Homebrew RetroArch - A new multi-system emulator

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The direction button on USB gamepad works, but other button not.
Here's my USB gamepad name and key values from RetroArch Android.

HID[DragonRise.Inc DragonRise USB Gam.
The direction key : src 16777232
square: pad 0: 188 ac=0 src=1281
triangle: pad 0: 189 ac=0 src=1281
cross: pad 0: 190 ac=0 src=1281
circle: pad 0: 191 ac=0 src=1281
L1: pad 0: 192 ac=0 src=1281
R1: pad 0: 193 ac=0 src=1281
L2: pad 0: 194 ac=0 src=1281
R2: pad 0: 195 ac=0 src=1281
SELECT: pad 0: 196 ac=0 src=1281
START: pad 0: 197 ac=0 src=1281

There are houndreds of types of USB gamepads in the world, you can not list them all. So I think the best way is not presetting the key, but mappering it by users themselves.

And we'll support them one by one just because I can, and just because I value plug and play.

ToadKing will also look into some user-defined mapping - but I definitely want to keep the autodetection stuff and have it be useful.
 
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For the note, I resolved my issue with DOOM. It appeared my WAD file was corrupted, I replaced it and now DOOM boots. It looks horrible and I can't control it, but I'm not complaining at all, rather what I'm saying is I apparently need to read the manual some more. :)

Looks horrible? As in what way? Should look just like Doom always looked like.

Also, why can't you control it?
 
And we'll support them one by one just because I can, and just because I value plug and play.

ToadKing will also look into some user-defined mapping - but I definitely want to keep the autodetection stuff and have it be useful.

Autodetection is good, and user-defined mapping is must-have option since autodetection needs permanent maintenance which consumes great time of yours.
 
Yes, the PS3 build is bugged. A new version will be released today.

I'm prepping Xbox 1 and 360 right now so it will come after that.

I got a good question. Does the PS3 allow for 240p modes without forcing them into 480i? (I've tried 240p on Wii-U in Wii-Mode and it renders it in 480i on a CRT)

(Reason I ask is because I'm considering getting a PS3 so that I can play original PS1 games in native 240p in a more convenient fashion. BUT if it renders 240p as 480i, then scanlines will disappear and slight jitter will occur, which I hate)

OH and I tried putting syscard3.pce into the system directory, and still doesn't work. Strangly enough though, I can load syscard just fine, but I cannot load CD games.
 
I got a good question. Does the PS3 allow for 240p modes without forcing them into 480i? (I've tried 240p on Wii-U in Wii-Mode and it renders it in 480i on a CRT)

(Reason I ask is because I'm considering getting a PS3 so that I can play original PS1 games in native 240p in a more convenient fashion. BUT if it renders 240p as 480i, then scanlines will disappear and slight jitter will occur, which I hate)

No, PS3 does not support 240p - nor does 360, nor does Xbox 1. If you have a PAL PS3, then (technically) you won't even have 480p/i but 576p/i options instead if you're on a CRT. With RetroArch PS3 though I make it possible so that you can still select 480i/p if your TV supports it though.

To be honest, on PS3 this is really no big issue - you just use 1080p and instead apply one of the (now up to maybe a hundred) shaders instead - there are CRT shaders that you can use and even combine with other shaders that can make it look absolutely beautiful and create enough 'suspension of disbelief' that it actually looks like a real CRT TV.

OH and I tried putting syscard3.pce into the system directory, and still doesn't work. Strangly enough though, I can load syscard just fine, but I cannot load CD games.

It should definitely work - has been confirmed here. I'm not sure what you're doing wrong. I can install the ZIP file that ToadKing linked and try for myself.
 
No, PS3 does not support 240p - nor does 360, nor does Xbox 1. If you have a PAL PS3, then (technically) you won't even have 480p/i but 576p/i options instead if you're on a CRT. With RetroArch PS3 though I make it possible so that you can still select 480i/p if your TV supports it though.

To be honest, on PS3 this is really no big issue - you just use 1080p and instead apply one of the (now up to maybe a hundred) shaders instead - there are CRT shaders that you can use and even combine with other shaders that can make it look absolutely beautiful and create enough 'suspension of disbelief' that it actually looks like a real CRT TV.

These shaders that you speak of, I'm going to assume they are emulating things like the CRT shadow mask, or the Trinitron grill, or the scanlines, lanczos interpolation, etc.

My concern here though is.....if scanlines/shadow mask/etc are done correctly (supposedly with a gamma boost), then it should not make the image darker. If they are done in-correctly, then they WILL make the image darker.

So I guess my question is, are those CRT filters done properly, and thus do not decrease the overall brightness?
 
Oh and just to nitpick a bit, could cores remember their last used resolution like they remember input configurations?

We do that for safety reasons right now. I don't 'trust' setting these resolutions forcibly at startup.

Sounds fair and reasonable enough! Thanks for the explanation =)

The Mednafen_VB core seems to struggle a bit (on Android too). Any reason for that?
 
Looks horrible? As in what way? Should look just like Doom always looked like.

Also, why can't you control it?


I'm on my dad's HUGE flat panel TV, the image is in the center of the screen, which makes sense because PrBOOM does not support wide screen, but it just seems scrunched, like too skinny, and the pixel art looks horrible. As for the controls, I was not able to use anything I tried, though I still need to get back to the manual, have been busy since I last posted. Will also try DOOM on another TV.
 
Sounds fair and reasonable enough! Thanks for the explanation =)

The Mednafen_VB core seems to struggle a bit (on Android too). Any reason for that?

It just breaks even in terms of performance on PS3 - fullspeed (50fps). Wii will be lower than that.

It might be that there's some optimizations that can be applied there - I digged through the WiiMednafen sourcecode once and they applied some hacks there to get games to run better - maybe that will do.
 
I'm on my dad's HUGE flat panel TV, the image is in the center of the screen, which makes sense because PrBOOM does not support wide screen, but it just seems scrunched, like too skinny, and the pixel art looks horrible. As for the controls, I was not able to use anything I tried, though I still need to get back to the manual, have been busy since I last posted. Will also try DOOM on another TV.

I think you need to get acquainted to the Settings menu so that you can change aspect ratio and reconfigure controls (also, setting resolution will help - Doom renders at 320x200 so try to match that as native res). Should be explained in the README and otherwise people on the forum will be able to help.
 
These shaders that you speak of, I'm going to assume they are emulating things like the CRT shadow mask, or the Trinitron grill, or the scanlines, lanczos interpolation, etc.

My concern here though is.....if scanlines/shadow mask/etc are done correctly (supposedly with a gamma boost), then it should not make the image darker. If they are done in-correctly, then they WILL make the image darker.

So I guess my question is, are those CRT filters done properly, and thus do not decrease the overall brightness?

There is no way to 'say' whether CRT filters are done properly or not - just like there's no way to say whether an emulator of a system is done 'properly' - there are various shades of grey - with each being their own approximation of the thing they are attempting to emulate.

That being said, I think I can speak for many that once you try shaders, you will NOT be wanting to go back again. 5xBR alone with the right shader combo wipes the floor with any 'authentic look' as far as I'm concerned - give me eye candy vs. authentic anyday.

Here are 2 images of Mega Man 2 on RetroArch 360 using the oldtvshader-variant4.cg (see them in fullscreen). Note - I like setting my games at 16;9 so if you don't like how it makes the picture look - don't blame the shader because it has nothing to do with it -

http://imgur.com/msqeyCi,lGrJqTP

Other shots I took from the PS3 builds (with various shaders) -

http://imgur.com/a/6u8Zb#0

http://i.imgur.com/el9iM.jpg

http://i.imgur.com/F9CxF.jpg

http://i.imgur.com/pLxCv.jpg

http://i.imgur.com/6l7lo.jpg

http://i.imgur.com/eN5Bt.jpg

While not 'accurate' or 'authentic', I'm sure you can agree with me that having games look like this is very aesthetically appeasing.
 
Hey is anyone else geting this weird bug with the CC PRO? the browser keeps moving by itself and i cant stop it as soon as i take out the CC PRO it stops moving, the controller is fine in everything else so its not that and its a old wiimote not a new problematic one.
 
Hey is anyone else geting this weird bug with the CC PRO? the browser keeps moving by itself and i cant stop it as soon as i take out the CC PRO it stops moving, the controller is fine in everything else so its not that and its a old wiimote not a new problematic one.

I noticed that too with the previous version (dont know if it has been fixed now), but with the GC controller/wii-mote. Not sure which of them both caused this unwanted scrolling down in the RA menu. It happens sometimes for a sec or two.
 
I noticed that too with the previous version (dont know if it has been fixed now), but with the GC controller/wii-mote. Not sure which of them both caused this unwanted scrolling down in the RA menu
It didnt do this for me in the last version and i dont mean occasionally scrolling down i mean it just keeps going and going in the RA menu and in game if i manage to launch one, i only have a CC PRO so im screwed the Emulator now runs at 16:9 now which is really nice but i gotta use the old version cuz of the controller thing :(
 
I think he may have updated the 0.9.8 link in the first post in this thread with the complete updated version.
 
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