FS-UAE Amiga Emulator


Input mapping

All keyboard and joystick events can be mapped to any Amiga keyboard and joystick action, overriding default settings and (and the setup resulting from using the joystick_port_n options). A few examples of what you can do:

  • Do you want the key ‘S’ on your keyboard to press the ‘R’ key on the Amiga keyboard? You can do this with custom input mapping.
  • Do you want to create a setup where you can play Pinball Dreams with a gamepad? You can map game pad buttons to the Amiga keyboard F1, F2, F3, F4, cursor down, left shift and right shift keys.

General configuration

To map an action, you add a line like this to your configuration file:

devicename_eventname = actionname

Here is a specific example, mapping the keyboard key q to the fire button on the primary Amiga joystick (joy_1 is the joystick in joystick port 1):

keyboard_key_q = action_joy_1_fire_button

Input actions

Examples of input actions are:

action_joy_1_fire_button          (fire button on joystick in port 1)
action_key_z                      (press amiga keyboard key Z)
action_drive_0_insert_floppy_0    (insert disk from floppy image list)

I have put the list of available actions on its own page due to the large number of actions.

Mapping joystick events

Here are the different types of event names you can use. joystick_0 is the first joystick connected, joystick_1 is the second, etc. Similarly, you can use button_0 (first button), button_1 (second button) and so on:

  • joystick_0_button_0
  • joystick_0_axis_0_neg
  • joystick_0_axis_0_pos
  • joystick_0_hat_0_up
  • joystick_0_hat_0_down
  • joystick_0_hat_0_left
  • joystick_0_hat_0_right

For most game pads you can use universal event names instead and make the configuration work identically even with different types of game pads connected. The above configuration is not suited for this, because button numbers have generally no relation to the physical placement of the game pad buttons. If you swap out your device with another model, the mapping will probably not make any sense. With universal events, this is no longer a problem.

Universal event names

With universal event names, you can map these events instead (matching inputs on the first connected joystick FS-UAE sees):

  • joystick_0_dpad_left
  • joystick_0_dpad_right
  • joystick_0_dpad_up
  • joystick_0_dpad_down
  • joystick_0_lstick_left
  • joystick_0_lstick_right
  • joystick_0_lstick_up
  • joystick_0_lstick_down
  • joystick_0_lstick_button
  • joystick_0_rstick_left
  • joystick_0_rstick_right
  • joystick_0_rstick_up
  • joystick_0_rstick_down
  • joystick_0_rstick_button
  • joystick_0_south_button
  • joystick_0_west_button
  • joystick_0_north_button
  • joystick_0_east_button
  • joystick_0_start_button
  • joystick_0_select_button
  • joystick_0_left_shoulder
  • joystick_0_right_shoulder
  • joystick_0_left_trigger
  • joystick_0_right_trigger

In FS-UAE 3.1.59 and higher, you can match any/all controllers like this:

  • controller_dpad_left
  • controller_dpad_right
  • controller_dpad_up
  • controller_dpad_down
  • controller_lstick_left
  • controller_lstick_right
  • controller_lstick_up
  • controller_lstick_down
  • controller_lstick_button
  • controller_rstick_left
  • controller_rstick_right
  • controller_rstick_up
  • controller_rstick_down
  • controller_rstick_button
  • controller_south_button
  • controller_west_button
  • controller_north_button
  • controller_east_button
  • controller_start_button
  • controller_select_button
  • controller_left_shoulder
  • controller_right_shoulder
  • controller_left_trigger
  • controller_right_trigger

In FS-UAE 3.1.59 and higher, you can also do input mapping and match by the device inserted in a specific port. This is especially useful for adding player-based keyboard shortcuts to controllers:

  • joystick_port_1_controller_dpad_left
  • joystick_port_1_controller_dpad_right
  • joystick_port_1_controller_dpad_up
  • joystick_port_1_controller_dpad_down
  • joystick_port_1_controller_lstick_left
  • joystick_port_1_controller_lstick_right
  • joystick_port_1_controller_lstick_up
  • joystick_port_1_controller_lstick_down
  • joystick_port_1_controller_lstick_button
  • joystick_port_1_controller_rstick_left
  • joystick_port_1_controller_rstick_right
  • joystick_port_1_controller_rstick_up
  • joystick_port_1_controller_rstick_down
  • joystick_port_1_controller_rstick_button
  • joystick_port_1_controller_south_button
  • joystick_port_1_controller_west_button
  • joystick_port_1_controller_north_button
  • joystick_port_1_controller_east_button
  • joystick_port_1_controller_start_button
  • joystick_port_1_controller_select_button
  • joystick_port_1_controller_left_shoulder
  • joystick_port_1_controller_right_shoulder
  • joystick_port_1_controller_left_trigger
  • joystick_port_1_controller_right_trigger

This example was for joystick_port_1, but you can do the same for all ports (joystick_port_1, joystick_port_0, joystick_port_2 and joystick_port_3).

Matching a joystick device

To match a specific joystick device, you can either (as in the above examples) match joystick by number:


Or you can match devices by name:


The device name is the name of the device as it appears in your operating system, converted to lower case and all characters other than letters and numbers converted to underscores. Adjacent underscores are merged into one, and trailing underscores are stripped.

For instance, a device named:

Controller (Xbox 360 Wireless Receiver)

will be matched by:


If you have more than game pad of the same model connected, you can match the other ones with:

logitech_dual_action_usb_2   (the second connected of this model)
logitech_dual_action_usb_3   (the third connected of this model)

From FS-UAE 3.1.59 an onwards, it is recommended to move away from configurations based on joystick name, and instead use universal event names (see the "Universal event names" section).

More examples

If you want to play Pinball Dreams with the first connected game pad, instead of using keyboard controls, you might want to map something like this:

joystick_0_left_shoulder = action_key_shift_left
joystick_0_right_shoulder = action_key_shift_right
joystick_0_north_button = action_key_f1
joystick_0_dpad_down = action_key_cursor_down

If you want to do the same, but with the controller inserted to Amiga joystick port 1, do:

joystick_port_1_controller_left_shoulder = action_key_shift_left
joystick_port_1_controller_right_shoulder = action_key_shift_right
joystick_port_1_controller_north_button = action_key_f1
joystick_port_1_controller_dpad_down = action_key_cursor_down

Or for this game, maybe you want all connected controllers to controller the game, and just do:

controller_left_shoulder = action_key_shift_left
controller_right_shoulder = action_key_shift_right
controller_north_button = action_key_f1
controller_dpad_down = action_key_cursor_down

Keep in mind that this was just an example; For Pinball Dreams, you probably want to map more actions - for example amiga keys F2, F3, F4 and Space.

Mapping keyboard keys

See keyboard mapping.