Table of Contents

Input problems

Under construction.

ROMs take a long time to load

Some controllers (including Xbox One and 8-bitdo ones) can cause certain cores to take a long time to load a ROM, upwards of thirty seconds. In these situations, it can be worked around by setting the controller to D-input mode (may be referred to as “Android mode” by some manuals). Read more about it in this Retropie forum post.

Bluetooth connection

No controller detected even when connected via USB

Few things to try:

If all else fails, please provide a detailed issue report so that the devs can look into it. Here's a real example.

Controller connected and detected, but no inputs

Try configuring the controller by manually editing the /userdata/system/configs/emulationstation/es_input.cfg file.

Controller connected, detected and making inputs, but they are unexpected/ghost inputs

Ensure that all of the controller's inputs are in a neutral position when plugging in/connected the controller.

If that still gives unexpected ghost inputs during mapping, try to repair the mapping process by renaming /userdata/system/.sdl2 to /userdata/system/.sdl2_bad and immediately restarting ES ([Alt] + [F4] or restart via SSH). If this fixes the issue, it could be because of Batocera's neutral position detection method failing, please report such issues to the Github and the steps to reproduce.

Run cat /userdata/system/.sdl2/<GUID><name of controller>.cache to grab the neutral values that have been detected.

When using "Emulate cursor with joystick", the cursor is moving by itself

You can increase the deadzone for pad2key's mouse function by doing the following:

  1. Download the following file and save it to /etc/evmapy.json:
    evmapy.json
    { "mouse_config": { "every": 0.005, "deadzone": 0.15 } }
    
  2. Launch a game using the feature and test the cursor. If it's still drifting, increase the “deadzone” value and try again. Higher values decrease the accuracy of pad2key's mouse emulation, so change this conservatively.
  3. When a suitable value has been found, run batocera-save-overlay.

Diagnose joysticks issues

Physical joystick ←→ Linux driver ←→ Linux events stack ←A→ SDL2 library ←B→ EmulationStation

From your joystick to Batocera's menu interface (EmulationStation), there are several technical steps. There are two tools to analyze two separate parts of the sequence: evtest and sdl2-jstest.

evtest acts on point A in the above diagram, used to debug very low-level issues (like a button's state change not being registered by the controller or an incorrect amount of inputs being registered). sdl2-jstest acts on point B in the above diagram, used to debug high-level issues (like EmulationStation not reacting correctly when button X is pressed, certain emulator not “seeing” a controller's inputs which otherwise work fine in other programs, etc.).

evtest

The Linux kernel uses events to handle mouses, keyboards, joysticks, and other peripherals.

SDL2 is a popular library used to help to code programs compatible with multiple OSs (Linux, Windows, MacOs). It converts Linux events to a common way to define events. On Linux, events are define in /usr/include/linux/input-event-codes.h. For example, the button “yellow” if your joystick has one is :

#define KEY_YELLOW		0x190 (1*16*16 + 9*16 + 0 = 400)

On Windows, it is possible that this button is not defined, or at least defined with another value, while on Linux, the value is arbitrary. As a result SDL doesn't use the corresponding code but instead button numbers. For exampplem this button may be referred to as “BUTTON 1”.

Let's see an example :

  1. Connect to Batocera through SSH
  2. run evtest to check that Linux sees your controller.

In my case, with only one controller plugged, it displays:

# evtest 
No device specified, trying to scan all of /dev/input/event*
Available devices:
/dev/input/event0:	Bigben Interactive Bigben Game Pad
Select the device event number [0-0]: 

Press 0 to see linux events on this joystick. In my case, when i press one button (button BTN_C), it displays :

Event: time 1492442283.255053, type 1 (EV_KEY), code 306 (BTN_C), value 1
Event: time 1492442283.255053, type 1 (EV_KEY), code 306 (BTN_C), value 0

value 1 is when the button is pressed. value 0 is when the buton is released.

Some general information, like the list of buttons available are provided by :

evtest --info /dev/input/event0
udevadm info -q all -n /dev/input/event0

sdl2-jstest

Run sdl2-jstest --list to check what EmulationStation sees when you press buttons In my case, it displays :

# export DISPLAY=:0.0
# sdl2-jstest --list
Found 1 joystick(s)

Joystick Name:     'Bigben Interactive Bigben Game Pad'
Joystick Path:     '/dev/input/event0'
Joystick GUID:     030000006b1400000209000011010000
Joystick Number:    0
Number of Axes:     4
Number of Buttons: 13
Number of Hats:     1
...
Button code  0:   304
Button code  1:   305
Button code  2:   306
...

To see the events, run sdl2-jstest -e 0 (0 is the joystick number) When I press C, it displays :

...
SDL_JOYBUTTONDOWN: joystick: 0 button: 2 state: 1 code:306
SDL_JOYBUTTONUP: joystick: 0 button: 2 state: 0 code:306
...

You can see a graphical representation of your controller by running:

sdl2-jstest --test #

where # is the number of the joystick you want to test.

A very old joystick indeed!

Configuring es_input manually

Although Batocera should be able to handle the mapping of nearly any controller, there comes a time where it is only feasibly possible to map a controller manually, such as when the controller is sending multiple signals at once for a single button press or when Batocera thinks the gyroscope is an input for all buttons. The /userdata/system/configs/emulationstation/es_input.cfg file can be edited manually.

We need to know the codes the controller's inputs are sending. Open up two SSH sessions to Batocera. Yes, you can do that, just open the program twice. On one session:

  1. Type sdl2-jstest -l and press [Enter]. Take note of the number of the joystick you intend to remap.
  2. Type sdl2-jstest --test # and press [Enter], where # is the joystick number.

On the other session:

  1. Type evtest and press [Enter].
  2. Type in the number of the input device you intend to remap (this may be different from the one in the other session).

The controller's inputs will now output values on both SSH sessions. You now have all the input information you need to make a manual remap.

es_input syntax

The syntax for each input line mapped:

		<input name="<name>" type="<type>" id="<#>" value="<#>" code="<#>" />

The two leading spaces are tabs, not spaces. This is important.

Explanation of the attributes:

So for instance a button input line might look like this:

		<input name="a" type="button" id="0" value="1" code="304" />

The “a” is the input that is sent to the emulator, typically bound to East button (A SNES) on the controller itself. “button” is its type. An id of “0” is the class it belongs to; typically all the face buttons on a controller will belong to the same id class (so “b” would also have an id of “0”). The value of “1” is achieved when the button is depressed, so this is what the emulator is looking for when reading inputs, all other values will fail to register this as the input (analog controls work differently, example below). And the code “304” is the unique part that associates the configured input with that physically button; this should always be a unique value per input on the controller.

An axis might look like this:

		<input name="joystick1left" type="axis" id="0" value="-1" code="0" />

The “joystick1left” input represents the first analog stick (“1”, usually the left stick) being pushed to the left (usually a negative axis value). It is of the “axis” type input. Belongs to the id class of “0”. The value of “-1” indicates the direction the axis must be pushed toward to represent the input name (in this example, pushing left on the left analog stick). And the code “0” is unique to the stick.

Batocera's configgen allows for “logical deduction” in regard to the axis inputs; if “joystick1left” is achieved at axis value “-1”, then it assumes that “joystick1right” must be the opposite at axis value “1” without explicitly needing to be told. So theoretically, only two lines are needed for a typical analog stick:

		<input name="joystick1left" type="axis" id="0" value="-1" code="0" />
		<input name="joystick1up" type="axis" id="0" value="-1" code="1" />

And this would cover all directions the stick could be pushed in.

There is no logical deduction logic for any buttons, they must all be manually specified.