Homebrew RetroArch - A new multi-system emulator

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Thanks for your answer and maybe asking something more:

I see page libretro in github and appears another modules:

stella (atari 2600 ????) - yabause (saturn?????) - mednafen-pcfx (pc engine fx???) - mednafen-lynx (atari lynx????) - mednafen-vb (virtual boy???) - meteor (GBA)

And see another how bsnes, bnes

Correct, most of those cores are in development for consoles.

Forget about bNES and bSNES on Wii though - they would have to invent a new videogame console fast enough to run bSNES at its current state - playing it on Wii or PS3/360 would just be a huge letdown - stick to SNES9x which is good enough.
 
RetroArch Wii - SNES9x 1.53 mainline port

Some guy mentioned earlier he could not get Tales of Phantasia working on SNES9x Next.

He was right.

I should explain - SNES9x Next is a heavily edited and optimized version of SNES9x 1.52 - it was originally meant as a way to make most games playable at fullspeed on PS3 (hacks were required to make certain games run at fullspeed). These speed hacks also carry over well to the Wii as can be seen.

Even though I would recommend it over SNES9x mainline for playing on Wii, there might be cases where regressions might pop up in SNES9x Next that are not in SNES9x mainline - or perhaps the changes after 1.52 might make more games playable and/or with less glitches.

For that reason, I've also decided to make a quick port of SNES9x mainline - slower, but more accurate. This is the latest version right off the presses from github - with the byuu APU. This one will play Tales of Phantasia right now at least and will give me some breathing room to sort out the bug in SNES9x Next.

You can just install these files in the RetroArch directory on your SD card and it will automatically install this core. Also, IT WILL NOT OVERWRITE your pre-existing SNES9x Next core - it will be named differently - so you can select between the two SNES9x cores as you please.

Hopefully that is the best of both worlds. Just don't expect to be playing Yoshi's Island with SNES9x mainline at fullspeed and you should be good.

https://anonfiles.co...b02a3b3047844d9

ToadKing - go ahead and post this on the first post as well.
Thank you, ( and I'm that guy...)

Just a question: Why is the core used for NES emulation from fce ultra?
In my experience the nes emulation is faster ( more responsive controls and sound ) in wiimednafen.

Are there any precautions to be met in order to load cps1/2, neogeo roms?
PCE-cd is working prefectly with the bios files in the folder of the game you want to load btw..
Anyway the scaling option is a gift from heaven. Thank you
Just keeping my fingers crossen for scan line emulation!

Oh! There's RetroArch core for Snes9x 1.53? Huh, guess I somehow missed that one...Just place it in the folder itself? I thought that the included boot.dol would overwrite a vital file....

Edit: When I extract the file, it asks me to overwrite boot.dol and CORE.dol. I'm pretty sure I don't want that, right? Am I supposed to just extract it to SD:/apps/retroarch-wii? I'm confused......
 
RetroArch Wii - SNES9x 1.53 mainline port

Some guy mentioned earlier he could not get Tales of Phantasia working on SNES9x Next.

He was right.

I should explain - SNES9x Next is a heavily edited and optimized version of SNES9x 1.52 - it was originally meant as a way to make most games playable at fullspeed on PS3 (hacks were required to make certain games run at fullspeed). These speed hacks also carry over well to the Wii as can be seen.

Even though I would recommend it over SNES9x mainline for playing on Wii, there might be cases where regressions might pop up in SNES9x Next that are not in SNES9x mainline - or perhaps the changes after 1.52 might make more games playable and/or with less glitches.

For that reason, I've also decided to make a quick port of SNES9x mainline - slower, but more accurate. This is the latest version right off the presses from github - with the byuu APU. This one will play Tales of Phantasia right now at least and will give me some breathing room to sort out the bug in SNES9x Next.

You can just install these files in the RetroArch directory on your SD card and it will automatically install this core. Also, IT WILL NOT OVERWRITE your pre-existing SNES9x Next core - it will be named differently - so you can select between the two SNES9x cores as you please.

Hopefully that is the best of both worlds. Just don't expect to be playing Yoshi's Island with SNES9x mainline at fullspeed and you should be good.

https://anonfiles.co...b02a3b3047844d9

ToadKing - go ahead and post this on the first post as well.
Thank you, ( and I'm that guy...)

Just a question: Why is the core used for NES emulation from fce ultra?
In my experience the nes emulation is faster ( more responsive controls and sound ) in wiimednafen.

Are there any precautions to be met in order to load cps1/2, neogeo roms?
PCE-cd is working prefectly with the bios files in the folder of the game you want to load btw..
Anyway the scaling option is a gift from heaven. Thank you
Just keeping my fingers crossen for scan line emulation!

Oh! There's RetroArch core for Snes9x 1.53? Huh, guess I somehow missed that one...Just place it in the folder itself? I thought that the included boot.dol would overwrite a vital file....

Edit: When I extract the file, it asks me to overwrite boot.dol and CORE.dol. I'm pretty sure I don't want that, right? Am I supposed to just extract it to SD:/apps/retroarch-wii? I'm confused......

You can safely overwrite those files.

boot.dol is a small bootloader that more or less stays the same across each versioned release.

CORE.dol is the new core that gets installed - when you launch RetroArch, it will look for this file and rename it automatically (in this case to snes9x.dol). That way, you can make 'emulator upgrade' packages where you ship a boot.dol and a CORE.dol, you transfer it over to a pre-existing RetroArch install directory and RetroArch will automatically overwrite any pre-existing version of this core.
 
You can safely overwrite those files.

boot.dol is a small bootloader that more or less stays the same across each versioned release.

CORE.dol is the new core that gets installed - when you launch RetroArch, it will look for this file and rename it automatically (in this case to snes9x.dol). That way, you can make 'emulator upgrade' packages where you ship a boot.dol and a CORE.dol, you transfer it over to a pre-existing RetroArch install directory and RetroArch will automatically overwrite any pre-existing version of this core.


Sorry if I sounded demanding or rude, thanks for the verification! :D
 
Just a small issue about the controls. ( apart from going into the control option and verifying them again after core change...)

Button 2, b etc is actually mapped wrong.
When using a wiimote alone for instance button 2 is mapped to the physical button A on the wiimote.
The options shown say something different.
The work around is setting this up differently but , it would be great if those settings would make sense.
 
First thanks for you answer and asking for use similar select plataform option as do wiimednafen, for example:


If need run snes-core, at beginning appears choose option example SNES9X153 or SNES-NEXT, and same for another cores VBA-NEXT, FCEU and anothers

Main menu stay good not needed more, wiimednafen style menu is enough (for my case)


And repeat very thanks for your efforts and all vinculated on retroarch-wii
 
Just a little question,

Are Famicom Disk System being supported?
Also would it be possible to let retroarch restart automaticly after changing to a different core?
Instead of restarting mannually?

Really loving this emulator, still trouble loading cps games.
I take it that retroarch is expecting a .zip file when loading those roms?

EDIT: Just did a run of PROGEAR on CPS2 Core....

WWWWOOOOOOOOOOOOOWWWWWWWW!!!!!!!!!
Amazing, I was expecting to see dropping frames, but NO PERFECT!
 
yes, progear works fine. as well as donpachi, dodonpachi, ESP Ra. De. , Dangun Feveron/fever s.o.s.
 
Quick question about Snes emulation, in the next major release, will Snes9x Next receive further emulation optimizations to help affected games such as Star Fox and/or emulate effects such as pseudo hi-res (like the water transparency effects in Kirby's Dreamland 3)? Or will the Snes9x 1.53 have to be optimized instead? I'm just curious is all, but once more, I'd like to state that I'm sticking with RetroArch, it's amazing. :P
 
Quick question about Snes emulation, in the next major release, will Snes9x Next receive further emulation optimizations to help affected games such as Star Fox and/or emulate effects such as pseudo hi-res (like the water transparency effects in Kirby's Dreamland 3)? Or will the Snes9x 1.53 have to be optimized instead? I'm just curious is all, but once more, I'd like to state that I'm sticking with RetroArch, it's amazing. :P

Star Fox affected in what way? It should play perfectly fine on Wii with Next - in fact, I did a quick speedrun of it some days ago.

Actually - disabling pseudo hi-res was a deliberate speed hack on my part for Kirby's Dreamland 3 - pseudo hi-res would dip below fullspeed and I felt that sacrificing pseudo hi-res this way would be a quasi-acceptable way to at least skip the huge FPS hit.
 
Quick question about Snes emulation, in the next major release, will Snes9x Next receive further emulation optimizations to help affected games such as Star Fox and/or emulate effects such as pseudo hi-res (like the water transparency effects in Kirby's Dreamland 3)? Or will the Snes9x 1.53 have to be optimized instead? I'm just curious is all, but once more, I'd like to state that I'm sticking with RetroArch, it's amazing. :P

Star Fox affected in what way? It should play perfectly fine on Wii with Next - in fact, I did a quick speedrun of it some days ago.

Actually - disabling pseudo hi-res was a deliberate speed hack on my part for Kirby's Dreamland 3 - pseudo hi-res would dip below fullspeed and I felt that sacrificing pseudo hi-res this way would be a quasi-acceptable way to at least skip the huge FPS hit.

Fair enough, it does have quite a speed hit in Snes9xGx, too (Tantric acknowledged that), but without it, completing the game is impossible, as there are some levels where you're underwater, but that's fine, I can always use Snes9xGx to bypass that level, and switch back, it's not that a big of a deal (not sure how Nintendo did it on the VC though...weird, I'm sure they sacrificed something). Oh, and about Star Fox, I noticed some slight audio crackling when it shows the Arwings taking off from the base when you start the Corneria level, but it does run at the correct speed. Do you think you could have someone look at the mosaic tile effects in FF5 and FF6? I noticed that the FPS dips for split second when encountering an enemy, if that makes sense.

I guess I have a weird knack for noticing quirks in emulators, especially when the SPC700/Nintendo S-SMP isn't emulated correctly; I suppose my ears are trained after using emulators all these years, but I digress. Please don't get me wrong, I'm loving Snes9x Next a lot, and it doesn't have the weird tinny-sound-after-opening-the-menu-issue that plagued Snes9xGx, which apparently was caused by a flaw in libogc, but that problem is nonexistent here :D
 
Quick question about Snes emulation, in the next major release, will Snes9x Next receive further emulation optimizations to help affected games such as Star Fox and/or emulate effects such as pseudo hi-res (like the water transparency effects in Kirby's Dreamland 3)? Or will the Snes9x 1.53 have to be optimized instead? I'm just curious is all, but once more, I'd like to state that I'm sticking with RetroArch, it's amazing. :P

Star Fox affected in what way? It should play perfectly fine on Wii with Next - in fact, I did a quick speedrun of it some days ago.

Actually - disabling pseudo hi-res was a deliberate speed hack on my part for Kirby's Dreamland 3 - pseudo hi-res would dip below fullspeed and I felt that sacrificing pseudo hi-res this way would be a quasi-acceptable way to at least skip the huge FPS hit.

Fair enough, it does have quite a speed hit in Snes9xGx, too (Tantric acknowledged that), but without it, completing the game is impossible, as there are some levels where you're underwater, but that's fine, I can always use Snes9xGx to bypass that level, and switch back, it's not that a big of a deal (not sure how Nintendo did it on the VC though...weird, I'm sure they sacrificed something). Oh, and about Star Fox, I noticed some slight audio crackling when it shows the Arwings taking off from the base when you start the Corneria level, but it does run at the correct speed. Do you think you could have someone look at the mosaic tile effects in FF5 and FF6? I noticed that the FPS dips for split second when encountering an enemy, if that makes sense.

I guess I have a weird knack for noticing quirks in emulators, especially when the SPC700/Nintendo S-SMP isn't emulated correctly; I suppose my ears are trained after using emulators all these years, but I digress. Please don't get me wrong, I'm loving Snes9x Next a lot, and it doesn't have the weird tinny-sound-after-opening-the-menu-issue that plagued Snes9xGx, which apparently was caused by a flaw in libogc, but that problem is nonexistent here :D

What you're noticing in Star Fox (audio crackling) is the few times when FPS dips below 60fps - sorry, SuperFX games requirea good deal of CPU power - it's a surprise SNES9x Next runs as well in its current state as it does on Wii - I was expecting far worse performance - more inline with what i'm seeing on Xbox 1 to be honest. If this bothers you, definitely don't try SNES9x 1.53, which will be even worse.

If disabling the pseudo hi-res graphics in Kirby's Dreamland 3 makes it impossible to finish, then fair enough, I can re-enable it.

Do you think you could have someone look at the mosaic tile effects in FF5 and FF6? I noticed that the FPS dips for split second when encountering an enemy, if that makes sense.

Yep - again, FPS dips slightly below 60fps thus you can hear a slight audio crackle for a split second. FF6 is surprisingly heavy on the CPU in field mode. On PS3 and 360 this slight audio crackle before transitioning from field to battle mode doesn't happen as they run way above 60fps there.

SNES9x GX relies on frameskipping to create the illusion games are running well when they really don'. I will never, ever resort to frameskipping if my life depends on it - it either runs at 60fps and when it doesn't, it's not worth playing to begin with.

I'm also sure you've noticed that every time SNES9x GX resolution switches (in games like Seiken Densetsu 3 for instance - where every time a text window is rendered, it jumps to 512x224 mode) , there's a very annoying audio hiccup/crack/pop that happens. This doesn't happen on SNES9x Next. There are a lot of little things like that which were optimized.

I'm sure there's room for improvement still and will be investigating a redone-from-scratch version of SNES9x Next with improvements in both speed and accuracy.
 
Quick question about Snes emulation, in the next major release, will Snes9x Next receive further emulation optimizations to help affected games such as Star Fox and/or emulate effects such as pseudo hi-res (like the water transparency effects in Kirby's Dreamland 3)? Or will the Snes9x 1.53 have to be optimized instead? I'm just curious is all, but once more, I'd like to state that I'm sticking with RetroArch, it's amazing. :P

Star Fox affected in what way? It should play perfectly fine on Wii with Next - in fact, I did a quick speedrun of it some days ago.

Actually - disabling pseudo hi-res was a deliberate speed hack on my part for Kirby's Dreamland 3 - pseudo hi-res would dip below fullspeed and I felt that sacrificing pseudo hi-res this way would be a quasi-acceptable way to at least skip the huge FPS hit.

Fair enough, it does have quite a speed hit in Snes9xGx, too (Tantric acknowledged that), but without it, completing the game is impossible, as there are some levels where you're underwater, but that's fine, I can always use Snes9xGx to bypass that level, and switch back, it's not that a big of a deal (not sure how Nintendo did it on the VC though...weird, I'm sure they sacrificed something). Oh, and about Star Fox, I noticed some slight audio crackling when it shows the Arwings taking off from the base when you start the Corneria level, but it does run at the correct speed. Do you think you could have someone look at the mosaic tile effects in FF5 and FF6? I noticed that the FPS dips for split second when encountering an enemy, if that makes sense.

I guess I have a weird knack for noticing quirks in emulators, especially when the SPC700/Nintendo S-SMP isn't emulated correctly; I suppose my ears are trained after using emulators all these years, but I digress. Please don't get me wrong, I'm loving Snes9x Next a lot, and it doesn't have the weird tinny-sound-after-opening-the-menu-issue that plagued Snes9xGx, which apparently was caused by a flaw in libogc, but that problem is nonexistent here :D

What you're noticing in Star Fox (audio crackling) is the few times when FPS dips below 60fps - sorry, SuperFX games requirea good deal of CPU power - it's a surprise SNES9x Next runs as well in its current state as it does on Wii - I was expecting far worse performance - more inline with what i'm seeing on Xbox 1 to be honest. If this bothers you, definitely don't try SNES9x 1.53, which will be even worse.

If disabling the pseudo hi-res graphics in Kirby's Dreamland 3 makes it impossible to finish, then fair enough, I can re-enable it.

Do you think you could have someone look at the mosaic tile effects in FF5 and FF6? I noticed that the FPS dips for split second when encountering an enemy, if that makes sense.

Yep - again, FPS dips slightly below 60fps thus you can hear a slight audio crackle for a split second. FF6 is surprisingly heavy on the CPU in field mode. On PS3 and 360 this slight audio crackle before transitioning from field to battle mode doesn't happen as they run way above 60fps there.

SNES9x GX relies on frameskipping to create the illusion games are running well when they really don'. I will never, ever resort to frameskipping if my life depends on it - it either runs at 60fps and when it doesn't, it's not worth playing to begin with.

I'm also sure you've noticed that every time SNES9x GX resolution switches (in games like Seiken Densetsu 3 for instance - where every time a text window is rendered, it jumps to 512x224 mode) , there's a very annoying audio hiccup/crack/pop that happens. This doesn't happen on SNES9x Next. There are a lot of little things like that which were optimized.

I'm sure there's room for improvement still and will be investigating a redone-from-scratch version of SNES9x Next with improvements in both speed and accuracy.

I wasn't trying to sound demanding but if I did, I'm sorry :( I didn't know Snes9xGx relied on frameskipping, and your goal is to avoid using that at all costs. But like I said about Kirby's Dreamland 3, I'll use Snes9xGx to bypass the problematic levels, and continue on Snes9x Next. You shouldn't have to re-enable pseudo hi-res since very few games used it, the only other game I know that uses it is Jurassic Park, but only when those informative messages pop up from Mr. DNA. I'll live with it, it's not a big deal. The fact it runs as well as it does without the skipping is very impressive, Yoshi's Island runs 60fps, something Snes9xGx struggles with. It was not my intent to stress you out.
 
I wasn't trying to sound demanding but if I did, I'm sorry :( I didn't know Snes9xGx relied on frameskipping, and your goal is to avoid using that at all costs. But like I said about Kirby's Dreamland 3, I'll use Snes9xGx to bypass the problematic levels, and continue on Snes9x Next. You shouldn't have to re-enable pseudo hi-res since very few games used it, the only other game I know that uses it is Jurassic Park, but only when those informative messages pop up from Mr. DNA. I'll live with it, it's not a big deal. The fact it runs as well as it does without the skipping is very impressive, Yoshi's Island runs 60fps, something Snes9xGx struggles with. It was not my intent to stress you out.

Pseudo hi-res is only disabled for Kirby's Dreamland 3 right now (and only when compiling for Wii) - the pseudo hi-res effects are not disabled in Jurassic Park.

BTW - you shouldn't really apologize so much to me - remember, I come from the PS3 scene where drama and users biting the hands that feed them are the norm - so trust me, you're ten times more polite than the usual user I deal with. Luckily I have thick skin :)
 
Isn't possible to use hacks in order to speed up the few SNES games that are still not running at fullspeed?

I'm surprised that the Wii CPU is better than the CPU of the Xbox1 for emulators - since the original source code for the emulators are more x86 compliant.
 
I'm surprised that the Wii CPU is better than the CPU of the Xbox1 for emulators - since the original source code for the emulators are more x86 compliant.

Same surprise here - I expected the total opposite when doing these two console ports for this release (0.9.7).
 
I'm surprised that the Wii CPU is better than the CPU of the Xbox1 for emulators - since the original source code for the emulators are more x86 compliant.

Same surprise here - I expected the total opposite when doing these two console ports for this release (0.9.7).

Isn't because you are porting the work already done for the PS3? Both Wii and PS3 CPU are x64.
 
I'm surprised that the Wii CPU is better than the CPU of the Xbox1 for emulators - since the original source code for the emulators are more x86 compliant.

Same surprise here - I expected the total opposite when doing these two console ports for this release (0.9.7).

Isn't because you are porting the work already done for the PS3? Both Wii and PS3 CPU are x64.

No, they're not.Re-read the tech specs.
 
I wasn't trying to sound demanding but if I did, I'm sorry :( I didn't know Snes9xGx relied on frameskipping, and your goal is to avoid using that at all costs. But like I said about Kirby's Dreamland 3, I'll use Snes9xGx to bypass the problematic levels, and continue on Snes9x Next. You shouldn't have to re-enable pseudo hi-res since very few games used it, the only other game I know that uses it is Jurassic Park, but only when those informative messages pop up from Mr. DNA. I'll live with it, it's not a big deal. The fact it runs as well as it does without the skipping is very impressive, Yoshi's Island runs 60fps, something Snes9xGx struggles with. It was not my intent to stress you out.

Pseudo hi-res is only disabled for Kirby's Dreamland 3 right now (and only when compiling for Wii) - the pseudo hi-res effects are not disabled in Jurassic Park.

BTW - you shouldn't really apologize so much to me - remember, I come from the PS3 scene where drama and users biting the hands that feed them are the norm - so trust me, you're ten times more polite than the usual user I deal with. Luckily I have thick skin :)

I know, I just don't like inadvertently offending people, but I do have one final question that's not SNES-related. I noticed you mentioned you'll eventually be porting gpSP (or something like that), which is GBA emulator, you mentioned that it would be able to play most, if not all games at full speed?
 
Beautiful. Simply Beautiful. I'm loving the GBA emulator. Works wonderfully.

Just two problems. I'm trying Pokemon Emerald on it and everytime I boot it up I get a "you got a corrupted file" message. While it doesn't kill the game, it's kinda annoying seeing it everytime. Theres also a small lag on the audio. Anyway to fix this? It doesn't happen on Visualboy gx (it uses .sav files while RetroArch uses .srm)
 
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