Original Nintendo 64 controller mapping w/ Mayflash adapter

Thanks, I will try this when I sit down to configure retroarch.

edit: I was able to configure this with killer instinct. Now it is working well that way. Just needed to set the c buttons by checking the mapping on the killer instinct controller setup.

It seems with the newest RA build (and Mupen64 plus core) my N64 controller and Mayflash adapter worked right out of the box w/ no config needed. I was pretty surprised. Now i just have to figure out why the Mupen64 core seems so slow. Goldeneye seems to be running almost in slow motion - every core setting i change seems to make no difference to the visual quality, even if i change texture options, etc. My system’s pretty decent too - CPU: Ryzen 1700 (3.2-3.7ghz) and an R9 280x GPU.

Your PC is totally fine. Definitely you have some issue with your RA… Have you tried to to run it with the RA for developers that is located in the same folder??? (don’t remember the name exactly but there is a second exe file). I was having issues with the sound, and I never knew why, but I started using that exe file and everything works fine.

If you have problems with the mupen64plus core, you can try the ParaLLEl core (with the OpenGL renderer, not the Vulkan one) and see if it treats you any better. You can change graphics plugins, etc. with it. Mupen64plus core is strictly GLupeN64.

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I use the new ParaLLEl core for N64 all the time now. Ever since they changed/merged/renamed the stuff going on with Mupen’s core it’s been fantastic.

I never heard before about that paraLLEI core, I may gonna give it a try. So there is suppose to be an improvement in the graphics with that core?

ParaLLEl has a vulkan LLE renderer that’s still in its infancy (that is, lots of problems with lots of games, but the ones that work are comparable to the Angrylion LLE renderer but at playable speeds with even mid-range vulkan-capable cards) along with several traditional HLE plugins, including Glide64 and GLN64. The vulkan renderer is not capable of increased internal resolution, etc. while the HLE plugins are.

oh I see, I just had a small reading on that, so in general, the mupen64 will merge to ParaLLEl in the future. So I think I can stay with mupen64 for now, for better compatibility, but i’d be following up the PAraLLEI core for sure.

My understanding was that Mupen64Plus was renamed to ParaLLEl and Glupen64 was changed to Mupen in the core section of buildbot.

If this is true, I would absolutely recommend you use ParaLLEl bad_boo because it’s going to have much better compatibility than the Glupen core.

I switched to the ParaLLel core for N64 w/ the GL driver and it runs quite smoothly, thanks!

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I am sorry I am replying late, Thanks SHgam3er, I will switch to paraLLEl when I get home tonight. I was trying with the core I mentioned before (mupen64 or Glupen) and increased the internal resolution, it didn’t feel smooth. So ParaLLEl will be now.

thanks for the advise too, benjib1980

Ok, I was trying this papaLLEl core and I like it. Just have one issue with the input, which is the same thing that was going on with the mupen64, for me. When I play the FPS games like goldeneye and perfect dark, when I move the joystick forward (to move the character forward) , the view aims down (to the floor), and viceversa, when I move backwards then it aims to the sky… like the joystick has the C buttons input there.

has anyone had this issue before? how do you configure it?

Do you have analog dpad enabled in your input settings?

hmmm don’t remember having that enabled. I will have a look at it and come back if that was the reason. Thanks

It sounds like you have the right-stick (c-buttons) mapped to the left-stick instead.

In goldeneye, you use the C-up and C-down buttons to look up and down, which is mapped to the right-stick normally.

Try flipping those 2 and see if it works.

Is your Mayflash adapter identified by RA as “Mayflash”, or just “USB Gamepad #3” or similar? I thought my adapter was recognized before, but now it comes up as generic and won’t play nicely/map automatically with Paralell. How did you map the C stick? Change the c stick modes, or…? Controllers working with my RA are now officially driving me insane and am spending way too much time on it… but I’d like to use the real deal for controllers.

Yes that is what it looks like, the c-buttons are on the left stick and at the same time, that stick moves the character… like some kind of conflict. I will try flipping that and see if that fixes the annoying problem. Thanks

@benjib1980, it is identified as “USB Gamepad #3,” or “#1, 2, 3, 4”. I am not at my PC now but what I remember is that to configure the c-stick or c-buttons, when are in input (pressing F1, input) you scroll to the last inputs and you will find, something like C-button x C-button x C-button y C-button y You have to configure those by trial an error. It is easy, as one of those “x” is either right or left, for example.

Thanks bad_boo, i’ll give that a shot when i get some free time. Sweet avatar, btw.

thanks for the compliment, benji

FYI, I have a PR open in the ParaLLEl-N64 repo that provides a core option for all-digital mapping of the buttons, which lets you move them all around via remaps. This should make it easier for doing custom mappings with original controllers. If you guys can try it out once it’s merged, I can submit the same thing to the mupen64plus-libretro core if it resolves the issue. EDIT: it’s merged now.