Skip to content
This repository has been archived by the owner. It is now read-only.

Certain games won't recognize input #36 #5

Closed
Oggom opened this issue Mar 12, 2015 · 6 comments
Closed

Certain games won't recognize input #36 #5

Oggom opened this issue Mar 12, 2015 · 6 comments

Comments

@Oggom
Copy link
Contributor

@Oggom Oggom commented Mar 12, 2015

The controls in Quartet (quartet.zip) are not recognized despite being mapped out properly rendering the game unplayable. The 2-player version (quartet2.zip) is not affected by this.
Angel Kids (angelkds.zip) and Bullet (bullet.zip) are also having similar issues.
libretro/fbalpha2012#36

@neilmunday
Copy link

@neilmunday neilmunday commented Apr 1, 2015

I have also found that ColecoVision games bdash.zip, frogger.zip, frogger2.zip do not respond to control pad input for or keyboard input regardless of setting gamepad/arcade mode in the core options. Is this a bug?

@barbudreadmon
Copy link
Owner

@barbudreadmon barbudreadmon commented Apr 2, 2015

I need to check libretro.cpp and coleco driver to see if bindings are ok.

@barbudreadmon
Copy link
Owner

@barbudreadmon barbudreadmon commented Apr 2, 2015

They are not, but i don't really know how i should map it, that's a 16-button controller with a numeric keypad... Any suggestion ?

@neilmunday
Copy link

@neilmunday neilmunday commented Apr 2, 2015

That is a tough one. From the Wikipedia pages, the ColecoVision controller accepted different overlays for the numeric keypad for different games to map the buttons. This would explain the differences in joystick behaviour between games.

From looking around the web, it's a common problem with ColecoVision emulators. From the few games I have tried, "#" on the ColecoVision joystick seems to be used as the start button if that helps.

Are all available RetroArch joystick buttons mapped or are there some free (e.g. L2, R2 etc.) that could be mapped to some buttons? The more buttons that can be mapped hopefully the fewer games that will be unplayable with a control pad.

Is it also possible to map a keyboard's number pad to the equivalent inputs for the ColecoVision numeric keys?

@barbudreadmon
Copy link
Owner

@barbudreadmon barbudreadmon commented Nov 1, 2016

quartet, angelkds, bullet should be fixed, i still don't know how to handle coleco games (14 buttons, retropad has at most 12 buttons, and i'm including start, select, R3 and L3)

@barbudreadmon
Copy link
Owner

@barbudreadmon barbudreadmon commented Nov 1, 2016

I close this one, let's keep all input issues in the same place : #102

RetroUp pushed a commit to RetroUp/fbalpha that referenced this issue Dec 27, 2016
Coleco has too many buttons to map in anyway that makes sense.

I assigned Player 1 is assigned to Controller 1&2.

P1 Fire 1 = P1 Button B.
P1 Fire 2 = P1 Button A.
P1 * = P1 Start.

I think those make sense. The rest I just crammed in randomly.

P1 # = P1 Select
P1 barbudreadmon#1 = P2 Start
P1 barbudreadmon#2 = p2 Select
P1 barbudreadmon#3 = P2 Button B
P1 barbudreadmon#4 = P2 Button A
P1 barbudreadmon#5 = P2 Button Y
P1 barbudreadmon#6 = P2 Button X
P1 barbudreadmon#7 = P2 Button L1
P1 barbudreadmon#8 = P2 Button R1
P1 barbudreadmon#9 = P2 Button L2
P1 #0 = P2 Button R2

Player 2 is assinged to controller 3&4.
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Projects
None yet
Linked pull requests

Successfully merging a pull request may close this issue.

None yet
3 participants