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Control Mapping for dualshock 3 (RetroPie)
09-03-2016, 02:47 AM
Post: #10
RE: Control Mapping for dualshock 3 (RetroPie)
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.
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RE: Control Mapping for dualshock 3 (RetroPie) - arutema - 09-03-2016 02:47 AM

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