Homebrew Official Retroarch WiiU (wip.)

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Hi everyone,

I’m running the latest Wii U WIP Aroma build of RetroArch with the PCSX-ReArmed core (I haven’t tested the Tiramisu version), and I’ve run into a weird issue: any PS1 title that requires me to hold R2 (ZR on the GamePad) only ever sees a single press—even if I keep ZR held down.

So far I’ve tried:
- verifying the “Menu Toggle” hotkey wasn’t still mapped to ZR
- switching Quick Menu → Controls → Port 1 Controls → Device Type between Standard and DualShock
- disabling both Multitap 1 and Multitap 2 in the core options

Nothing changes: ZR still only fires one digital “press” event instead of remaining active.

Has anyone encountered this on Wii U Aroma? Is there a way to force ZR to act as an analog R2 axis for PCSX-ReArmed, or any other workaround to get a continuous hold signal? Any help would be greatly appreciated!
Hmm I just tried myself and ZL and ZL stay pressed for me? I tested Rayman and crawled around on the floor fine :P
I haven't heard of this issue before. Does this happen with other Cores? if not I would suggest deleting any Core config files you have relating to Pcsx_Rearmed.
Post automatically merged:

Hi Ploggy, is this the px68k_libretro.zip for Tiramisu you've given or the new compile for Retroarch Aroma?
Thanks for all ^^

Was wondering, why do the Devs never gives PROPER emulation named core related to the console? For example now, everybody now picodrive's core (well almost everyone but...Finally sure it's NOT the case) is for emulation of sega games, but
Every cores should be PROPERLY labeled ike this for exemple:
- AMIGA computer (PUAE), not just "PUAE
- C64 Computer (FRODO)
- PS2 console (Play!) and NOT JUST PUAElibreto or FRODOlibreto cores.....ETC
Some core are even WRONG, for example "Beetle PSX"....Just to Say PSX console exists and it's NOT the PS1 ^^
- Why not position the best core by order for each machine?
Easyness should be the word spread. why on earth didn't they labeled SEGAcores lie Segacores instead of Picodrive, for easyness! (mr Snake could you think of that?) Do they labeled "Vinegar core"s on their bottle containing pickles at home??
Do they put the words "making my bloody system work or maybe cutting the energy" instead of an "on/off" button?
For example, in this thread, I read a poor guy searching for a core for master system and he didn't find it of course we knew it was picodrive but why simplify the thing....Just saying, this defies Logicc...Are they against mr Spock? if they don't understand this logic, maybe asking a 8 years child would help in order to make Retroarch more ergonomic, a true really easy scan for rom directory is clearly NECESSARY with automatic association to the best core (in general). Seems even in a future version, except if I begin kicking the anthill against retrograde ideas.
I understand it can be awkward for those who don't know what Core name relates to what system, but if your not sure you can always load the Core your not sure about and check Information/Core Information to check what systems the core can Emulate :)
 
I understand it can be awkward for those who don't know what Core name relates to what system, but if your not sure you can always load the Core your not sure about and check Information/Core Information to check what systems the core can Emulate :)
Myself, I know all the cores, but admit some rationnal changes should be asked to all maintainers/Dev and made for the communauty, this emulator is not ergonomic, just like UAE.
 
Hi Ploggy, is this the px68k_libretro.zip for Tiramisu you've given or the new compile for Retroarch Aroma?
Thanks for all ^^

Was wondering, why do the Devs never gives PROPER emulation named core related to the console? For example now, everybody now picodrive's core (well almost everyone but...Finally sure it's NOT the case) is for emulation of sega games, but
Every cores should be PROPERLY labeled ike this for exemple:
- AMIGA computer (PUAE), not just "PUAE
- C64 Computer (FRODO)
- PS2 console (Play!) and NOT JUST PUAElibreto or FRODOlibreto cores.....ETC
Some core are even WRONG, for example "Beetle PSX"....Just to Say PSX console exists and it's NOT the PS1 ^^
- Why not position the best core by order for each machine?
Easyness should be the word spread. why on earth didn't they labeled SEGAcores lie Segacores instead of Picodrive, for easyness! (mr Snake could you think of that?) Do they labeled "Vinegar core"s on their bottle containing pickles at home??
Do they put the words "making my bloody system work or maybe cutting the energy" instead of an "on/off" button?
For example, in this thread, I read a poor guy searching for a core for master system and he didn't find it of course we knew it was picodrive but why simplify the thing....Just saying, this defies Logicc...Are they against mr Spock? if they don't understand this logic, maybe asking a 8 years child would help in order to make Retroarch more ergonomic, a true really easy scan for rom directory is clearly NECESSARY with automatic association to the best core (in general). Seems even in a future version, except if I begin kicking the anthill against retrograde ideas.
The cores are based on stand alone PC emulators and the retroarch team keeps the names the same so as people actually know for example what C64 emulator is being used it's that simple really.

I really don't get how you can be confused what each core emulates as Retroarch tells you lol.

Screenshot_20250530-141922.jpg
 
Hmm I just tried myself and ZL and ZL stay pressed for me? I tested Rayman and crawled around on the floor fine :P
I haven't heard of this issue before. Does this happen with other Cores? if not I would suggest deleting any Core config files you have relating to Pcsx_Rearmed.
Thank you so much for your quick reply!

I followed your suggestion and deleted (actually, I renamed) all the config files related to the PCSX_ReARMed core, but unfortunately, it didn’t solve the problem.

Just to clarify, I’m doing all my tests using the Wii U GamePad, and the game I’m testing is “Oddworld Abe’s Oddysee,” which is actually my favorite PlayStation game. In this game, it’s really important to be able to hold all four shoulder buttons for different actions: the left ones are used to make the character talk and to hypnotize enemies, R1 is for running, and R2 is for walking slowly. I managed to simulate slow walking by repeatedly pressing ZR, but it’s not practical at all.

If you have any other ideas or suggestions, I’d be happy to try them!
I’ve also ordered some Wii U Pro Controllers, and I’ll test them as soon as they arrive.

Thanks again!
 
Thank you so much for your quick reply!

I followed your suggestion and deleted (actually, I renamed) all the config files related to the PCSX_ReARMed core, but unfortunately, it didn’t solve the problem.

Just to clarify, I’m doing all my tests using the Wii U GamePad, and the game I’m testing is “Oddworld Abe’s Oddysee,” which is actually my favorite PlayStation game. In this game, it’s really important to be able to hold all four shoulder buttons for different actions: the left ones are used to make the character talk and to hypnotize enemies, R1 is for running, and R2 is for walking slowly. I managed to simulate slow walking by repeatedly pressing ZR, but it’s not practical at all.

If you have any other ideas or suggestions, I’d be happy to try them!
I’ve also ordered some Wii U Pro Controllers, and I’ll test them as soon as they arrive.

Thanks again!
I have just tested Abe's Oddysee here and I cant replicate your issue.. Abe walks and talks as he should lol
I sound like you may have enabled autofire (turbo) accidentally? check to see if that's the case, either that or you Gamepads dodgy hahaha
 
I have just tested Abe's Oddysee here and I cant replicate your issue.. Abe walks and talks as he should lol
I sound like you may have enabled autofire (turbo) accidentally? check to see if that's the case, either that or you Gamepads dodgy hahaha
Hi Ploggy,

Thanks again for your patience and suggestions. Here’s what I’ve done so far:
  1. Turbo/Auto-fire is completely disabled (no buttons assigned under Settings → Input → Turbo Fire or Hotkey Binds).
  2. I loaded Mortal Kombat in the MAME 2003-Plus core and held the “Block” button on the GamePad—same behavior: only a single press is registered, even when I keep it held down.
Given that the issue persists in multiple cores with turbo off, it looks like a hardware problem with the GamePad’s ZR contact. Next steps for me:
  • Clean the ZR button contacts (compressed air / electronics cleaner).
  • Test with the Wii U Pro Controllers when they arrive.
If you have any tips for low-level input diagnostics in RetroArch (or anything else I can try before replacing the GamePad), I’d appreciate it!

Thanks again for all your help.
Post automatically merged:

I have just tested Abe's Oddysee here and I cant replicate your issue.. Abe walks and talks as he should lol
I sound like you may have enabled autofire (turbo) accidentally? check to see if that's the case, either that or you Gamepads dodgy hahaha
Ok, I found the problem. "Hotkey Enable" was assigned to "Button 6"... don't know why. I changed it to "Button 18", and now ZR works great.
 
Last edited by popodom,
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Hi Ploggy,

Thanks again for your patience and suggestions. Here’s what I’ve done so far:
  1. Turbo/Auto-fire is completely disabled (no buttons assigned under Settings → Input → Turbo Fire or Hotkey Binds).
  2. I loaded Mortal Kombat in the MAME 2003-Plus core and held the “Block” button on the GamePad—same behavior: only a single press is registered, even when I keep it held down.
Given that the issue persists in multiple cores with turbo off, it looks like a hardware problem with the GamePad’s ZR contact. Next steps for me:
  • Clean the ZR button contacts (compressed air / electronics cleaner).
  • Test with the Wii U Pro Controllers when they arrive.
If you have any tips for low-level input diagnostics in RetroArch (or anything else I can try before replacing the GamePad), I’d appreciate it!

Thanks again for all your help.
Post automatically merged:


Ok, I found the problem. "Hotkey Enable" was assigned to "Button 6"... don't know why. I changed it to "Button 18", and now ZR works great.
Haha great! I'm glad you didn't have to tear apart your Gamepad ;)
 
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@AmandaRose Don't you think there should be an automatic scan of all roms in specific directory automatically and automatic association to their core? Also, by speaking of NAMES, I was speaking about the core too like "frodo_libretro.rpx"
Also, why not ONE Click button to download all cores/possible gamepad-joystick and all the rest?? (not saying it's nice to be able to download selected things)
Do you think some games should have their own linein this emulator like Doom, CaveStory, Xrick.
if all games had their own Cores/lines, it would be endless.
Mame for example don't really care what cores is associated to which game and scans folders automatically, many other emulators do cores association like lemuroid.....Retroarch has to evolve its ergonomy or it will become obsolete because of the lemuroid kinds of emus. The only response I would accept would be "yes, ndeed it needs ergonomic improvements",
 
Hey all, has work picked back up on core fixes for Retroarch Wii U in aroma? I recall the people working on it were on hiatus? Thanks.
It's still on hiatus :/ but tbh we did get through most of the cores from Tiramisu RA, so we are in a decent place with Aroma right now when compared to Tiramisu.
 
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If you have any tips for low-level input diagnostics in RetroArch (or anything else I can try before replacing the GamePad), I’d appreciate it!
Why don't you just try it in the Wii U menu? Holding ZR should scroll through the pages until you reach the end. If that doesn't work, then you can be sure it's a problem with your GamePad.
 
Has anyone gotten the PX68k core working at all yet??

I've tried moving the X68000 BIOS files between the Retroarch/System and Retroarch/Cores/System directories and changing different settings.. But it still wont boot any floppy disk image of any game I've tried so far..

Strangely.. It's own menu works though.. And I can chance different disk images and reset PX68k from its own menu.. But it still wont show the X68000's own boot screen and run any games when it's reset from it's own menu either.
 
@MistaH did you try it on retroarch tiramisu or retroarch aroma? All I can tell you the android X68000 works, those games are great, specially Chelnov, it's a different version and control to all others ^^
 
@MistaH did you try it on retroarch tiramisu or retroarch aroma? All I can tell you the android X68000 works, those games are great, specially Chelnov, it's a different version and control to all others ^^
No.. I've only tried Ploggys Aroma version of Retroarch.. I still have the Tiramisu environment on my Wii U.. But it's only there to run certain older homebrew that wont run under Aroma.. Plus I don't know IF the PX68k core works on the official Retroarch Wii U port anyway..

Where you running Retroarch in an Android device? I have a number of Android devices kicking around.. But I have little interest in running Retroarch on them.. Given how old most of them are.. They wouldn't really offer a particularly good experience anyway.. Plus I much prefer to play games on consoles nowadays as well.

YES.. The X68000 does also have some very good exclusive games and ports to.. And it would be nice to play some of those on my Wii U as well.. IF the PX68k core was working.. I guess I'll just have to wait for Ploggy to look into fixing it up.. When he's got some time spare.. Unless it's anything I've done wrong?? I don't know.
 
No.. I've only tried Ploggys Aroma version of Retroarch.. I still have the Tiramisu environment on my Wii U.. But it's only there to run certain older homebrew that wont run under Aroma.. Plus I don't know IF the PX68k core works on the official Retroarch Wii U port anyway..

Where you running Retroarch in an Android device? I have a number of Android devices kicking around.. But I have little interest in running Retroarch on them.. Given how old most of them are.. They wouldn't really offer a particularly good experience anyway.. Plus I much prefer to play games on consoles nowadays as well.

YES.. The X68000 does also have some very good exclusive games and ports to.. And it would be nice to play some of those on my Wii U as well.. IF the PX68k core was working.. I guess I'll just have to wait for Ploggy to look into fixing it up.. When he's got some time spare.. Unless it's anything I've done wrong?? I don't know.
When I tested the core way back on Tiramisu I couldn't get it to load a game either, but I hoped it may have just worked on Aroma :/ I can only compile cores I cant code so I have no clue how to fix any core issues.
 
When I tested the core way back on Tiramisu I couldn't get it to load a game either, but I hoped it may have just worked on Aroma :/ I can only compile cores I cant code so I have no clue how to fix any core issues.
Oh well.. I guess we'll just have to wait for someone to try and "fix" the issues with it then.. Whenever that happens.. I hope it happens at some point though.. As there is a number of X68000 games I'd really like to play again.
 
Oh well.. I guess we'll just have to wait for someone to try and "fix" the issues with it then.. Whenever that happens.. I hope it happens at some point though.. As there is a number of X68000 games I'd really like to play again.
What games did you want to play on the core?
 
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What games did you want to play on the core?
Good question because anyone wanting to play the X68000 version of Akumajō Dracula (Castlevania) can play it on Playstation One as Castlevania Chronicles has the X68000 game and an updated PS1 version on the disc.
 
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I've had some luck getting the core to work, I can at least now get games to boot!
After reading a post on one of the Cores github issues pages I managed to change the cpu core from c68k to musashi before compiling, that got games booting but now the enemy/character sprites are missing hahaha, so good luck playing games likes that... Extra Extra hard mode enabled lol

1748812431966.png


I've tested a handful of games and all have some sort of missing graphics, damn so close :P
 
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I've tested a handful of games and all have some sort of missing graphics, damn so close
Well done Ploggy, maybe for next time!!! ^^

Was Wondering....What did you do to have this "Better result"?
An even more, how could a guy help you to succeed where you almost had it?
You know the adage....It's always better to have maximum numbers of brains than one and I'm sure everyone here would like you to succeed in the task. Is it a compiling process that failed? Did you try to ask Devs what could be improved in your attempt" to succeed?
Also, wondering why you don't post a question in here to solve the problem you are facing that causes that "no sprite" fact.
Seems you need the help of a level20 or above to help you, knowing your are 19....Well, just kidding but it's reality, you always need someone with a knowledge you don't have to improve yourself and achieve a goal. MESSAGE TO ALL LEVEL ABOVE 19 DEVS (it's just a ways to imagine things, I know it's not the true level), please HELP PLOGGY find out!!! (if you put your questions, I will give them to big level devs I know of, I'm not a geek like you, but I'm a communication guy that could help.
We could also make a crowd funding so that a talented guy get the small jackpot and if many gives 2$ or 10$ in the pot, you never know! I'll gladly give 10€ for the sucess of this goal = I've sent you potential clues concerning sprites in X68000 code.
 
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