudra que je le renforce a long terme parce que je l'ai bien aminci pour qu'il prenne sa place. il me reste a recevoir le  LM2596 que j'ai commandé sur amazon afin de pouvoir me servir de l'alim d'origine de la snes... j'aimerais pouvoir utiliser la trappe sous la snes pour déporter le dernier port usb (qui me servirais eventuellement a synchroniser mes manettes ps3 les jours ou j'ai pas envie de trimballer celles de snes. il faut aussi que je branche le bouton power d'origine (sur le LS2596) et le bouton reset sur le GPIO. J'aimerais aussi trouver un moyen de faire briller la led d'origine de la console...je me demande si je fais une simple led power ou si je déporte la led d'activité du pi.... et enfin, trouver un adaptateur usb/snes pour la 2eme manette...puisqu'il semble impossible de déclarer les 2 manettes du retrode ca fait beaucoup de choses, et peu de place...

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

                          Pas mal du tout ce pztit projet. J'aime beaucoup!!

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

                            Salut je ne suis pas familière avec ce type de bricolage si j ai bien compris le LM2596 est un convertisseur et régulateur qui va te permettre de modifier le voltage et l'ampérage de l'alimentation de la snes pour obtenir du 5V 2A ? Je pense que tu dois brancher des fils sur les GPIO genre +5V ET GND parce que je vois pas comment cette "chose" sera relié 😛 Je regarde dès que possible faut juste que je retrouve mon cable bouton (en ce moment je monte des meubles lol)

                            1 Reply Last reply Reply Quote 0
                            • une-fille-etoilee
                              une-fille-etoilee last edited by

                              Le LM2596 me servira a convertir en effet les 9v de transfo d'origine snes en 5v avec une intensité j'espère suffisante....(le transfo snes sors 1.3A, ce qui est peu) si ca marche pas, je prendrais un transfo 9v plus puissant, mais je voulais tenter de garder au maximum la connectique arrière d'origine. pour les branchements du GPIO, nottement du bouton reset, ce sera indépendant. le circuit d'alimentation n'interviendra pas, surtout que le GPIO possède ses propres alimentations bon montage de meubles...

                              1 Reply Last reply Reply Quote 0
                              • une-fille-etoilee
                                une-fille-etoilee last edited by

                                tu as pu tester le bouton reset grace a adafruit acris ? j'arrive a la fin de mon bricolage, il me reste la led a cabler, j'attends de recevoir une résistance de 160 ohm pour la brancher au 5v l'alim a finaliser, j'ai pas pu utiliser le module lm2596, ca rebootait le pi sans arret, je pense que l'intensité dispo en sortie etait trop faible. du coup j'ai commandé une alim 5v avec le connecteur rond de la snes directement. et ce fameux bouton reset, qui, ca me plairais bien quand meme, provoque un retour menu lorsqu'on appui dessus... je ferais un petit récapitulatif photo lorsque tout sera fini

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

                                  Nop pas testé j etais en vacances la semaine dernière et j ai pas retrouvé mon cable mais j ai pas oublié. on avait pas un problème aussi de gamepad identitiques qui ne fonctionnaient pas via le retrode ? si tu mets les 2 manettes snes il y en a qu'une seule qui fonctionnent ? j ai pas relu les 8 pages 😛

                                  1 Reply Last reply Reply Quote 0
                                  • une-fille-etoilee
                                    une-fille-etoilee last edited by

                                    oui, on avais un soucis de manette, meme si le retrode permet les 2 manettes, lorsque je branche les 2, il ne m'en reconnais qu'une seule. si j'appuis sur A sur la manette 2, ca a le meme effet que si j'appuis sur A sur la manette 1. et a part utiliser les codes hexa d'affectation fournie par le fabricant, je ne vois pas comment faire. [kbL] 06 1b 28 2c 52 51 50 4f 09 07 04 16 [kbR] 10 11 05 19 33 37 36 38 0e 0d 0a 0b SNES controllers, the order is B Y SELECT START UP DOWN LEFT RIGHT A X L R mais voila, mis a part trifouiller dans les fichiers de retroarch, je ne vois pas comment intégrer cet adressage. j'ai contourné le probleme en achetant un adaptateur snes-usb que j'ai vampirisé et intégré a mon boitier. c'est moins joli et ca me bouffe un port usb, mais bon...c'est mieux que rien, et j'ai mes 2 ports manettes qui fonctionnent pour l'instant. résoudre ce problème devient maintenant du fignolage.   j'ai pour l'instant gardé mon lm2596, mais j'ai commandé une alim plus puissante que celle de la snes. elle débite 1.2A, ce qui doit etre trop peu pour le pi, surtout que la conversion en 5v doit générer des pertes. je devais avoir moins de 1A en sortie. j'en ai commandé une de 5A, a voir si la sortie 5v sera assez stable pour tout ca....sinon, je prendrais une alim 5v directement. c'est dangereux a mon sens, puisque peu de choses distinguera ma snes modifiée d'une vraie, et il y a le risque que quelqu'un y mette le transfo d'origine si j'opte pour cette solution.

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

                                      Salut je me demande si le problème ne serait pas comme avec les adapteurs mayflash...... on est entrain d'essayer de résoudre le problème. Dans emulationstation tu as pu configurer tes deux manettes à tour de rôle et ensuite mettre joueur 1 et joueur 2 ? ou pas du tout. Si oui, le problème se situe t il lorsque tu lances les emulateurs une seule manette est reconnue ? peux tu brancher les deux manettes snes sur ton retrode puis réaliser ses quelques tests joysticks : https://github.com/digitalLumberjack/recalbox-os/wiki/Tester-votre-joystick-avec-jstest-(FR) et poste les rapports demandés puis exécuter ces deux commandes :

                                      jstest /dev/input/js0
                                      jstest /dev/input/js1
                                      udevadm info -p $(udevadm info -q path -n /dev/input/js0)
                                      udevadm info -p $(udevadm info -q path -n /dev/input/js1)
                                      
                                      1 Reply Last reply Reply Quote 0
                                      • une-fille-etoilee
                                        une-fille-etoilee last edited by

                                        merci de ne pas lacher l'affaire acris.... 🙂 dans emulationstation, lorsque je vais dans la configuration des manettes, je n'ai qu'une seule reconnue : #0 MATTHIAS HULLIN RETRODE lorsque je veux adresser les boutons, ca me dit toujours une manette reconnue si je configure les boutons de la manette qui est branchée sur le port 1 du retrode, la manette 1 marche parfaitement bien, la manette 2 quand a elle n'a plus que son pavé directionnel qui fonctionne. si je configure la manette 2, c'est l'inverse, la manette 1 n'a plus que sa croix directionnelle qui marche. comme si les pavé directionnels n'etaient qu'une seule et meme entrée ensuite, la liste des commande que tu m'a demandé

                                        cat /proc/bus/input/devices I: Bus=0003 Vendor=0403 Product=97c1 Version=0111 N: Name="Matthias Hullin Retrode       " P: Phys=usb-bcm2708_usb-1.5/input1 S: Sysfs=/devices/platform/bcm2708_usb/usb1/1-1/1-1.5/1-1.5:1.1/0003:0403:97C1.0001/input/input0 U: Uniq= H: Handlers=js0 event0 B: PROP=0 B: EV=1b B: KEY=ffffffff 0 0 0 0 0 0 0 0 0 B: ABS=3 B: MSC=10   I: Bus=0003 Vendor=0403 Product=97c1 Version=0111 N: Name="Matthias Hullin Retrode       " P: Phys=usb-bcm2708_usb-1.5/input2 S: Sysfs=/devices/platform/bcm2708_usb/usb1/1-1/1-1.5/1-1.5:1.2/0003:0403:97C1.0002/input/input1 U: Uniq= H: Handlers=mouse0 event1 B: PROP=0 B: EV=17 B: KEY=70000 0 0 0 0 0 0 0 0 B: REL=3 B: MSC=10

                                        ls /dev/input/js*

                                        /dev/input/js0

                                        jstest /dev/input/js0

                                        Driver version is 2.1.0. Joystick (Matthias Hullin Retrode       ) has 2 axes (X, Y) and 32 buttons (Trigger, ThumbBtn, ThumbBtn2, TopBtn, TopBtn2, PinkieBtn, BaseBtn, BaseBtn2, BaseBtn3, BaseBtn4, BaseBtn5, BaseBtn6, BtnDead, BtnA, BtnB, BtnC, BtnX, BtnY, BtnZ, BtnTL, BtnTR, BtnTL2, BtnTR2, BtnSelect, BtnStart, BtnMode, BtnThumbL, BtnThumbR, ?, ?, ?, ?). Testing ... (interrupt to exit) Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29Axes:  0:     0  1:     0 Buttons:  0:off  1:off  2:off  3:off  4:off  5:off  6:off  7:off  8:off  9:off 10:off 11:off 12:off 13:off 14:off 15:off 16:off 17:off 18:off 19:off 20:off 21:off 22:off 23:off 24:off 25:off 26:off 27:off 28:off 29:off 30:off 31:off

                                        jstest /dev/input/js1

                                        jstest: No such file or directory

                                        udevadm info -p $(udevadm info -q path -n /dev/input/js0)

                                        P: /devices/platform/bcm2708_usb/usb1/1-1/1-1.5/1-1.5:1.1/0003:0403:97C1.0001/input/input0/js0 N: input/js0 S: input/by-id/usb-Matthias_Hullin_Retrode-if01-joystick S: input/by-path/platform-bcm2708_usb-usb-0:1.5:1.1-joystick E: DEVLINKS=/dev/input/by-id/usb-Matthias_Hullin_Retrode-if01-joystick /dev/input/by-path/platform-bcm2708_usb-usb-0:1.5:1.1-joystick E: DEVNAME=/dev/input/js0 E: DEVPATH=/devices/platform/bcm2708_usb/usb1/1-1/1-1.5/1-1.5:1.1/0003:0403:97C1.0001/input/input0/js0 E: ID_BUS=usb E: ID_INPUT=1 E: ID_INPUT_JOYSTICK=1 E: ID_MODEL=Retrode E: ID_MODEL_ENC=Retrode\x20\x20\x20\x20\x20\x20\x20 E: ID_MODEL_ID=97c1 E: ID_PATH=platform-bcm2708_usb-usb-0:1.5:1.1 E: ID_PATH_TAG=platform-bcm2708_usb-usb-0_1_5_1_1 E: ID_REVISION=1707 E: ID_SERIAL=Matthias_Hullin_Retrode E: ID_TYPE=hid E: ID_USB_DRIVER=usbhid E: ID_USB_INTERFACES=:080650:030000:030102: E: ID_USB_INTERFACE_NUM=01 E: ID_VENDOR=Matthias_Hullin E: ID_VENDOR_ENC=Matthias\x20Hullin E: ID_VENDOR_ID=0403 E: MAJOR=13 E: MINOR=0 E: SUBSYSTEM=input E: USEC_INITIALIZED=4881823

                                        udevadm info -p $(udevadm info -q path -n /dev/input/js1)

                                        device node not found info: option requires an argument -- 'p'

                                        voila pour les retour sur ces commandes   lorsque j'ai fais jstest sur js0, j'ai essayée en effet les divers boutons manette sur les axes 0 et 1, j'ai bien les croix directionnelles des 2 manettes par contre, pour le bouton Y, il est bien detecté en 9 pour la manette 1 et en 1 pour la manette 2. j'ai bien une affectation différente pour chaque bouton, mais pas pour la croix. C'est bigrement de chez bigrement etrange je pense que c'est du au fait que recalbox n'autorise pas plus de 2 axes par manette

                                        1 Reply Last reply Reply Quote 0
                                        • ?
                                          Guest last edited by

                                          This post is deleted!
                                          1 Reply Last reply Reply Quote 0
                                          • acris
                                            acris last edited by

                                            Ian57 a résolu un cas un peu similaire malheureusement il est absent en ce moment ça se trouve on pourrait appliquer la même chose. Wait and See. Je t'ai pas oublié c'est que j ai énormément de travail en ce moment au boulot (vive win 10) et le soir pas trop la tête a me remettre sur le pc pour réfléchir.

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post

                                            Want to support us ?

                                            89
                                            Online

                                            99.6k
                                            Users

                                            28.1k
                                            Topics

                                            187.1k
                                            Posts

                                            Copyright © 2021 recalbox.com