Homebrew Official Retroarch WiiU (wip.)

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Yea tell me about it and brienj never released his source so we cant change it.

Has creating channels changed much since brienj made his? is it possible to swap out channel assets from an already created channel?
Worth looking into..
Yep you can replace the boot sound by using ftpiiu everywhere. just start it up and goto storage.mlc if the retroarch channel is on nand or storage usb if it's on USB then select usr then title then 00050000 look for the folder numbered 12567800 then select the folder called meta and look for a file called bootSound.btsnd select it and delete it and problem solved no more shitty music. you could also I guess just copy the bootSound.btsnd from another game in its place.
 
Last edited by AmandaRose,
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Just a shot in the dark but I love forwarders,
Is it possible to compile a retroarch that loads core automatically, and loads a game automatically, might have to rename the core you want to core and the game to game and make custom channels for each retroarch game that you might want. And install them to usb?

Is it possible to unzip a fba or mame rom and put it in another container so that the wiiu doesn't do it. I hate that it has to unzip the I worry about corrupting my SD card.
 
Iirc opening up the channel again brings up the haxchi or cbhc menu? Deleting or messing wih the save data is dangerous though?

@aliaspider are you still planning on bringing the overlays and shaders to the Emulator?
Seems you are right, misread the thread, just never install haxchi over cbhc
 
Last edited by Hielkenator2,
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@brienj it's possible repack the meta+content+code from your Retroarch channel? content folder has a dummy file and it seems nuspacker refuse to pack because of it.
 
Last edited by cucholix,
This core drive me mad ...
So weird , Once I run it and it works at fullspeed, the other time it works at 10 fps or less . reload it and fullspeed. Totally random !
I don’t know if it's caused by the thread/semaphore implementation I did. but it's annoying
Not sure I can do more ... I then i will give up with this core.

the bad is that when it load at fullspeed , the core works very well .
I've played some games (rick dangerous2 / ik+ / micromachine) .
and tried hard drive with monkey island 2 ( using 2 hdf one for workbench and one for game) .

tZiHZGt.jpg
 
Weird ! I was testing on my dev pc and it got freeze ,unable to get input responding, then the wii U got also freezed !
I was using debug feature to build my core , so build RA core with PC_DEVELOPMENT_IP_ADDRESS and TCP_PORT to get some printf useful for debugging.
When I forced my pc to shutdown (which was not responding) then the wii U stopped to freeze and restarted to working properly ...

So I decided to build an core without DEBUG (without PC_DEVELOPMENT_IP_ADDRESS and TCP_PORT set) and I’m actually trying it ...
and guess what ... it works at full speed . I've closed content and reloaded ten time some uae file and always at fullspeed.

I hope it's not a random chance and that the problem was only the debug net feature.
BTW ,to confirm this (or not) , does anyone can test this build to see if it works ?

You need to put the core in the sd:\retroarch\cores folder and launch an uae file to test the core.
you can look here for some info about how the core works.

https://github.com/libretro/libretro-uae/blob/master/README

sample uae files should look like this :
(change directory to feet your need)

https://ufile.io/43ddu hard drive sample
https://ufile.io/fzj87 floppy sample

and the core can be download here:

https://ufile.io/5jbvr
 
Wow, fantastic... even with all the cores we have so far I never expected to see this one running on the WiiU. The Amiga was my first love, so it brings a little tear to my eye :). I'll definitely be testing this out later tonight.
 
Weird ! I was testing on my dev pc and it got freeze ,unable to get input responding, then the wii U got also freezed !
I was using debug feature to build my core , so build RA core with PC_DEVELOPMENT_IP_ADDRESS and TCP_PORT to get some printf useful for debugging.
When I forced my pc to shutdown (which was not responding) then the wii U stopped to freeze and restarted to working properly ...

So I decided to build an core without DEBUG (without PC_DEVELOPMENT_IP_ADDRESS and TCP_PORT set) and I’m actually trying it ...
and guess what ... it works at full speed . I've closed content and reloaded ten time some uae file and always at fullspeed.

I hope it's not a random chance and that the problem was only the debug net feature.
BTW ,to confirm this (or not) , does anyone can test this build to see if it works ?

You need to put the core in the sd:\retroarch\cores folder and launch an uae file to test the core.
you can look here for some info about how the core works.

https://github.com/libretro/libretro-uae/blob/master/README

sample uae files should look like this :
(change directory to feet your need)

https://ufile.io/43ddu hard drive sample
https://ufile.io/fzj87 floppy sample

and the core can be download here:

https://ufile.io/5jbvr
I tested Zombi.adf and it works fine :), although it doesn't have audio, I did change the audio settings from NONE, it runs at full speed it seems, used the kick.rom file in order to load the game. Have several other files from the Wii version of UAE, have no idea if they are needed or just need this kick.rom, never had a real Amiga.

No idea how to load .uae files :lol:
 
Last edited by cucholix,
Yep you can replace the boot sound by using ftpiiu everywhere. just start it up and goto storage.mlc if the retroarch channel is on nand or storage usb if it's on USB then select usr then title then 00050000 look for the folder numbered 12567800 then select the folder called meta and look for a file called bootSound.btsnd select it and delete it and problem solved no more shitty music. you could also I guess just copy the bootSound.btsnd from another game in its place.

I guess I could do that for now, but we really need access to brienj's channel source so we can make our own :)

@ploggy goddamnit dude, you got me hyped for a bit when I saw Killer Instinct and 1994 on the screen, I thought it was the N64 version. xD

Sorry to get your hopes up, the funny thing is the n64 version would probably run at the same speed :)

Weird ! I was testing on my dev pc and it got freeze ,unable to get input responding, then the wii U got also freezed !
I was using debug feature to build my core , so build RA core with PC_DEVELOPMENT_IP_ADDRESS and TCP_PORT to get some printf useful for debugging.
When I forced my pc to shutdown (which was not responding) then the wii U stopped to freeze and restarted to working properly ...

So I decided to build an core without DEBUG (without PC_DEVELOPMENT_IP_ADDRESS and TCP_PORT set) and I’m actually trying it ...
and guess what ... it works at full speed . I've closed content and reloaded ten time some uae file and always at fullspeed.

I hope it's not a random chance and that the problem was only the debug net feature.
BTW ,to confirm this (or not) , does anyone can test this build to see if it works ?

You need to put the core in the sd:\retroarch\cores folder and launch an uae file to test the core.
you can look here for some info about how the core works.

https://github.com/libretro/libretro-uae/blob/master/README

sample uae files should look like this :
(change directory to feet your need)

https://ufile.io/43ddu hard drive sample
https://ufile.io/fzj87 floppy sample

and the core can be download here:

https://ufile.io/5jbvr

Thanks! I'm going to test the hell out of this. The people over in the Xbox One section had the same problem when they compiled apps with debug stuff enabled, when they didn't the speed would increase alot.
 
I guess I could do that for now, but we really need access to brienj's channel source so we can make our own :)



Sorry to get your hopes up, the funny thing is the n64 version would probably run at the same speed :)



Thanks! I'm going to test the hell out of this. The people over in the Xbox One section had the same problem when they compiled apps with debug stuff enabled, when they didn't the speed would increase alot.

What happened to Brienj and why did he go silent? Is there no way to contact him?
 
I tested Zombi.adf and it works fine :), although it doesn't have audio, I did change the audio settings from NONE, it runs at full speed it seems, used the kick.rom file in order to load the game. Have several other files from the Wii version of UAE, have no idea if they are needed or just need this kick.rom, never had a real Amiga.

No idea how to load .uae files :lol:

I have sound working on my side ,BTW R2 button should toggle Sound on/off , maybe it can fix your sound issue.

.uae file is the puae configuration file .
and it can be using as an helper to load quickly games (it load as usual like other retroarch content) ,
inside you can set path for your kickstart rom , floppy , harddrive ... and much more.

here is an example to load rick.adf in floppy0 and use kickstart 1.3.

kickstart_rom_file=sd:/roms/kick13.rom
chipmem_size=1
bogomem_size=2
use_gui=no
nr_floppies=2
cpu_type=68000
cpu_speed=real
cpu_compatible=true
ntsc=false
chipset=ocs
immediate_blits=false
gfx_linemode=double
gfx_framerate=1
sound_output=normal
sound_frequency=44100
sound_channels=mixed
sound_interpol=none
show_leds=true
floppy_speed=100
gfx_center_vertical=smart
gfx_center_horizontal=smart
gfx_color_mode=16
floppy0=sd:/roms/rick.adf

save it to Rickdangerous.uae and load it like a content.
 
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I have sound working on my side ,BTW R2 button should toggle Sound on/off , maybe it can fix your sound issue.

.uae file is the puae configuration file .
and it can be using as an helper to load quickly games (it load as usual like other retroarch content) ,
inside you can set path for your kickstart rom , floppy , harddrive ... and much more.

here is an example to load rick.adf in floppy0 and use kickstart 1.3.

kickstart_rom_file=sd:/roms/kick13.rom
chipmem_size=1
bogomem_size=2
use_gui=no
nr_floppies=2
cpu_type=68000
cpu_speed=real
cpu_compatible=true
ntsc=false
chipset=ocs
immediate_blits=false
gfx_linemode=double
gfx_framerate=1
sound_output=normal
sound_frequency=44100
sound_channels=mixed
sound_interpol=none
show_leds=true
floppy_speed=100
gfx_center_vertical=smart
gfx_center_horizontal=smart
gfx_color_mode=16
floppy0=sd:/roms/rick.adf

save it to Rickdangerous.uae and load it like a content.
Have sound now, it runs circles around the Wii version, good job :lol:
 
Last edited by cucholix,
See much better :) (nice playlist setup too) ;) Is it possible to rip that channel from your system in an installable format?
I have all the files meta, content, code already dumped in my PC, I'm stuck trying to convert them into WUP, something in the meta.xml couldn't be parsed by nus packer :c, that's why I want to contact brienj, maybe he used another method to get the WUP.

Oh, the playlist, yeah it has grow considerably, I had alot of support from nice tempers fellows to get there ;)
 
Last edited by cucholix,

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