Remapping N64 inputs on Retro Arena

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Remapping N64 inputs on Retro Arena

Unread post by Blusions » Sat Feb 15, 2020 5:15 am

So for the most part the mapping of the buttons on the go advance is great. I'm using Retro Arena and I want to remap the inputs for N64. Right now the A and B buttons are the small squishy buttons on the bottom and the c buttons are on abxy. I have tried opening the settings menu in retro arena and mapping the buttons but it doesn't do anything noticeable. If anyone knows how to help that would be great!

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Re: Remapping N64 inputs on Retro Arena

Unread post by Misterman » Sat Feb 15, 2020 3:14 pm

Bump!

I would also like any help regarding this.

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Re: Remapping N64 inputs on Retro Arena

Unread post by Romlie » Sat Feb 15, 2020 3:51 pm

Hey, in the same boat too. Had a look at the mupen files but couldn't find anything for odroid go advance.

Also much appreciated if someone knows how to remap the n64 controls.

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Re: Remapping N64 inputs on Retro Arena

Unread post by Jeronidas » Sun Feb 16, 2020 6:25 am

Ditto. I am actually quite surprised how well the games I want to play are running for N64, but the default button mapping leaves a lot to be desired.
Thanks!

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Re: Remapping N64 inputs on Retro Arena

Unread post by odroid » Mon Feb 17, 2020 12:22 pm

You guys might need to post a question on the Retro-Arena Discord channel.
https://theretroarena.com/

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Re: Remapping N64 inputs on Retro Arena

Unread post by Romlie » Mon Feb 17, 2020 10:23 pm

Thanks for the suggestion, just got a reply asking over there. The controls are hard coded currently, so there's nothing we can do at the moment.

The second Retro Arena candidate seems to be the best image so far for the N64 games I've been playing, would still recommend if you can overlook the controls for the time being.

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Re: Remapping N64 inputs on Retro Arena

Unread post by crashoverride » Mon Feb 17, 2020 11:00 pm

I believe they are using the same mupen64plus binary from the reference image. The mappings are here in source code:
https://github.com/OtherCrashOverride/m ... #L518-L538

If someone has a suggestion for (and rational explaining) a better mapping, post it to this thread.

On a side note, I tested the libretro mupen64plus-nx branch. It is significantly slower than the standalone version likely due to the video plugin used.
https://github.com/libretro/mupen64plus-libretro-nx
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Re: Remapping N64 inputs on Retro Arena

Unread post by Romlie » Tue Feb 18, 2020 1:06 am

crashoverride wrote:
Mon Feb 17, 2020 11:00 pm
If someone has a suggestion for (and rational explaining) a better mapping, post it to this thread.
Hey, thanks for the reply.

Some food for thought on N64 mappings. I think for maximum compatibility across all games,
keeping the current control scheme and just swapping the "Z" and "L" button placements would solve
a lot of controller issues.

The left hand was almost always resting on "Z" on the traditional N64 controller, and will again on the left shoulder button.

Some things swapping "Z" and "L" would improve:
-Easier locking on in Zelda
-Long jumps in Super Mario 64
-Using items in Mario Kart 64
-Firing in shooters such as Goldeneye or Perfect Dark



This is another control scheme that would return "A" and "B" to more tactile buttons. Most popular N64 games didn't rely on the D-pad,
and the games that don't require it would benefit a lot from this scheme. It would admittedly make shooters unplayable as well as other games.

It would make these D-pad dependent games unplayable/less so:

-F1 Pole Position 64
-Kirby 64: The Crystal Shards
-Pokemon Stadium
-Pokemon Stadium 2
-Pokemon Puzzle League
-Tony Hawk's Pro Skater (PAL: Tony Hawk's Skateboarding)
-Tony Hawk's Pro Skater 2
-Tony Hawk's Pro Skater 3
-WWF No Mercy

Image

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Re: Remapping N64 inputs on Retro Arena

Unread post by hbiber » Tue Feb 18, 2020 1:24 am

crashoverride wrote:
Mon Feb 17, 2020 11:00 pm

If someone has a suggestion for (and rational explaining) a better mapping, post it to this thread.
This is how I would map the controls
d-pad left - c-left
d-pad down -c-down
d-pad right - -c-right
d-pad up - c-up
L key - Z trigger
R key - R trigger
B - B button
A - A button
y - button - R trigger
6 - Start button

This would be best for games like mario 64, mario kart and the zelda games.

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Re: Remapping N64 inputs on Retro Arena

Unread post by crashoverride » Tue Feb 18, 2020 1:51 am

The wikipedia article on the subject has this to say:
https://en.wikipedia.org/wiki/Nintendo_64_controller
The controller was designed to be held in three different positions. First, it can be held by the two outer grips, allowing use of the D-pad, right-hand face buttons and the "L" and "R" shoulder buttons (but not the "Z" trigger or analog stick). This style was intended to optimize play in 2D games by emulating the setup on the Super NES controller.[5][6] It can be also held by the center and right-hand grip, allowing the use of the single control stick, the right hand-buttons, the "R" shoulder button, and the "Z" trigger on the rear (but not the "L" shoulder button or D-pad). This style was intended for 3D games.[5] Finally, the controller can be held by the center and left-hand grip, allowing for a combination of the D-pad, L-shoulder, analog stick and Z button, [5] as was implemented in GoldenEye 007
This implies that three (3) mappings are required for the best experience.

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Re: Remapping N64 inputs on Retro Arena

Unread post by MaTTaX » Tue Feb 18, 2020 5:18 am

my suggestion:
Image
good for Zelda and Smashbros
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Re: Remapping N64 inputs on Retro Arena

Unread post by jpxdude » Tue Feb 18, 2020 5:36 am

MaTTaX wrote:
Tue Feb 18, 2020 5:18 am
my suggestion:
Image
good for Zelda and Smashbros
This control scheme makes the most sense. I hope we can map things this way!

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Re: Remapping N64 inputs on Retro Arena

Unread post by dmckean44 » Tue Feb 18, 2020 7:37 am

crashoverride wrote:
Tue Feb 18, 2020 1:51 am
The wikipedia article on the subject has this to say:
https://en.wikipedia.org/wiki/Nintendo_64_controller
The controller was designed to be held in three different positions. First, it can be held by the two outer grips, allowing use of the D-pad, right-hand face buttons and the "L" and "R" shoulder buttons (but not the "Z" trigger or analog stick). This style was intended to optimize play in 2D games by emulating the setup on the Super NES controller.[5][6] It can be also held by the center and right-hand grip, allowing the use of the single control stick, the right hand-buttons, the "R" shoulder button, and the "Z" trigger on the rear (but not the "L" shoulder button or D-pad). This style was intended for 3D games.[5] Finally, the controller can be held by the center and left-hand grip, allowing for a combination of the D-pad, L-shoulder, analog stick and Z button, [5] as was implemented in GoldenEye 007
This implies that three (3) mappings are required for the best experience.
It's probably best to concentrate on optimizing the 2nd control scenario above as default since that's what many of the most popular games used.

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Re: Remapping N64 inputs on Retro Arena

Unread post by Romlie » Tue Feb 18, 2020 9:20 am

MaTTaX wrote:
Tue Feb 18, 2020 5:18 am
my suggestion:
Image
good for Zelda and Smashbros
Yeah you're right, this is probably the best.

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Re: Remapping N64 inputs on Retro Arena

Unread post by SmoothBlend » Tue Feb 18, 2020 11:32 am

Have any of you guys tried the mapping for N64 in batocera? I think that N64 control mapping used in Retro Arena for N64 would be ideal.

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Re: Remapping N64 inputs on Retro Arena

Unread post by crashoverride » Tue Feb 18, 2020 1:23 pm

dmckean44 wrote:
Tue Feb 18, 2020 7:37 am
It's probably best to concentrate on optimizing the 2nd control scenario above as default since that's what many of the most popular games used.
I think the next step would be to determine which games use which control scheme. Then determine which of the control schemes has the most games that actually perform well on the ODROID-GO Advance.

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Re: Remapping N64 inputs on Retro Arena

Unread post by dmckean44 » Tue Feb 18, 2020 1:48 pm

crashoverride wrote:
Tue Feb 18, 2020 1:23 pm
dmckean44 wrote:
Tue Feb 18, 2020 7:37 am
It's probably best to concentrate on optimizing the 2nd control scenario above as default since that's what many of the most popular games used.
I think the next step would be to determine which games use which control scheme. Then determine which of the control schemes has the most games that actually perform well on the ODROID-GO Advance.
I'll leave that for someone else in the thread to handle. I tested about ten N64 roms and was unimpressed with current performance (same with PSP). I'd much rather we had MAME and Neo Geo support in the stock image.

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Re: Remapping N64 inputs on Retro Arena

Unread post by Jeronidas » Fri Feb 21, 2020 2:15 pm

Does anyone know what sort of input Muppen handles the ODroid gamepad as? There's configuration options you can edit in N++, but it lists like 200 different types and brands of controllers in there. I'm curious if it's as simple as editing the right set of lines in that config file...assuming you have noted down which button is which for each ODroid button, you may just be able to swap the numbers around for how Muppen handles what it tells that button to do.

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Re: Remapping N64 inputs on Retro Arena

Unread post by Carew » Sat Feb 22, 2020 1:54 pm

Or just have the ability to remap the buttons, wherever thats comfortable. Is that something incredibly hard to do? I don't develop so I don't know. All these frontends over the years you could map whatever whenever and per system/game....
Im currently trying to play Zelda and it's next to impossible to target with Z, you have to pick and choose what you want to let go of when you're playing Mario Kart the steering or the gas.

These developers are very very talented. Hope they see this

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Re: Remapping N64 inputs on Retro Arena

Unread post by crashoverride » Sat Feb 22, 2020 3:13 pm

I have updated the mappings based on the prior posts:
https://github.com/OtherCrashOverride/m ... d4273f580b

For developers wanting to provide user definable mappings, use the regular, unmodified SDL input plugin:
https://github.com/mupen64plus/mupen64plus-input-sdl
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