![]() ![]() You actually can set up anything in the settings -> input or really most anything for that matter as a core override (manually) by looking for the variable = value in retroarch.cfg and then copy pasting it to. I hope this post helps those interested in taking full advantage of RetroArch's turbofire feature in its current state, and I hope any dev takes these talking points as constructive criticism from a long time RetroArch user's point of view. Ideally RetroArch will one day add the turbo button into the quick menu > controls > port 1 controls so it can be saved as a controller remap on a per game basis straight from the UI, as well as expanding on the turbo feature itself to allow for multiple turbo buttons, each with their own configurable settings, as it is not uncommon to require turbo for multiple in-game functions, or turbo for the same function across two buttons, such as in shmups where a fire button will be commonly set to two different turbo periods for having a slower paced turbo shot and a faster turbo shot when point-blanking stronger enemies. I save the above settings into a text file (autofire.txt) in the config folder so I can quickly copy from it into a new configuration whenever I have to setup a game. You can see your buttons and their corresponding values in either quick menu's controls section or the global settings controls section. So the above config shows I have the turbo default button set to "0" which refers to my B button (the in-game fire button in this example), and my dedicated turbo button set to "5" which refers to my R button. I tweak the turbo fire settings per game as needed, especially the turbo period setting. The input_player1_turbo_btn is how we tell RetroArch what the dedicated turbo button will be. ![]() Regardless of their configurability through the UI itself, game override configuration files fortunately allow for custom per game/per core control over RetroArch's many options. These are the default settings of Turbo Fire, with the exception of turbo mode being set to "2", corresponding with the Single Button (Hold) setting, and the inclusion of the input_player1_turbo_btn setting-this is the secret right here. After, I'll exit back to the desktop, navigate to the config folder, for me retroarch/config//, open the newly created cfg file, and manually add in the following lines: input_turbo_period = "6" First, I'll create a game override configuration file, typically by setting up runahead within a game I'm going to play. Instead, I take a more hands on approach. To avoid this, I actually never configure the turbo button under the global settings. RetroArch's turbo fire feature is going to frequently run into these button conflicts that will have you playing around in the settings to get things working how you want. For instance, what if in one game you want button B for the turbo default button, and the R button as the dedicated turbo button, but in a different game the R button has its own function. That is to say, RetroArch is aware enough to understand a user will want unique turbo fire settings on a per game/per core basis, but fails to recognize a user may also want to configure their dedicated turbo button on a per game/per core basis as well. There's a glaring omission in this feature though: while RetroArch's quick menu settings know to accommodate for which button you would like turbo fired, it frustratingly restrains the user to their globally assigned turbo button, at least from the user interface (more on this later). This turbo button will then be used to rapidfire the "turbo default button" set within a game's quick menu > controls > turbo fire settings. The way RetroArch's turbo feature currently works is, first a turbo button must be configured under settings > input > port 1 controls. The turbo feature has always been a weakpoint within RetroArch, and while recent improvements to it have made it considerably better, it is still far from perfect. So as it turns out, setting up a turbo button isn't as intuitive as one would expect. ![]()
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