I’ve been building a Pimoroni Picade, which has a six button joystick, and am using Retroarch 1.10.0 via EmulationStation. My systems are NES, SNES, Megadrive, various Game Boys, and arcade games using FBNeo.
I’ve used ES to configure my joystick with LXR on the top row and YBA on the bottom row*. This works as I expect for all my Nintendo systems, it puts buttons ABC across the bottom for the Megadrive, which is also fine.
What’s causing me concern is arcade controls. I’ve been used historically to MAME, where the global button settings are numbered, and I could just set it to expect 123 along the top row and 456 along the bottom. That would give me the controls I’d expect for practically every game.
Retroarch seems to put an extra layer of abstraction in here. When I go into the input settings while an FBNeo game is running, the buttons are named rather than numbered. Go into a Street Fighter game and they’re Hard Kick, Soft Kick etc. So if I save a core override that sets up all the SF games, that’s great, but the mapping to buttons 1-6 is not consistent as it would be in my experience with MAME; if I load Missile Command buttons 1-3 are not the top three.
Is there something I’m missing about this? Is it possible to bypass the extra abstraction at the core level rather than having to remap each game?
Any help appreciated.
- I’m aware from searching the forum that the canonical setup for a six button controller in Retroarch is YXL on the top row, BAR on the bottom, but I grew up with a SNES Advantage (UK version, it’s really hard to even find a picture of one any more) and can’t work that way. Plus it still doesn’t fix the Street Fighter vs Missile Command issue.