Homebrew Official Retroarch WiiU (wip.)

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1.54.1 was just a small bugfix point release that didn't affect the libretro core (only the Windows and GTK+ ports).

OV2 said:
Snes9x 1.54.1
- GTK+: Properly use --std=c++11 when compiling xBRZ. (BearOso)
- Win32: Save window position when toggling fullscreen. (OV2)
- Win32: Do not assign down-left binding to down-right. (OV2)
 
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Main Snes9x is the one in line with normal/latest Snes9x.
Proof is that I was playing ALttP Redux with MSU-1 PCM files.

Snes9x was implemented in 1.53 as well, at least on the Libretro side of things, even Snes9xGx (1.52); version 1.54.1 is the latest or should be. I'd still ask him.

Edit: Ninja'd. Then maybe file a bug report.

1.54.1 was just a small bugfix point release that didn't affect the libretro core (only the Windows and GTK+ ports).

Then do we know why the game runs poorly on what should be a system powerful enough?
 
Snes9x was implemented in 1.53 as well, at least on the Libretro side of things, even Snes9xGx (1.52); version 1.54.1 is the latest or should be. I'd still ask him.

Edit: Ninja'd. Then maybe file a bug report.



Then do we know why the game runs poorly on what should be a system powerful enough?
The game runs fine with MSU for a while without hiccups, I just randomly get the slowdown to start at complete random places and times in the game, that's all.
I just want to be sure if someone else has experienced this very same issue or if it's just me.
 
The game runs fine with MSU for a while without hiccups, I just randomly get the slowdown to start at complete random places and times in the game, that's all.
I just want to be sure if someone else has experienced this very same issue or if it's just me.

You don't have rewind enabled by any chance do you?
 
Damn...there's got to be a reason, the Wii U is more than powerful enough.
Maybe not all cores are compatible with the Rewind option.
I remember way back on the first builds that Mednafen PCE did have rewind, but other cores would DSI on me due to that single option being enabled.
 
Maybe not all cores are compatible with the Rewind option.
I remember way back on the first builds that Mednafen PCE did have rewind, but other cores would DSI on me due to that single option being enabled.

No, I meant why this game is having issues on a device that should be able to handle this game.
 
Is Snes9X supposed to emulate MSU ? After all this is nothing official, it's some recent homebrew add-on.
Main Snes9x, yes, it is.
It's supposed to be on pair with the official Snes9x, which is now in version 1.54.1.
You can check that by looking at the core's version at the bottom of the core once you boot/load it up.
 
There's something that's puzzling me in attempting to set up Retroarch Wii U and it's that I seem to be stuck with the gamepad as the primary display device with the TV showing an upscaled 480p image. I know this because when using custom aspect ratio, a height of 480 fills the screen. It's great to be able to have pixel perfect modes on the gamepad, but as it's being rendered with the gamepad in mind and then upscaled for the TV it's not integer scaled on there. Is it possible to put it into a TV only mode or at least one where it's working at 720p and downscaling for the gamepad?

Is there a setting I'm missing or is this just how it is at the moment?
 
There's something that's puzzling me in attempting to set up Retroarch Wii U and it's that I seem to be stuck with the gamepad as the primary display device with the TV showing an upscaled 480p image. I know this because when using custom aspect ratio, a height of 480 fills the screen. It's great to be able to have pixel perfect modes on the gamepad, but as it's being rendered with the gamepad in mind and then upscaled for the TV it's not integer scaled on there. Is it possible to put it into a TV only mode or at least one where it's working at 720p and downscaling for the gamepad?

Is there a setting I'm missing or is this just how it is at the moment?
Wait what ? I don't get it. Retroarch uses all the height on my TV screen, and the aspect ratio is always correct for the cores that do it right. Resolution is of course the native one for each console. What do you call 480p or 720p in that context ?
 
Last edited by MaitreLLD,
Wait what ? I don't get it. Retroarch uses all the height on my TV screen, and the aspect ratio is always correct for the cores that do it right. Resolution is of course the native one for each console. What do you call 480p or 720p in that context ?

I guess I didn't explain very well, so I'll try again. First, yes it uses the full height of my TV too, but that's not the issue.

What seems to be happening from my observations is that the game's internal resolution (varies from core to core obviously) is being scaled up to gamepad resolution (480p) and then that image is being scaled up to 720p for my TV. The issue being that if I turn integer scaling on, I get a lovely pixel perfect image on the gamepad which is then scaled up by 1.5 for the TV. This gives it unwanted scaling artifacts and therefore mitigates the whole point of integer scaling.

Basically the emulator is treating the gamepad as the primary display and I want to know if and how I can make the TV primary.

EDIT: By the way, the resolution is not the native one for each console as LCD TVs have a fixed resolution and the Wii U has finite output modes so there's always going to be some kind of scaling.
 
Last edited by eyeball226,
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Hey, now that we're talking about resolution, i wanted to know if Retroarch U will be able to output at native res (240p, 224p etc) through SCART like the Wii version did ? I play on a CRT and it would be a killer feature, would make it the best retro system ever !

Lots of people (including myself) are spending huge amount of money on custom AMD GPU, home made VGA to scart adapter, fiddling with custom drivers / EDID emulation and making a huge mess with Windows and stuff in order to get old games running at native res, and it could just completely solve the issue and make it a thing of the past
 
Last edited by vaanen,
Why ? I heard that it's a software limit, but since the Wii u is completely hacked, it should be feasible right ?
 
Why ? I heard that it's a software limit, but since the Wii u is completely hacked, it should be feasible right ?
yeah if you rewrite the wiiu software drivers from scratch lol and even then probably it wouldnt work.

It only has a render mode of 576i, 480i/p, 720p, and 1080i/p, that's it.
basicaly this, the wiiu cant output any other res.
 
You can get 640x360 if you set the Render mode to 720 and the TV mode to 576i, but that's the smallest resolution you can get it to.
 
I guess I didn't explain very well, so I'll try again. First, yes it uses the full height of my TV too, but that's not the issue.

What seems to be happening from my observations is that the game's internal resolution (varies from core to core obviously) is being scaled up to gamepad resolution (480p) and then that image is being scaled up to 720p for my TV. The issue being that if I turn integer scaling on, I get a lovely pixel perfect image on the gamepad which is then scaled up by 1.5 for the TV. This gives it unwanted scaling artifacts and therefore mitigates the whole point of integer scaling.

Basically the emulator is treating the gamepad as the primary display and I want to know if and how I can make the TV primary.

EDIT: By the way, the resolution is not the native one for each console as LCD TVs have a fixed resolution and the Wii U has finite output modes so there's always going to be some kind of scaling.
I see, you are right. I meant that Retroarch sends a signal with the native resolution, or at least I thought, as you seem to say the contrary.

I don't see why scaling is a problem as long as the resolution of the Wii U signal and the TV are multiples of the console native resolution, for instance it works well on the NES which is 256*240 so can be nicely scaled to 720p, whose vertical resolution is 720 so exactly 3 times 240. Each (original) pixel is just transformed to a 3x3 TV pixel square.

But for a lot of other consoles we are fucked, at least for full vertical screen since the Wii U can only display in a few specific resolutions and a lot of TV's also. For instance the native SNES resolution is 256*224 for a variety of games, but 224 is not a divisor of any of the Wii U vertical resolutions. That's why I see black bars on top and bottom of my screen on a large number of games, but I don't see any artifact apart from that. What are you referring to ? Indeed, if there was a 1.5 upscaling factor everywhere it would be shitty, but I really don't see this on my end.

In other words, I didn't touch any video option and I have the feeling I do have integer scaling on my TV (I don't have my Wii u right now so I can't swear it)
 
Last edited by MaitreLLD,

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