How to Change Embedded Controls

Hey Everyone,

This is a general question, but I’m going to use the nintendo 64 using an Xbox One controller as an example.

RA (or maybe the core - Mupen64 in this case) forces you to bind the “B” and “C down” buttons to the same button on the xbox controller. Another example is the mame core automatically having “start” binded to “add coin”

I was wondering if there’s any way to change this? I don’t, for instance, see the N64 C buttons listed in any of the configs. It’s not a huge deal, but for some specific games like Smash Bros 64 I’d like the “b” and “C down” inputs to be binded to different buttons on the controller.

Thanks in advance!

Not sure if this will solve your problem there, I use glupen here, used mupen64 core before, and a PS3 gamepad, the default keys were a little weird, like L2 being the Z trigger, and I wanted it to be R2, and C> and some other commands bond to buttons that weren’t working for me. So, if you want to customize this, enter in the RA GUI, pressing F1, selecting quick menu (it usually loads the quick menu directly if you have a content (ROM) already loaded, then go to controls, there you can change what keys are what pressing < or > in the keyboard or your Xbox gamepad. Once you have your best configuration, go and save core remap file, it will create a profile in the default folder and always will load it when you launch a game for that given core. Just make sure you have Load Remap Files Automatically set to ON in the “cogs” menu called “configuration”, I bet it’s ON by default if I remember correctly.

Try that and let us know if it worked for the N64 core.

I appreciate the reply but that doesn’t work. (Also, on windows for the Glupen core I just get a black screen, thought it wasn’t working yet.) The problem for me is twofold.

Even in the core controller options you only change the B (C Down) button to a single button. I want to separate them if possible.

Next, the awesome feature of holding down one button to activate all the C buttons disallows you to ever press a C button without the activator button held down. (For most games this isn’t a problem, but for Smash Bros that means that you can’t bind a jump button to anything but “Hold activator button, then press whatever button you have B (C Down) bound too” and in the heat of battle it’s too slow to hold the activator button every time you want to jump.

I was just wondering if there was a workaround to how RA (Or mupen) is handling the C buttons.

Thanks again!

If you use a shader, you might need to enable HW Shared Context in Settings, Core to fix the black screen. I get a black screen in Glupen with crt-easymode-halation if that’s not enabled.

This should help on how to remap the c buttons to separate buttons using an override config: https://github.com/libretro/mupen64plus-libretro/issues/319#issuecomment-215238903

Thanks a bunch Awakened! Enabling HW Shared Context worked like a charm for Glupen!

Unfortunately even using the override config method (I tried editing the regular config and launching an override), it seems for some reason that no matter what you successfully bind your C buttons to, they will only operate when the “Enabled C Buttons” button is depressed. I DID find a workaround for Super Smash Bros. only though! (This works because all the C buttons in Smash do the same thing - jump). So I load a game override for smash that binds “enable c buttons” AND “c down” to the same button on my xbox controller. So pressing the (A) button on my xbox controller both enables C buttons AND Presses C Down so I can use it as a regular jump button.

Thanks again for all the advice guys! If I’m missing something, please let me know. And if I ever figure out how to disable “enable C buttons” I’ll post back.