XKRJAGUAR
Posts: 13
Joined: Wed Sep 30, 2015 10:13 pm

Adafruit retrogame, dpad working! Buttons not....

Tue Nov 03, 2015 3:52 pm

Hi, as stated in the title I am using retrogame by adafruit and the dpad is working well! However I followed all the instructions on the readme and everything but the buttons still don't work! :cry: :cry: :cry: :cry: :cry: anything you can help with with would be great!

Thanks

below is the code as i could attach a .c file
// 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 },
{ 11, KEY_LEFTCTRL }, // A/Fire/jump/primary
{ 23, KEY_LEFTALT }, // B/Bomb/secondary
{ 8, KEY_ESC }, // start
{ 7, KEY_F1 }, // select
// 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

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