RetroArch Wallpapers for Nintendo Switch

RetroArch Wallpapers for Nintendo Switch 1.0

RetroArch Wallpapers for:

FBNeo - Arcade Games
Nintendo - Game Boy Advance
Nintendo - Game Boy Color
Nintendo - Game Boy
Nintendo - Nintendo 64
Nintendo - Nintendo Entertainment System
Nintendo - Super Nintendo Entertainment System
Sega - Master System - Mark III
Sega - Mega Drive - Genesis
Sony - PlayStation
Sony - Psp
Green Joy-Con D-Pad Shells for Nintendo Switch
Screenshot (11).png
  • Screenshot (6).png
    Screenshot (6).png
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    Screenshot (7).png
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  • Screenshot (8).png
    Screenshot (8).png
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    Screenshot (9).png
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  • Screenshot (10).png
    Screenshot (10).png
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  • Screenshot (12).png
    Screenshot (12).png
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    Screenshot (14).png
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  • Screenshot (11).png
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  • n64.png
    n64.png
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  • psp.png
    psp.png
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  • psx.png
    psx.png
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Author
ednarg80
Downloads
210
Views
1,122
First release
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  • Veho @ Veho:
    I got Emerald for free "because I'm so neat" or some bullshit.
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  • KennieDaMeanie @ KennieDaMeanie:
    Werid it's morning I was talking about roosters
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  • Coto @ Coto:
    though what the poster at http://harmful.cat-v.org/software/java said is true about Java, it isn't so much about C++, C# while preferring C over it. I doubt he'd write a network stack in linux, port a SQL server in C and a mail client if it was a senior C/C++ paid job. You don't even need to care about pointers in C++ if you don't use them and instead use the OOP classes, such as an object reference, which is safer because it guarantees object heritage (Inheritance) which eliminates the need of a garbage collector. Typical use case of this is to use push/pop operators over a vector array, where you don't even need malloc. (it's used internally, yes, but by going the inheritance way you let the C++ to handle it for you)
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  • Coto @ Coto:
    C# is a whole new thing, and it's built around the idea of removing all the C bits in the C++ implementation, so what you get is an entire OOP language without backwards compatibility.
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  • The Real Jdbye @ The Real Jdbye:
    it's more like java than C++ imo
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  • KennieDaMeanie @ KennieDaMeanie:
    So C#$&+ sounds like a decent community
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  • The Real Jdbye @ The Real Jdbye:
    the meme box appears to be borked
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  • The Real Jdbye @ The Real Jdbye:
    there haven't been new posts in meme box in multiple days despite posts in the thread receiving plenty of likes
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  • Veho @ Veho:
    The new forum software did cause some issues with the maymaybox, I remember hearing somewhere.
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  • Veho @ Veho:
    I thought that was solved.
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  • KennieDaMeanie @ KennieDaMeanie:
    On the phone with att wish me luck
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  • SG854 @ SG854:
    Why do you love?
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  • KennieDaMeanie @ KennieDaMeanie:
    20 minutes still play jump around with att
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  • KennieDaMeanie @ KennieDaMeanie:
    Another 8 minute transfer yay
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  • Veho @ Veho:
    PLEASE HOLD. YOUR CALL IS VERY IMPORTANT TO US. PLEASE CONTINUE TO HOLD.
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  • ClancyDaEnlightened @ ClancyDaEnlightened:
    in other words *please hang up*
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  • ClancyDaEnlightened @ ClancyDaEnlightened:
    stop bitching on the phone
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  • Coto @ Coto:
    http://harmful.cat-v.org/software/OO_programming/ <- OOP allows a generic build to scale approach to solve problems. And compatibility. In my experience an API/Shared Libraries by being encapsulated, is less likely to get optimized/destroyed by the compiler, specifically in embedded platforms.
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  • Coto @ Coto:
    No doubt it will be slower, but if you can and have the resources to hand-optimize away the code
    , do it.
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  • KennieDaMeanie @ KennieDaMeanie:
    If you dont bitch nothing will get done correctly
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  • Coto @ Coto:
    Also allows to separate pieces in components: Init, update, destroy, which enables the whole program to be inheritable. If you're creating a first person shooter, and want to add multiplayer, you will have to use OOP regardless.
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  • Coto @ Coto:
    and forget about memory management
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    Coto @ Coto: and forget about memory management