Thread Rating:
  • 2 Vote(s) - 4.5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Control Mapping for dualshock 3 (RetroPie)
#10
Finally, I have some time to code.

It takes a bit of programming skill, but add this to your SDLJoystick.h before compiling:

Code:
#elif _PS3_ SDLJoyButtonMap[14] = NKCODE_BUTTON_1; // Cross SDLJoyButtonMap[13] = NKCODE_BUTTON_2; // Circle SDLJoyButtonMap[15] = NKCODE_BUTTON_3; // Sqlare SDLJoyButtonMap[12] = NKCODE_BUTTON_4; // Triangle SDLJoyButtonMap[10] = NKCODE_BUTTON_5; // L1 SDLJoyButtonMap[11] = NKCODE_BUTTON_6; // R1 SDLJoyButtonMap[8] = NKCODE_BUTTON_7; // L2 SDLJoyButtonMap[9] = NKCODE_BUTTON_8; // R2 SDLJoyButtonMap[0] = NKCODE_BUTTON_9; // Select SDLJoyButtonMap[3] = NKCODE_BUTTON_10; // Start SDLJoyButtonMap[1] = NKCODE_BUTTON_11; // L3 SDLJoyButtonMap[2] = NKCODE_BUTTON_12; // R3 SDLJoyButtonMap[16] = NKCODE_BUTTON_13; // PS SDLJoyButtonMap[4] = NKCODE_DPAD_UP; SDLJoyButtonMap[6] = NKCODE_DPAD_DOWN; SDLJoyButtonMap[7] = NKCODE_DPAD_LEFT; SDLJoyButtonMap[5] = NKCODE_DPAD_RIGHT; SDLJoyAxisMap[0] = JOYSTICK_AXIS_X; SDLJoyAxisMap[1] = JOYSTICK_AXIS_Y; SDLJoyAxisMap[2] = JOYSTICK_AXIS_Z; SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ; #else

Then define _PS3_ however you please and build.

I'm working on possibly converting this to a runtime rather than compile time option and submitting to git.
Reply


Messages In This Thread
RE: Control Mapping for dualshock 3 (RetroPie) - by arutema - 09-03-2016, 02:47 AM

Forum Jump: