Homebrew RetroArch - A new multi-system emulator

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Gamecuber

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The graphical isues in SNES9x Next (especially with the trees in Zelda 3) are known -needless to say, SNES9x Next Mk. II will be from scratch and special attention will be paid this time to get these edge issues correct while maintaining the speed.

Regarding FBA:

In CAVE mode runs roms as gaia 18.2mb, theroes 17.7mb and sailormn 14.2mb but another not run as guwange 18.8mb, plegends 17.4mb, pwrinst2 15.1mb

I'll need to make a a special Cave core to load those bigger ROMs.

in KANEKO mode GTMR 4.1mb charge but not show nothing and jchan 21.4mb, jchan2 21.8 or bloodwar 11.9 when charge emu crash

Will need a special CORE. Be warned though - jchan and jchan2 are not fullspeed even on PS3/360.

in PSIKYO mode some roms works as loperndf 10.2mb, hotdebut 15mb, dragnblz 16.7mb, sbomber 17.7mb, s1945ii 18.3mb but another as s1945iii 22.4mb, gunbird2 23mb and another not charge and crash emulator

Special core required for the bigger ROMs - Gunbird 2 might even be too big (with no VMM or 'hack') but too early to say yet.

FBA core may need to be splitted to several drivers(CPS/CPS2/NEOGEO/KONAMI/CAVE/PSIKYO/SETA/ETC) for GC/Wii port.
 

groose

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Talking about FBA, could support for the dat file ( e.g: in the system folder) be implemented? It is very easily created from within FBA (Misc>Generate Dat File>Generate Dat (Arcade Only)) and would help quite a bit when navigating the game list. Or would that be memory/resource consuming?
 

LibretroRetroArc

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The graphical isues in SNES9x Next (especially with the trees in Zelda 3) are known -needless to say, SNES9x Next Mk. II will be from scratch and special attention will be paid this time to get these edge issues correct while maintaining the speed.

Will the rewritten emulator also implement the cycle-accurate SPC700/S-SMP audio core that Snes9x 1.53 has? That alone is the primary reason why I stopped using Zsnes (the inaccurate audio makes my ears bleed).

No, that would make it a lot slower (for little to no gain - the sound doesn't really sound any better - just a lot of hacks could be removed because of its inclusion - if anything, it's more of a convenience for the development team in that they can remove 'messy code' and rely on a generic solution - but there's no difference or benefit at all to end-users).

Anyway, SNES9x 1.52 introduced the blargg APU - that's where the massive increase in audio quality happened in the first place. Byuu's APU (introduced in post-1.53 - which is just blargg's APU with byuu's S-SMP core from bSNES attached to it) doesn't really make a difference to the audio quality. It's pretty much placebo if you think there is any - even blargg's APU was overkill in terms of accuracy for SNES9x to begin with.


 

Hielkenator

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The graphical isues in SNES9x Next (especially with the trees in Zelda 3) are known -needless to say, SNES9x Next Mk. II will be from scratch and special attention will be paid this time to get these edge issues correct while maintaining the speed.

Regarding FBA:

In CAVE mode runs roms as gaia 18.2mb, theroes 17.7mb and sailormn 14.2mb but another not run as guwange 18.8mb, plegends 17.4mb, pwrinst2 15.1mb

I'll need to make a a special Cave core to load those bigger ROMs.

in KANEKO mode GTMR 4.1mb charge but not show nothing and jchan 21.4mb, jchan2 21.8 or bloodwar 11.9 when charge emu crash

Will need a special CORE. Be warned though - jchan and jchan2 are not fullspeed even on PS3/360.

in PSIKYO mode some roms works as loperndf 10.2mb, hotdebut 15mb, dragnblz 16.7mb, sbomber 17.7mb, s1945ii 18.3mb but another as s1945iii 22.4mb, gunbird2 23mb and another not charge and crash emulator

Special core required for the bigger ROMs - Gunbird 2 might even be too big (with no VMM or 'hack') but too early to say yet.
Gunbird 2 loads and playes, but very slow......
 

LibretroRetroArc

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Gunbird 2 loads and playes, but very slow......

It runs at fullspeed on PS3/360 - I guess that's where the '20% faster on PS3/360' axiom pushes it from 'unplayable' into the 'playable' category.

Haze commented on the FBA forums that there were ways to speed up the rendering in FBA drivers since it's all coded very naively and very inefficient - but it would be a lot of work and would require quite a bit of trial and error.
 

LibretroRetroArc

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As long as the SPC700 emulation doesn't suck like Zsnes', I'll be happy.

Like i said in the PM, SNES9x 1.52 already had blargg's APU - and that's what SNES9x Next is based on.

Byuu's APU (just blargg's APU plus his S-SMP core) doesn't change anything audio quality-wise - it was done to remove game-specific hacks, not for any other specific reason.
 

Hielkenator

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Any chance the dataeast games can be speed up?
But then again, it's probably slower for the same reason as gunbird 2....
I cannot mention it enough lol, but please make scanlines emulation happen!
The "free" scaling is awesome allready but, scanlines would really be awesome for "us" flatscreen users! ( if possible, offcourse . . .)

Off the bat, retroarch gx is impressive allready.
Thank you!
 

LibretroRetroArc

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Any chance the dataeast games can be speed up?
But then again, it's probably slower for the same reason as gunbird 2....
I cannot mention it enough lol, but please make scanlines emulation happen!
The "free" scaling is awesome allready but, scanlines would really be awesome for "us" flatscreen users! ( if possible, offcourse . . .)

Off the bat, retroarch gx is impressive allready.
Thank you!

By 'scanlines' 'emulation, you mean a CPU filter or do you mean something else I'm not aware of?

If it's a CPU filter you're referring to - that would make things even slower - CPU filters take a heavy toll on the CPU - we can't have programmable pixel and vertex shaders on the Wii like we can do on PS3/360 - that way, you would be able to have all sorts of filter eye-candy with no CPU hit.

Best solution is to just get yourself a CRT TV for consoles like the Wii and older - they're going to suck on HDTVs.
 

Hielkenator

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Any chance the dataeast games can be speed up?
But then again, it's probably slower for the same reason as gunbird 2....
I cannot mention it enough lol, but please make scanlines emulation happen!
The "free" scaling is awesome allready but, scanlines would really be awesome for "us" flatscreen users! ( if possible, offcourse . . .)

Off the bat, retroarch gx is impressive allready.
Thank you!

By 'scanlines' 'emulation, you mean a CPU filter or do you mean something else I'm not aware of?

If it's a CPU filter you're referring to - that would make things even slower - CPU filters take a heavy toll on the CPU - we can't have programmable pixel and vertex shaders on the Wii like we can do on PS3/360 - that way, you would be able to have all sorts of filter eye-candy with no CPU hit.

Best solution is to just get yourself a CRT TV for consoles like the Wii and older - they're going to suck on HDTVs.

More like a real time alphablended overlay/ picture/ png, if something like that is even possible....
A rendered picture on top of the rendering, if you get what I mean...
Like a sunscreen if that makes any sense....It would'nt be real scan lines but would be close enough.
Could'nt fake scanlines just be projected pictures on top of the outputted screen? Like see thru glass...with line grid etc..?
Watermark on top of the actual picture sort of thing....
Probably hard to implement I imagine....would be awesome though...
Seems I'm going to invest in an Scan Line Generator 3000...sigh....

http://wp1114205.wp1...v4u6oskp9ed9bg4
 

starwarsfan541

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Meh. Snes games look close enough to the real deal for me on HDTVs, my only beef with CRTs is they're hard to find and are ridiculously heavy for anything 26"+.

I am lucky I got a jamma arcade machine with an okay monitor, I gotta get around to puttin my old wii in it some time.
 

the_randomizer

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Like i said in the PM, SNES9x 1.52 already had blargg's APU - and that's what SNES9x Next is based on.

Byuu's APU (just blargg's APU plus his S-SMP core) doesn't change anything audio quality-wise - it was done to remove game-specific hacks, not for any other specific reason.

I...wasn't too sure what Byuu's S-SMP core did, but now I know.....:blink:
 

Taleweaver

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I did some gaming (testing) with this emulator, and I'm pretty impressed thus far. :D

It has some small things to work out, though. Hope you don't mind me mentioning these: :)

-the first time you start a core, the default config has 'wiimote' as device...but somehow has up/down/left/right for the wiimote and all the buttons on the gamecube. Maybe because I have my gamecube controller plugged in (even though I do all the navigating with wiimote), but this is kinda strange. Just chosing another configuration and switching back gets it done correctly
-unless the overscan is saved per game, it isn't saving anything. When playing CPS/arcade games, I have to set it to -0.10 every single time.
-I would suggest bundling the full FBA core with the rest of the cores. Exactly for the reason you mention: it indeed does play most ROMS fine. As it is, I kinda expected slowdowns or glitches...but it's actually far from it. The games I played so far were buttery smooth. And I don't think anyone expects you to play ALL the arcade games ever on this thing. ;)
-when you switch a core, it would be nice to be presented the question directly to restart retroarch (or even restart it automatically).
-oh, and...perhaps keeping track of the directory where you loaded your last ROM? :)


That's about it. For the clean interface, the different core handling and anything else, things are GREAT! And that's not even considering the fact that this is a port. :D
 

Hielkenator

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DId any of the devs look into the Gouls & Ghost VC Arcade game? It has scanline emulation. How is that done?
 

oji

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Could you explain, please, how to gain access for the USB HDD? When i start RA, it's shows a list of the devices, SD:, USB: & two of MEM, but only the SD: have folders tree in it, and USB: is just empty.

Attached hard drive is 500Gb FAT32 active partition with 32Kb cluster.

Thank you for your work anyway — great emulator.
 

Resident Stevil

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It's about goddamn time someone started working with Final Burn Alpha on the Wii. Maybe with a little more time and effort we can catch up and get CPS3 games running.
 

Hielkenator

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Okay just ordered a Wii RGB Cable...
Now please ;) make double strike available in retroarch GX, so I can can enjoy scanlines on my old crt monitor!
 
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