The “main” app is what causes the problems and inconcistencies with other platforms so actually it may be phased out soon Rewind is too heavy for most smartphones btw, it’s savestate and it does work on most cores that support serialization though
FWIW pad input works fine for me on newer devices (nVidia Shield Portable - currently based on KitKat, with a Lollipop update apparently coming soon, and a Nexus 5 phone, already on Lollipop). Overlay might work on older versions of Android as well but the only one I have is my Fire TV, and that of course has no touch controls. I haven’t investigated the manual binding in RGUI issues you noted with config not saving properly but I’ll take your word for it.
I have no issues rewinding on this weak FireTV. (old and buggy/slower Qualcomm driver [email protected] version) If it had the latest drivers,everything would run a lot smoother.
The latest high-end Qualcomm processors actually no longer have the overheating problem seen in previous models. Smartphones have been becoming MUCH stronger lately alongside tablets,so rewind should work perfectly on those. DON’T remove the most attractive feature of RetroArch.
Savestates are inferior to rewinding because you can accidentally save instead of load,then completely lose out on a long process in a more difficult and unforgiving game.
Edit:It tried to double post when I only clicked once and waited patiently.
It seems that the input problems are fixed. The nighties as of the 26th work for me.
I can also confirm it is finally fixed,but only if I set bindings,and then enable autoconfig. Somehow it got linked together,genius!
I tested some gameplay of Donkey Kong Country,and it is really smooth.
[QUOTE=retroben;19141]I can also confirm it is finally fixed,but only if I set bindings,and then enable autoconfig. Somehow it got linked together,genius!
I tested some gameplay of Donkey Kong Country,and it is really smooth.[/QUOTE]
Hey man. Can you clarify what you mean by setting bindings AND enabling autoconfig? Thanks
You need to have autoconfig turned ON and do manual binding in the in-game RGUI menu. It’s unintuitive, but that’s how it works.
In android autoconfig also makes it “autodetect” the input device, so it’s needed even if you remap your pad
I went into the main options to bind my controls through P1 custom bindings,then I started the game and realized it did not work. On a whim,I decided to go back to the main options to enablle autoconfig after I already set controller bindings which greys out when autoconfig is enabled. After starting the game again,I could control it in the same way I did on the Play Store 1.0.0.2 version.
The fix is a little hacky instead of using a proper fix. What we could use is a master menu for every action setting listed and bindable so we can set analog on keyboards and things like rewind and fast forward,as well as core specific ones like N64’s C-Buttons.
And we could also use primary interface bindings as a seperate thing so every core can be controlled in the same exact way instead of using game oriented controls for navigating,which kept giving me issues in 1.0.0.2 because I would suddenly lose the ability to navigate the RGUI,hence why I am forced to leave on virtual retropad to control it when bindings decided to fail.
Don’t set stuff up in the android menu, it’s broken and we want to kill it. If you want bindings per core, enable per-core configs, and if you’re using a gamepad, you can always use the immerse overlay to be able to regain control in the event of a pad disconnection.
But I like that menu,I think it is unfinished is all. If there is a way to universally allow keyboard inputs by importing it from the PC version,someone please make it possible. This way,ANY keyboard would work out of the box on an OTG-wired Android device (you can hook to an HDTV) without needing to do much else. Maybe someone nice enough could add an option,or even make a side-app with customizable keyboard mappings to get perfect controls for use of someone like myself stuck without access to gamepads. (unfair personal restiction reasons/sad “if I had a laptop…” scenarios)
My bt keyboard works fine.
Mine does not support bluetooth. A conflict with USB keyboards must be the problem. Mine comes up as Logitech USB Receiver,and I am using a Logitech K400r.
Is there any crazy way to simulate bluetooth via USB?
Strange though,I can control the RGUI menu (and the other two alternate ones),but when it comes to trying to map keys,it does not respond to any key I press during that mapping phase.
You need to set binding mode to keyboard
Still no good,it even reverts to retropad when starting up again. There is no main settings option to change that either. I did find out that C-buttons are handled by holding R2 and pressing A,B,X,or Y which is pretty nifty. Though L3 and R3 are not listed for N64 core functions,one could be used for analog switching for use on d-pad and the other for maybe hold with a button for turbo on that button. I tried setting that d-pad switcher to analog and even switched to Retropad w/Analog,but it still ignores my pressing of the binded cursor keys.
While I am here,Gex 3 on N64 (controllable with d-pad) has terrible issues on Dynamic Recompiler since you can’t even start playing because he gets stuck inside the floor after the cutscenes. Interpreter is fine but obviously slower. Somehow I got Rice to run it until the island scene wanted to start,then it exited as usual. Must be a 3D render handling crash issue,despite the shiny chromed Crave logo displaying.
Then again,the core is in pretty rough shape since Super Mario 64 has a high degree of visual issues on the only functional GFX plugin,Glide64. It can’t be just ARM architecture or Qualcomm’s fault since my x86 Intel Android device has identical graphic quirks like the same missing polygons on Mupen64Plus AE Alpha 3.0 with either device. This is primarily an Android problem. I think the mupen64plus core needs a lot of under the hood work done to it. I wonder if the core will also get GlideN64 eventually whenever Gonetz/Sergey Lipsky thinks it is ready to be released for Android.
Is it possible to make a core for 1964 since it is also portable? Retroarch has the mupen64plus core running on javascript via toadking and 1964js is also a thing,so it HAS to be “possible” at least. (there is also Daedalus’ n64js)
Darn my habit of making huge walls of text!
Sorry 'bout that wall thar.
I just found out what I was doing wrong that you didn’t mention… Turn off autoconfig within RGUI and proceed to mapping actions below. (maybe also set user count to 1 if P1 only or more as needed. Argh! it still fails to respond when I try the “bind all” setting. So far,I managed to bind fast forward hold,slow motion,pause,enter menu (RGUI),and rewind.
Pause is not working correctly,I press and it keeps going,but if held,it is paused. Obviously,that means it is missing the toggle function.
My keys are coming up as numbers. (Backspace reads as Key 67) I will now try to find out how to map analog on my cursor keys or IKJL keys.
Since this is the most active FireTV related thread, I hope you guys don’t mind me posting a problem I have which I can’t seem to find a workaround.
Anyone here has tried using a DualShock3 with Sixaxis with the FireTV? The Nightlies don’t seem to have the option of “Behavior of the Back Button” like in the official release, and because of this I don’t have the means to exit or pull out the Menu on RetroArch (since the FTV has no hardware “Back” and “Menu” buttons like most Phones and Tablets". The same problem I have with the official release, only in that case I don’t have the option to rebind the Start, Select and PS1 buttons since it doesn’t have autoconfig.
tldr; On Nightlies I can’t exit or Menu, on official I can’t use Start and Select since it bound to hardware “Back and Menu”
I’m using autoconfig enabled by the way since if I don’t use it it won’t detect my controller at all.
You could bind menu to a button. Personally I use L3/R3. L3 as hockey toggle and R3 as menu. So I have to hold L3 and press R3 to to back.
To do that just start RetroArch and select the first option on the android menu (Load RetroArch) then do your stuff and exit
[QUOTE=Radius;19332]You could bind menu to a button. Personally I use L3/R3. L3 as hockey toggle and R3 as menu. So I have to hold L3 and press R3 to to back.
To do that just start RetroArch and select the first option on the android menu (Load RetroArch) then do your stuff and exit[/QUOTE]
Hmm. I tried to do this is the Input tab in the settings. I disabled autodetect and bound all buttons in my sixaxis using the “detect” thingy. When I launched a game none of my bindings were detected.
This is on the 27th nightly btw. Let me try your instructions. My method of binding might be wrong.