Homebrew Official Retroarch WiiU (wip.)

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So anyone can get towers II running on hatari core? i would apreciate anyone that had any experiecne with older pc games to take a look so i can be tough on how to run it lol.
it work but slowly. about 35 fps with DSP full and 50 with Dummy (but no sound)

to deal with falcon you have to change hatari conf (with gui or with an hatari.cfg) :
in system set machine type to Falcon / cpu type to 6030+fpu / cpu clock to 16Mhz /Falcon DSP to full or dummy
in rom choose an tos (4.O4 or greater)
in memory RAM size at least 4Mo
in Atari monitor choose VGA
in Hard Drive , best is to browse a directory (like sd:/gemods/ ) and mount it as GEMDOS drive.
and then in game it gemdos workbench you have to go in set Video menu and
choose True color and 40 width no double (for best towers II resolution ).

Now for tower II , you better have to find the shareware version they released (it contain 2 folders TOWERSII and towersii )
extract copy TOWERS2.PRG from towersii to TOWERSII. then you can copy TOWERSII folder in your gemdos folder.

BTW , the atari falcon is slow with DSP full , and mouse emulation with jpad is jerky with this kind of game.

@ploggy

Aladdin work fine for me , at least no gfx bugs. so maybe your adf ...
it's the uae conf I've used.

BTW again , A1200 emulation is slow without drc , I only got 25 fps.

Code:
kickstart_rom_file=sd:/roms/amiga/Kick301.rom
use_gui=no
show_leds=true
chipset=aga
cpu_type=68ec020
chipmem_size=4
fastmem_size=4
gfx_center_vertical=simple
gfx_center_horizontal=simple
gfx_width=640
gfx_height=420
sound_channels=mixed
floppy0=sd:/roms/amiga/aladdin1.adf
floppy1=sd:/roms/amiga/aladdin2.adf
 
it work but slowly. about 35 fps with DSP full and 50 with Dummy (but no sound)

to deal with falcon you have to change hatari conf (with gui or with an hatari.cfg) :
in system set machine type to Falcon / cpu type to 6030+fpu / cpu clock to 16Mhz /Falcon DSP to full or dummy
in rom choose an tos (4.O4 or greater)
in memory RAM size at least 4Mo
in Atari monitor choose VGA
in Hard Drive , best is to browse a directory (like sd:/gemods/ ) and mount it as GEMDOS drive.
and then in game it gemdos workbench you have to go in set Video menu and
choose True color and 40 width no double (for best towers II resolution ).

Now for tower II , you better have to find the shareware version they released (it contain 2 folders TOWERSII and towersii )
extract copy TOWERS2.PRG from towersii to TOWERSII. then you can copy TOWERSII folder in your gemdos folder.

BTW , the atari falcon is slow with DSP full , and mouse emulation with jpad is jerky with this kind of game.

@ploggy

Aladdin work fine for me , at least no gfx bugs. so maybe your adf ...
it's the uae conf I've used.

BTW again , A1200 emulation is slow without drc , I only got 25 fps.

Code:
kickstart_rom_file=sd:/roms/amiga/Kick301.rom
use_gui=no
show_leds=true
chipset=aga
cpu_type=68ec020
chipmem_size=4
fastmem_size=4
gfx_center_vertical=simple
gfx_center_horizontal=simple
gfx_width=640
gfx_height=420
sound_channels=mixed
floppy0=sd:/roms/amiga/aladdin1.adf
floppy1=sd:/roms/amiga/aladdin2.adf
Might be the game then. My Aladdin copy has 3 disks. So it isn't from the same source :P
Did anyone get back to you about updating the build bot to the latest?
 
I
No sorry , asked 2 times, and I do not want to harass them about it . they have read the request here and at github so maybe they have good reason ...
maybe @QuarkTheAwesome have feedback about this.
it's ok, it just seems to be a trivial fix for the guy to do, but maybe there's more to it. We'll see what quark says :)
 
Manage to load AGA game Banshee, it's working fine though slow.
Also screen resolution is so weird in Amiga, it seems it use different resolution during in game too, for example Turrican title screen is larger than in game, so it's impossible get a working resolution without messing another part of the game. In other games the screen seems centered toward bottom, other to the left... :unsure:

Tried with different resolutions and smart/simple gfx settings, at least the game content is viewable, though the screen is not always centered.
 
it work but slowly. about 35 fps with DSP full and 50 with Dummy (but no sound)

to deal with falcon you have to change hatari conf (with gui or with an hatari.cfg) :
in system set machine type to Falcon / cpu type to 6030+fpu / cpu clock to 16Mhz /Falcon DSP to full or dummy
in rom choose an tos (4.O4 or greater)
in memory RAM size at least 4Mo
in Atari monitor choose VGA
in Hard Drive , best is to browse a directory (like sd:/gemods/ ) and mount it as GEMDOS drive.
and then in game it gemdos workbench you have to go in set Video menu and
choose True color and 40 width no double (for best towers II resolution ).

Now for tower II , you better have to find the shareware version they released (it contain 2 folders TOWERSII and towersii )
extract copy TOWERS2.PRG from towersii to TOWERSII. then you can copy TOWERSII folder in your gemdos folder.

BTW , the atari falcon is slow with DSP full , and mouse emulation with jpad is jerky with this kind of game.

@ploggy

Aladdin work fine for me , at least no gfx bugs. so maybe your adf ...
it's the uae conf I've used.

BTW again , A1200 emulation is slow without drc , I only got 25 fps.

Code:
kickstart_rom_file=sd:/roms/amiga/Kick301.rom
use_gui=no
show_leds=true
chipset=aga
cpu_type=68ec020
chipmem_size=4
fastmem_size=4
gfx_center_vertical=simple
gfx_center_horizontal=simple
gfx_width=640
gfx_height=420
sound_channels=mixed
floppy0=sd:/roms/amiga/aladdin1.adf
floppy1=sd:/roms/amiga/aladdin2.adf
thanks i mean that seems really complicated even with your instructions lol.
 
Manage to load AGA game Banshee, it's working fine though slow.
Also screen resolution is so weird in Amiga, it seems it use different resolution during in game too, for example Turrican title screen is larger than in game, so it's impossible get a working resolution without messing another part of the game. In other games the screen seems centered toward bottom, other to the left... :unsure:

Tried with different resolutions and smart/simple gfx settings, at least the game content is viewable, though the screen is not always centered.

Yes turrican intros creen use overscan it's why it is larger than in game.
BTW on pc this resolution give good result have you try this on wii U ?

gfx_center_vertical=simple
gfx_center_horizontal=simple
gfx_color_mode=16
gfx_width=672
gfx_height=544

unrelated , I’ve seen this , https://sourceforge.net/p/euaeppcjit/tickets/
it could be a something to look at.

To myself ,
I prefer for some reason mame over fba (it's my choice) .
so I was fighting to build an old mame release on the U (0.135U4 because last C and mame c++ exception seem not compatible with WUT elf2rpl , correct me if I’m wrong, in all the case I was not able to get it working because it always throwing an abort at first exception) .
I was stuck with some alignments segfault and I remembered that OLE did years ago a mame release , I checked his patch and found he did some alignment tweak/fix .
Code:
@@ -112,8 +111,11 @@ device_config *device_list_add(device_co
     strcpy(device->tag, tag);
 
     /* reset the inline_config to 0 */
-   if (configlen > 0)
+   if (configlen > 0) {
+       //OLE: the new allocation ensures the address is properly alligned
+       device->inline_config = malloc_or_die(configlen);
         memset(device->inline_config, 0, configlen);
+   }
 
     /* fetch function pointers to the core functions */
     info.set_info = NULL;
@@ -164,6 +166,10 @@ void device_list_remove(device_config **
     *devptr = device->next;
 
     /* free the device object */
+   if (device->inline_config) {
+       //OLE: free the extra allocation we have made
+       free(device->inline_config);
+   }
     free(device);
 }
Holy Grail ! Hooked them in my code , and boot up the U...
Ready to play then ....
no , I' was so excited that I forgot that I haven't implement the Joy part ...
stuck at the intro screen:rofl2:

uiDBXVp.jpg
 
To myself ,
I prefer for some reason mame over fba (it's my choice) .
so I was fighting to build an old mame release on the U (0.135U4 because last C and mame c++ exception seem not compatible with WUT elf2rpl , correct me if I’m wrong, in all the case I was not able to get it working because it always throwing an abort at first exception) .
I was stuck with some alignments segfault and I remembered that OLE did years ago a mame release , I checked his patch and found he did some alignment tweak/fix .
Code:
@@ -112,8 +111,11 @@ device_config *device_list_add(device_co
     strcpy(device->tag, tag);
 
     /* reset the inline_config to 0 */
-   if (configlen > 0)
+   if (configlen > 0) {
+       //OLE: the new allocation ensures the address is properly alligned
+       device->inline_config = malloc_or_die(configlen);
         memset(device->inline_config, 0, configlen);
+   }
 
     /* fetch function pointers to the core functions */
     info.set_info = NULL;
@@ -164,6 +166,10 @@ void device_list_remove(device_config **
     *devptr = device->next;
 
     /* free the device object */
+   if (device->inline_config) {
+       //OLE: free the extra allocation we have made
+       free(device->inline_config);
+   }
     free(device);
 }
Holy Grail ! Hooked them in my code , and boot up the U...
Ready to play then ....
no , I' was so excited that I forgot that I haven't implement the Joy part ...
stuck at the intro screen:rofl2:

uiDBXVp.jpg
Mame 0.135 is from 2009? I think mame 2000 should work on wiiu there is a build on this thread somewhere but its really far behind on features (no XMB UI or core loading)
 
I also heard of aliaspider's departure from several people on the RetroArch IRC, so that's more corroboration if you want it.

As for the buildbot, it's out of my hands. Next time I'm doing something RetroArch-y I'll ping @LibretroRetroArc
We just want you to keep the front page up, so it's all there. Or someone to. Gets grueling trying to remember or bookmarking 30 diff pages for certain things needed to be known. Lol
 
Since I haven't been following closely, has aliaspider stated he is no longer working on the project?

Yes, he did, but the project is progressing nicely all the same.

I also heard of aliaspider's departure from several people on the RetroArch IRC, so that's more corroboration if you want it.

As for the buildbot, it's out of my hands. Next time I'm doing something RetroArch-y I'll ping @LibretroRetroArc
Would you be willing to take over the thread/OP? Cyan asked earlier about that.
 

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