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July 14, 2014 21:03
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RetroPie USB NES (Gamepad) controllers configuration. Original: http://thebestunlock.com/retroarch.cfg/ Found via http://lifehacker.com/how-to-turn-your-raspberry-pi-into-a-retro-game-console-498561192. Keeping this here as a backup!
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## Skeleton config file for RetroArch | |
# Save all save files (*.srm) to this directory. This includes related files like .bsv, .rtc, .psrm, etc ... | |
# This will be overridden by explicit command line options. | |
# savefile_directory = | |
# Save all save states (*.state) to this directory. | |
# This will be overridden by explicit command line options. | |
# savestate_directory = | |
# Automatically saves a savestate at the end of RetroArch's lifetime. | |
# The path is $SRAM_PATH.auto. | |
# RetroArch will automatically load any savestate with this path on startup if savestate_auto_load is set. | |
# savestate_auto_save = false | |
# savestate_auto_load = true | |
# Load libretro from a dynamic location for dynamically built RetroArch. | |
# This option is mandatory. | |
# If a directory, RetroArch will look through the directory until it finds an implementation | |
# that appears to support the extension of the ROM loaded. | |
# This could fail if ROM extensions overlap. | |
# libretro_path = "/path/to/libretro.so" | |
# Environment variables internally in RetroArch. | |
# Implementations can tap into this user-specificed information to enable functionality | |
# that is deemed too obscure to expose directly. | |
# Some variables might be "standardized" at a later time if needed. | |
# The string is formatted as key value pairs delimited by a semicolon ';'. | |
# Any white space between the delimiter ';' and the '=' is significant. | |
# I.e.: "key1=value1;key2=value2;..." | |
# environment_variables = | |
# Sets the "system" directory. | |
# Implementations can query for this directory to load BIOSes, system-specific configs, etc. | |
system_directory = /home/pi/RetroPie/emulatorcores/ | |
#### Video | |
# Video driver to use. "gl", "xvideo", "sdl" | |
# video_driver = "gl" | |
# Windowed xscale and yscale | |
# (Real x res: base_size * xscale * aspect_ratio, real y res: base_size * yscale) | |
# video_xscale = 3.0 | |
# video_yscale = 3.0 | |
# Fullscreen resolution. Resolution of 0 uses the resolution of the desktop. | |
# video_fullscreen_x = 0 | |
# video_fullscreen_y = 0 | |
# Start in fullscreen. Can be changed at runtime. | |
# video_fullscreen = false | |
# If fullscreen, prefer using a windowed fullscreen mode. | |
# video_windowed_fullscreen = true | |
# Which monitor to prefer. 0 (default) means no particular monitor is preferred, 1 and up (1 being first monitor), | |
# suggests RetroArch to use that particular monitor. | |
# video_monitor_index = 0 | |
# Forcibly disable composition. Only works in Windows Vista/7 for now. | |
# video_disable_composition = false | |
# Video vsync. | |
# video_vsync = true | |
# Smoothens picture with bilinear filtering. Should be disabled if using pixel shaders. | |
video_smooth = false | |
# Forces rendering area to stay equal to game aspect ratio or as defined in video_aspect_ratio. | |
# video_force_aspect = true | |
# Only scales video in integer steps. | |
# The base size depends on system-reported geometry and aspect ratio. | |
# If video_force_aspect is not set, X/Y will be integer scaled independently. | |
# video_scale_integer = false | |
# A floating point value for video aspect ratio (width / height). | |
# If this is not set, aspect ratio is assumed to be automatic. | |
# Behavior then is defined by video_aspect_ratio_auto. | |
video_aspect_ratio = 1.33 | |
# If this is true and video_aspect_ratio is not set, | |
# aspect ratio is decided by libretro implementation. | |
# If this is false, 1:1 PAR will always be assumed if video_aspect_ratio is not set. | |
# video_aspect_ratio_auto = false | |
# Forces cropping of overscanned frames. | |
# Exact behavior of this option is implementation specific. | |
# video_crop_overscan = false | |
# Path to Cg shader. | |
# video_cg_shader = "/path/to/cg/shader.cg" | |
# Path to GLSL XML shader. If both Cg shader path and XML shader path are defined, | |
# Cg shader will take priority unless overridden in video_shader_type. | |
# video_bsnes_shader = "/path/to/bsnes/xml/shader.shader" | |
# Which shader type to use. Valid values are "cg", "bsnes", "none" and "auto" | |
# video_shader_type = auto | |
# Defines a directory where XML shaders are kept. | |
# video_shader_dir = | |
# Render to texture first. Useful when doing multi-pass shaders or control the output of shaders better. | |
# video_render_to_texture = false | |
# Defines the video scale of render-to-texture. | |
# The output FBO size is scaled by these amounts against the input size (typically 256 * 224 for SNES). | |
# video_fbo_scale_x = 2.0 | |
# video_fbo_scale_y = 2.0 | |
# Define shader to use for second pass (needs render-to-texture). | |
# video_second_pass_shader = "/path/to/second/shader.{cg,shader}" | |
# Defines if bilinear filtering is used during second pass (needs render-to-texture). | |
# video_second_pass_smooth = true | |
# CPU-based filter. Path to a bSNES CPU filter (*.filter) | |
# video_filter = | |
# Path to a TTF font used for rendering messages. This path must be defined to enable fonts. | |
# Do note that the _full_ path of the font is necessary! | |
# video_font_path = | |
# Size of the TTF font rendered. | |
# video_font_size = 48 | |
# Attempt to scale the font to fit better for multiple window sizes. | |
# video_font_scale = true | |
# Enable usage of OSD messages. | |
# video_font_enable = true | |
# Offset for where messages will be placed on screen. Values are in range 0.0 to 1.0 for both x and y values. | |
# [0.0, 0.0] maps to the lower left corner of the screen. | |
# video_message_pos_x = 0.05 | |
# video_message_pos_y = 0.05 | |
# Color for message. The value is treated as a hexadecimal value. | |
# It is a regular RGB hex number, i.e. red is "ff0000". | |
# video_message_color = ffffff | |
# Video refresh rate of your monitor. | |
# Used to calculate a suitable audio input rate. | |
# video_refresh_rate = 59.95 | |
# Allows libretro cores to set rotation modes. | |
# Setting this to false will honor, but ignore this request. | |
# This is useful for vertically oriented games where one manually rotates the monitor. | |
# video_allow_rotate = true | |
#### Audio | |
# Enable audio. | |
# audio_enable = true | |
# Audio output samplerate. | |
audio_out_rate = 48000 | |
# Which resampler to use. "sinc" and "hermite" are currently implemented. | |
# Default will use "sinc" if compiled in. | |
# audio_resampler = | |
# When altering audio_in_rate on-the-fly, define by how much each time. | |
# audio_rate_step = 0.25 | |
# Audio driver backend. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio. | |
audio_driver = alsathread | |
# Override the default audio device the audio_driver uses. This is driver dependant. E.g. ALSA wants a PCM device, OSS wants a path (e.g. /dev/dsp), Jack wants portnames (e.g. system:playback1,system:playback_2), and so on ... | |
# audio_device = | |
# External DSP plugin that processes audio before it's sent to the driver. | |
# audio_dsp_plugin = | |
# Will sync (block) on audio. Recommended. | |
# audio_sync = true | |
# Desired audio latency in milliseconds. Might not be honored if driver can't provide given latency. | |
# audio_latency = 64 | |
# Enable experimental audio rate control. | |
# audio_rate_control = true | |
# Controls audio rate control delta. Defines how much input rate can be adjusted dynamically. | |
# Input rate = in_rate * (1.0 +/- audio_rate_control_delta) | |
# audio_rate_control_delta = 0.005 | |
# Audio volume. Volume is expressed in dB. | |
# 0 dB is normal volume. No gain will be applied. | |
# Gain can be controlled in runtime with input_volume_up/input_volume_down. | |
# audio_volume = 0.0 | |
#### Input | |
# Input driver. Depending on video driver, it might force a different input driver. | |
# input_driver = sdl | |
# Defines axis threshold. Possible values are [0.0, 1.0] | |
# input_axis_threshold = 0.5 | |
# Path to input overlay | |
# input_overlay = | |
# Enable input auto-detection (used on Android). Will attempt to autoconfigure | |
# gamepads, Plug-and-Play style. | |
# input_autodetect_enable = true | |
# Enable debug input key reporting on-screen. | |
# input_debug_enable = false | |
# Keyboard input. Will recognize normal keypresses and special keys like "left", "right", and so on. | |
# Keyboard input, Joypad and Joyaxis will all obey the "nul" bind, which disables the bind completely, | |
# rather than relying on a default. | |
input_player1_a = x | |
input_player1_b = z | |
input_player1_y = a | |
input_player1_x = s | |
input_player1_start = enter | |
input_player1_select = rshift | |
input_player1_l = q | |
input_player1_r = w | |
input_player1_left = left | |
input_player1_right = right | |
input_player1_up = up | |
input_player1_down = down | |
# Two analog sticks (DualShock-esque). | |
# Bound as usual, however, if a real analog axis is bound, | |
# it can be read as a true analog. | |
# Positive X axis is right, Positive Y axis is down. | |
# input_player1_l_x_plus = | |
# input_player1_l_x_minus = | |
# input_player1_l_y_plus = | |
# input_player1_l_y_minus = | |
# input_player1_r_x_plus = | |
# input_player1_r_x_minus = | |
# input_player1_r_y_plus = | |
# input_player1_r_y_minus = | |
# If desired, it is possible to override which joypads are being used for player 1 through 5. First joypad available is 0. | |
input_player1_joypad_index = 0 | |
input_player2_joypad_index = 1 | |
# input_player3_joypad_index = 2 | |
# input_player4_joypad_index = 3 | |
# input_player5_joypad_index = 4 | |
# Player 6-8 is not directly expected by libretro API, but we'll futureproof it. | |
# input_player6_joypad_index = 5 | |
# input_player7_joypad_index = 6 | |
# input_player8_joypad_index = 7 | |
# Joypad buttons. | |
# Figure these out by using RetroArch-Phoenix or retroarch-joyconfig. | |
# You can use joypad hats with hnxx, where n is the hat, and xx is a string representing direction. | |
# E.g. "h0up" | |
# input_player1_a_btn = 0 | |
# input_player1_b_btn = 1 | |
# input_player1_y_btn = 3 | |
# input_player1_x_btn = 2 | |
# input_player1_start_btn = 7 | |
# input_player1_select_btn = 6 | |
# input_player1_l_btn = 4 | |
# input_player1_r_btn = 5 | |
# Axis for RetroArch D-Pad. | |
# Needs to be either '+' or '-' in the first character signaling either positive or negative direction of the axis, then the axis number. | |
# Do note that every other input option has the corresponding _btn and _axis binds as well; they are omitted here for clarity. | |
# input_player1_left_axis = -0 | |
# input_player1_right_axis = +0 | |
# input_player1_up_axis = -1 | |
# input_player1_down_axis = +1 | |
# Holding the turbo while pressing another button will let the button enter a turbo mode | |
# where the button state is modulated with a periodic signal. | |
# The modulation stops when the button itself (not turbo button) is released. | |
# input_player1_turbo = | |
# Describes the period and how long of that period a turbo-enabled button should behave. | |
# Numbers are described in frames. | |
# input_turbo_period = 6 | |
# input_turbo_duty_cycle = 3 | |
# This goes all the way to player 8 (*_player2_*, *_player3_*, etc), but omitted for clarity. | |
# All input binds have corresponding binds for keyboard (none), joykeys (_btn) and joyaxes (_axis) as well. | |
# Toggles fullscreen. | |
# input_toggle_fullscreen = f | |
# Saves state. | |
# input_save_state = f2 | |
# Loads state. | |
# input_load_state = f4 | |
# State slots. With slot set to 0, save state name is *.state (or whatever defined on commandline). | |
# When slot is != 0, path will be $path%d, where %d is slot number. | |
# input_state_slot_increase = f7 | |
# input_state_slot_decrease = f6 | |
# Toggles between fast-forwarding and normal speed. | |
# input_toggle_fast_forward = space | |
# Hold for fast-forward. Releasing button disables fast-forward. | |
# input_hold_fast_forward = l | |
# Key to exit emulator cleanly. | |
# Killing it in any hard way (SIGTERM, SIGKILL, etc, will terminate emulator without saving RAM, etc.) | |
input_exit_emulator = escape | |
# Applies next and previous XML/Cg shader in directory. | |
# input_shader_next = m | |
# input_shader_prev = n | |
# Hold button down to rewind. Rewinding must be enabled. | |
input_rewind = r | |
# Toggle between recording and not. | |
# input_movie_record_toggle = o | |
# Toggle between paused and non-paused state | |
# input_pause_toggle = p | |
# Frame advance when game is paused | |
# input_frame_advance = k | |
# Reset the emulated SNES. | |
# input_reset = h | |
# Configures DSP plugin | |
# input_dsp_config = c | |
# Cheats. | |
# input_cheat_index_plus = y | |
# input_cheat_index_minus = t | |
# input_cheat_toggle = u | |
# Mute/unmute audio | |
# input_audio_mute = f9 | |
# Take screenshot | |
# input_screenshot = f8 | |
# Netplay flip players. | |
# input_netplay_flip_players = i | |
# Hold for slowmotion. | |
# input_slowmotion = e | |
# Enable other hotkeys. | |
# If this hotkey is bound to either keyboard, joybutton or joyaxis, | |
# all other hotkeys will be disabled unless this hotkey is also held at the same time. | |
# This is useful for RETRO_KEYBOARD centric implementations | |
# which query a large area of the keyboard, where it is not desirable | |
# that hotkeys get in the way. | |
# Alternatively, all hotkeys for keyboard could be disabled by the user. | |
# input_enable_hotkey = | |
# Increases audio volume. | |
# input_volume_up = kp_plus | |
# Decreases audio volume. | |
# input_volume_down = kp_minus | |
# Toggles to next overlay. Wraps around. | |
# input_overlay_next = | |
#### Misc | |
# Enable rewinding. This will take a performance hit when playing, so it is disabled by default. | |
rewind_enable = true | |
# Rewinding buffer size in megabytes. Bigger rewinding buffer means you can rewind longer. | |
# The buffer should be approx. 20MB per minute of buffer time. | |
rewind_buffer_size = 10 | |
# Rewind granularity. When rewinding defined number of frames, you can rewind several frames at a time, increasing the rewinding speed. | |
rewind_granularity = 2 | |
# Pause gameplay when window focus is lost. | |
# pause_nonactive = true | |
# Autosaves the non-volatile SRAM at a regular interval. This is disabled by default unless set otherwise. | |
# The interval is measured in seconds. A value of 0 disables autosave. | |
# autosave_interval = | |
# When being client over netplay, use keybinds for player 1. | |
# netplay_client_swap_input = false | |
# Path to XML cheat database (as used by bSNES). | |
# cheat_database_path = | |
# Path to XML cheat config, a file which keeps track of which | |
# cheat settings are used for individual games. | |
# If the file does not exist, it will be created. | |
# cheat_settings_path = | |
# Directory to dump screenshots to. | |
# screenshot_directory = | |
# Records video after CPU video filter. | |
# video_post_filter_record = false | |
# Records output of GPU shaded material if available. | |
# video_gpu_record = false | |
# Screenshots output of GPU shaded material if available. | |
# video_gpu_screenshot = true | |
# Block SRAM from being overwritten when loading save states. | |
# Might potentially lead to buggy games. | |
# block_sram_overwrite = false | |
# When saving a savestate, save state index is automatically increased before | |
# it is saved. | |
# Also, when loading a ROM, the index will be set to the highest existing index. | |
# There is no upper bound on the index. | |
# savestate_auto_index = false | |
# Slowmotion ratio. When slowmotion, game will slow down by factor. | |
# slowmotion_ratio = 3.0 | |
# Enable stdin/network command interface. | |
# network_cmd_enable = false | |
# network_cmd_port = 55355 | |
# stdin_cmd_enable = false | |
# input_save_state_btn = 4 | |
# input_load_state_btn = 5 | |
# input_enable_hotkey_btn = 6 | |
# input_exit_emulator_btn = 7 | |
# input_rewind_btn = 3 | |
# input_player2_a_btn = 0 | |
# input_player2_b_btn = 1 | |
# input_player2_x_btn = 2 | |
# input_player2_y_btn = 3 | |
# input_player2_l_btn = 4 | |
# input_player2_r_btn = 5 | |
# input_player2_start_btn = 7 | |
# input_player2_select_btn = 6 | |
# input_player2_left_axis = -0 | |
# input_player2_right_axis = +0 | |
# input_player2_up_axis = -1 | |
# input_player2_down_axis = +1 | |
input_player1_joypad_index = "0" | |
input_player1_a_btn = "1" | |
input_player1_b_btn = "2" | |
input_player1_x_axis = "-1" | |
input_player1_y_axis = "-0" | |
input_player1_l_axis = "-0" | |
input_player1_r_axis = "+0" | |
input_player1_l2_axis = "-0" | |
input_player1_r2_axis = "+0" | |
input_player1_l3_axis = "-0" | |
input_player1_r3_axis = "+0" | |
input_player1_start_btn = "9" | |
input_player1_select_btn = "8" | |
input_player1_left_axis = "-0" | |
input_player1_up_axis = "-1" | |
input_player1_right_axis = "+0" | |
input_player1_down_axis = "+1" | |
input_player1_l_x_plus_axis = "+0" | |
input_player1_l_y_plus_axis = "-0" | |
input_player1_l_x_minus_axis = "-0" | |
input_player1_l_y_minus_axis = "-1" | |
input_player1_r_x_plus_axis = "+0" | |
input_player1_r_y_plus_axis = "+1" | |
input_player1_r_x_minus_axis = "-0" | |
input_player1_r_y_minus_axis = "-1" | |
input_enable_hotkey_btn = "8" | |
input_exit_emulator_btn = "9" | |
input_player2_joypad_index = "0" | |
input_player2_a_btn = "1" | |
input_player2_b_btn = "2" | |
input_player2_x_axis = "-1" | |
input_player2_y_axis = "-0" | |
input_player2_l_axis = "-0" | |
input_player2_r_axis = "+0" | |
input_player2_l2_axis = "-0" | |
input_player2_r2_axis = "+0" | |
input_player2_l3_axis = "-0" | |
input_player2_r3_axis = "+0" | |
input_player2_start_btn = "9" | |
input_player2_select_btn = "8" | |
input_player2_left_axis = "-0" | |
input_player2_up_axis = "-1" | |
input_player2_right_axis = "+0" | |
input_player2_down_axis = "+1" | |
input_player2_l_x_plus_axis = "+0" | |
input_player2_l_y_plus_axis = "-0" | |
input_player2_l_x_minus_axis = "-0" | |
input_player2_l_y_minus_axis = "-1" | |
input_player2_r_x_plus_axis = "+0" | |
input_player2_r_y_plus_axis = "+1" | |
input_player2_r_x_minus_axis = "-0" | |
input_player2_r_y_minus_axis = "-1" | |
input_enable_hotkey_btn = "8" | |
input_exit_emulator_btn = "9" |
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