If you have a core loaded and show “Show core input descriptor labels” is enabled the labels for core input will be correct, example:
No core loaded
https://dl.dropboxusercontent.com/u/149537/Screenshots/Screenshot%202015-04-17%2014.50.53.png
Nestopia loaded
https://dl.dropboxusercontent.com/u/149537/Screenshots/Screenshot%202015-04-17%2014.51.14.png
So you should be able to bind just what you want.
The prompts don’t use this, but it shouldn’t be to hard either since with each prompt there is a hint (Press A for example has a “Right” hint that means right button of the four face buttons)
Also, bear in mind it’s not an XBOX controller, think of it as an XBOX controller with SNES button layout (or just a WiiU pro controller layout). RA is designed as a console.
Anyway, you only have to do this once for most cases. The general idea now would be to map your controller to RetroPad (with the above considerations in mind) and use per-core/per-game remaps as you see fit.
This is a new feature and you might not even know about it, I have a small writeup here:
http://blog.andressm.org/new-retroarch-features-2/
Basically this means you can do your gamepad to retropad mapping ONCE, and then do whatever you want per-core/per-game and the remaps will load automatically when found.
[QUOTE=nOptimus;21707]Not sure if it’s worth it to create a separate thread, so I think this one will do.
Is it possible to rebind Accept and Back buttons in RGUI without changing RetroPad mappings? It’s pretty weird to use A to confirm and B to decline considering AFAIK in most gamepad-oriented interfaces since PS2’s launch it’s the other way round (in the West, at least). I haven’t found an option even in the config file.[/QUOTE]
The RetroPad interface is SNES inspired, B = XBOX A, A= XBOX B, so the interface is working pretty much as you want but you might be mapping the buttons the other way around.
I guess it would be cool to have the option though I’ll take a look, maybe it’s easy to add