8Bitdo nes30 pro two port issue

Hello,:smiley_cat: I’ve had this issue since i started using Lakka (quite a while ago now). When i plug my controller in to charge, two controllers are recognised by Lakka (Port 0) ( Port 1). This means for example, when playing Street Fighter II with FB Alpha, i can make Ryu and Ken fight each other with the same commands (this can be amusing in short bursts).

I’ve tried to combat this by setting the max input users to 1 in the input settings menu, and still the problem persists. I was hoping that with updates i would no longer have this issue, although i do presume it’s something to do with the way the controller functions.

I’ll paste a log below showing the initial issue of two registered inputs, with the problem persisting.

Thanks in advance for the help. :slight_smile:

RetroArch [INFO] :: This is RetroArch version 1.5.0 (Git 2a13af5)
RetroArch [INFO] :: === Build =======================================
Capabilities: NEON VFPv3 VFPv4 
Built: Apr 24 2017
RetroArch [INFO] :: Version: 1.5.0
RetroArch [INFO] :: Git: 2a13af5
RetroArch [INFO] :: =================================================
RetroArch [INFO] :: Loading default config.
RetroArch [INFO] :: Looking for config in: "/storage/.config/retroarch/retroarch.cfg".
RetroArch [INFO] :: Environ SET_PIXEL_FORMAT: RGB565.
RetroArch [INFO] :: Redirecting save file to "/storage/savefiles/.srm".
RetroArch [INFO] :: Redirecting savestate to "/storage/savestates/.state".
RetroArch [INFO] :: Version of libretro API: 1
RetroArch [INFO] :: Compiled against API: 1
RetroArch [INFO] :: Set audio input rate to: 30000.01 Hz.
RetroArch [INFO] :: Found shader "/tmp/shaders/bilinear.glslp"
RetroArch [INFO] :: Found shader "/tmp/shaders/nearest.glslp"
RetroArch [INFO] :: Found shader "/tmp/shaders/stock.glsl"
RetroArch [INFO] :: Video @ fullscreen
RetroArch [INFO] :: [EGL]: EGL version: 1.4
RetroArch [INFO] :: [EGL]: Current context: 0x1.
RetroArch [INFO] :: Found GL context: videocore
RetroArch [INFO] :: Detecting screen resolution 1920x1080.
RetroArch [INFO] :: [EGL]: eglSwapInterval(1)
RetroArch [INFO] :: [EGL]: eglSwapInterval(1)
RetroArch [INFO] :: [GL]: Vendor: Broadcom, Renderer: VideoCore IV HW.
RetroArch [INFO] :: [GL]: Version: OpenGL ES 2.0.
RetroArch [INFO] :: GL: Using resolution 1920x1080
RetroArch [INFO] :: [GL]: Default shader backend found: glsl.
RetroArch [INFO] :: [Shader driver]: Using GLSL shader backend.
RetroArch [WARN] :: [GL]: Stock GLSL shaders will be used.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: Found GLSL vertex shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Found GLSL fragment shader.
RetroArch [INFO] :: Shader log: Compiled
RetroArch [INFO] :: Linking GLSL program.
RetroArch [INFO] :: [GL]: Using 4 textures.
RetroArch [INFO] :: [GL]: Loaded 1 program(s).
RetroArch [INFO] :: Querying EGL extension: KHR_image => exists
RetroArch [INFO] :: Using font rendering backend: freetype.
RetroArch [INFO] :: Graphics driver did not initialize an input driver. Attempting to pick a suitable driver.
RetroArch [WARN] :: [udev]: Couldn't open any keyboard, mouse or touchpad. Are permissions set correctly for /dev/input/event*?
RetroArch [INFO] :: Found joypad driver: "udev".
RetroArch [INFO] :: ALSA: Using signed 16-bit format.
RetroArch [INFO] :: ALSA: Period size: 384 frames
RetroArch [INFO] :: ALSA: Buffer size: 1536 frames
RetroArch [INFO] :: Found menu display driver: "menu_display_gl".
RetroArch [INFO] :: Using font rendering backend: freetype.
RetroArch [INFO] :: Using font rendering backend: freetype.
RetroArch [INFO] :: Disconnecting device from port 2.
RetroArch [INFO] :: SRAM will not be saved.
RetroArch [INFO] :: Loading history file: [/storage/.config/retroarch/content_history.lpl].
RetroArch [INFO] :: Loading history file: [/storage/.config/retroarch/content_music_history.lpl].
RetroArch [INFO] :: Loading history file: [/storage/.config/retroarch/content_video_history.lpl].
RetroArch [INFO] :: Loading history file: [/storage/.config/retroarch/content_image_history.lpl].
RetroArch [INFO] :: [GL]: VSync => on
RetroArch [INFO] :: [EGL]: eglSwapInterval(1)
RetroArch [INFO] :: [GL]: VSync => on
RetroArch [INFO] :: [EGL]: eglSwapInterval(1)
RetroArch [INFO] :: [udev]: Hotplug add: /dev/input/js0.
RetroArch [INFO] :: [udev]: Hotplug add: /dev/input/event0.
RetroArch [INFO] :: [udev]: Plugged pad: 8Bitdo FC30 Pro    8Bitdo FC30 Pro (11720:36864) on port #0.
RetroArch [INFO] :: [udev]: Pad #0 (/dev/input/event0) supports 0 force feedback effects.
RetroArch [INFO] :: Autodetect: 179 profiles found.
RetroArch [INFO] :: Autodetect: selected configuration: /tmp/joypads/udev/8Bitdo_Pro_FC30_USB.cfg
RetroArch [INFO] :: [udev]: Hotplug add: /dev/input/js1.
RetroArch [INFO] :: [udev]: Hotplug add: /dev/input/event1.
RetroArch [INFO] :: [udev]: Plugged pad: 8Bitdo FC30 Pro (0:0) on port #1.
RetroArch [INFO] :: [udev]: Pad #1 (/dev/input/event1) supports 0 force feedback effects.
RetroArch [INFO] :: Autodetect: 179 profiles found.
RetroArch [INFO] :: Autodetect: selected configuration: /tmp/joypads/udev/8Bitdo_Pro_FC30_BT.cfg
dmesg
RetroArch [INFO] :: [udev]: Hotplug remove: /dev/input/js0.
RetroArch [INFO] :: [udev]: Hotplug remove: /dev/input/event0.
RetroArch [INFO] :: Autodetect: Device disconnected from port #0 (8Bitdo FC30 Pro    8Bitdo FC30 Pro).
RetroArch [INFO] :: [udev]: Hotplug remove: /dev/input/js1.
RetroArch [INFO] :: [udev]: Hotplug remove: /dev/input/event1.
RetroArch [INFO] :: Autodetect: Device disconnected from port #1 (8Bitdo FC30 Pro).

I can’t offer any help, but i’m in a similar boat. I’m still waiting for a version that will recognize all my controllers plugged in (SNES, Gamecube, Playstation) AND allow me to actually map them. for the last 3 years no new version has actually let me map the controllers that are after my first xbox360 controller. So i’m relegated to handhelds since they are the only thing that uses one controller only. It’s a huge bummer since even my frontend program recognizes all controllers plugged into my usb adapters and allows you to map navigation controls to any and all of them. Seems like such a weird thing to not be able to do with such a well-revised and updated program. I always wonder, how did this fall through the cracks?

1 Like

I agree with you buddy.

If a config is not found for the controller, i feel it would be beneficial that the GUI automatically gives you the option to map it and then save it as a custom config, as well as allowing you to name it.

I think recently there has been a long side step in moving things over to LibreELEC, and this current version (2.0) has more issues than the last christmas build for me. Things such as the slower XMB menu, thumbnails appearing over the text making it hard to change settings while playing a game. Sticking with controllers however, i am getting much more input lag through analog sticks using the ps1 emulator than i did on previous versions (this is most likely a core issue however). I like the addition of new cores, but i can’t get many games to work as of yet, which is understandable as many of these cores are new, but UAE4ARM not being usable for me with P-UAE taking control over config files is very frustrating, especially when UAE4ARM is mentioned in new core additions but as far as i know it’s completely unusable with this current build.

Hope people don’t complain about me moaning a little there, but I genuinely can’t wait for the next update, i love Lakka and i can only hope that these issues will be fixed and we will have a true 2.0.

yeah, this is exactly why I love mednafen. Recognizes any controller plugged in, and on-screen mapping by just doing a combo keypress to bring up the map menu, which is a small screen overlay on the bottom. Super simple. I wonder what is stopping them from doing that with retroarch? Oh well, I’ll keep waiting. Maybe in another 3 years the controller mapping will be up to snuff.

Hey guys, anyone got any ideas for fixing this issue? Perhaps someone could find a work around, or tell me if it will be fixed in the next release? :slight_smile:

Setting max input user to 1 does not work, i still get two controllers registered in games.

I’ve experienced something similar while using a PS4 controller and another controller set up at the same time, The way I fixed it was to go into the input settings and set the player 1 input to a separate device than what player 2 's input is. Basically making sure that the system was only registering whatever port 0 is to only be used as player one, and for port 1 to be player 2. It messed with my button mappings at first due to different button layouts by the manufacturer, but it was able to be straightened out easily enough with some effort. Since I had made sure of those settings being done right, I haven’t had control conflicts.

This also seemed to cause mess ups with the Main menu navigation at times to begin with. So a keyboard was needed to reconfigure my inputs to be the distinct controllers they were supposed to be.

2 Likes

This worked great, i still seem to get a little input lag while having the controller plugged in, but it no longer has me controlling two inputs with one controller.

Thanks very much buddy :slight_smile:

Let’s just hope those other bugs i mentioned get ironed out or they find a work around too lol

Not a problem, Happy gaming.