I used the default Gamepad template and Mupen64 Start button as my control since I knew from any title menu what it should do. I spent a few hours, trial and error to find out what the buttons were that Steam is sending to Mupen64 and built a working config. I gave this a try and it did not work at all for me.I should not say at all, only that the "botton(#)" mappings did not correspond to what Steam Controller was outputting to Mupen64Plus! mupen64plus.cfg lies in your users appdata folder and InputAutoCfg.ini is under the mupen64plus folderĪs of my posting with the latest Steam Controller update. For each axis, this must be greater than the corresponding AnalogDeadzone valueĪlso you might need to run the emulator once for the configs to be generated correctly and make sure to edit the right configs. # An absolute value of the SDL joystick axis >= AnalogPeak will saturate the N64 controller axis value (at 80). # The minimum absolute value of the SDL analog joystick axis to move the N64 controller axis value from 0. # If True, then mouse buttons may be used with this controller # Specifies which type of expansion pak is in the controller: 1=None, 2=Mem pak, 5=Rumble pak # Specifies whether this controller is 'plugged in' to the simulated N64 # Specifies which joystick is bound to this controller: -1=No joystick, 0 or more= SDL Joystick number # Controller configuration mode: 0=Fully Manual, 1=Auto with named SDL Device, 2=Fully automatic # Mupen64Plus SDL Input Plugin config parameter version number. !17235&authkey=!APrDKEs4FFlWBIc&ithint=file%2czip It needs to be placed in the same folder as mupen64plus-ui-console.exe and it looks for games/roms in the parent folder named Roms (ex \Roms\mupen64plus-bundle-win32-2.5-new-dynarec\mupen64plus-ui-console.exe).Įnter,double click starts game (or selecting and clicking Run) I am no programmer so I can not guarantee that it works for you or that it won't make your computer burn up. I made a very experimental launcher for mupen64plus. The steam overlay should work fine for you to tweak the SC settings to your liking. Configure the controller to gamepad mode. Now add mupen64plus-ui-console.exe as a non steam game and set launch options to your game/rom full path. I’ll edit with what I find when I have my console in front of me.Save and close. But now you know about how things work, it wouldn’t be too different. I can’t remember if it has any options to change aspect ratios. Experiment to find out what work for you! You may need to return it to a 4:3 ratio if using a border, since it’s essentially outputting what a SNES would output to a TV, which would be a different ratio to a game boy console. For Pokémon yellow though, you’re in luck. If you use mgba, if should load up the super game boy enhanced borders. You will then have borders around your screen and will be playing in a postage stamp window. If you do this, turn off bilinear filtering in the menu one screen back. Even thoughĬhanging it to integer scale mode means it will only scale it using whole number multiples. It might still look crappy, since it’s trying to interpolate half pixels, stretching it to a weird shape. You can even change things on a per game basis. To chance it within a core, start a game in the desired core, go back to the menu, which should take you to the quick menu, then scroll down to find the appropriate settings to change. You can specify to have the core set the aspect ratio instead. Keep in mind, this is changing it globally across all systems that use Retroarch. I think the game boy is actually close to a square, using a 10:9 ratio. Assuming you’re using mGba, if you go in the settings>video>scaling within Retroarch, you can change the aspect ratio.
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