Homebrew Official Retroarch WiiU (wip.)

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As @A Plus Ric says Launching Retroarch.rpx still freezes, but so far I havent had a single DSi Error :) Loaded roms from different cores constantly.
I'm going to try changing a load of settings to see if I can trigger one :)


EDIT: Spoke too soon :(
Got this error messing with the XMB apperance settings @LibretroRetroArc
 

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Last edited by ploggy,
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Have swapped games from multiple cores changing around. Not a single crash. So all the probs possibly are fixed for that stuff. Now to get that darn Retroarch.rpx to load instead of black screen lol.
 
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Hey @ShadowOne333 was it you that told me before? Whats the rewind thing need to be set at for the granularity? If not no big deal. I thought it was 5. but that code dumps when you try to load a gb or gbc game with mGBA. (only at set to 5, back to 2 no dump)

Edit having rewind on code dumps when trying to load a gc game in mGBA.

1506664068955-1221842486.jpg
 
Last edited by A Plus Ric,
Last edited by the_randomizer,
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Hi guys,

Don't want to derail the thread, but can anyone tell me if Retroacrch Wii U supports overlays / shaders at the moment? Any recommendations, I love a good scanline!
 
I guess I'm officially part of cool club - got a 2203 for the first time today. Deleting snes9x (the last core I loaded) along with retroarch.cfg fixed it for me. I think it was some kind of corruption in the s9x RPX; though what it is is beyond me. The RPX loading code is bad, but it's probably not destructive...
 
Where

which fbalpha were u using and which snes did you try to load to?
I was using the main FBA (without 2***) and Snes9x.
The games were "Street Fighter 3: Third Strike" on FBA and "Chrono Trigger" on SNES.
I should add that both are running with any issues normally but never tried to open a SNES rom while an Arcade rom is still opened before.
 
Last edited by lordelan,
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I guess I'm officially part of cool club - got a 2203 for the first time today. Deleting snes9x (the last core I loaded) along with retroarch.cfg fixed it for me. I think it was some kind of corruption in the s9x RPX; though what it is is beyond me. The RPX loading code is bad, but it's probably not destructive...

I assume there's no way around that or to fix it up somehow? I was hoping for the crashing to be, you know..
 
Hey @ShadowOne333 was it you that told me before? Whats the rewind thing need to be set at for the granularity? If not no big deal. I thought it was 5. but that code dumps when you try to load a gb or gbc game with mGBA. (only at set to 5, back to 2 no dump)

Edit having rewind on code dumps when trying to load a gc game in mGBA.

View attachment 100696
Well the thing with the Rewind feature is that it is not compatible with all cores apparently.
For example, I remember I had it on for Mednafen PCE Fast, I used it in Rondo of Blood just for testing purposes, but I got a LOT of DSI Exception errors when I tried even booting other cores, as GBA I believe.

I don't know what's the problem in detail, all I know is that having Rewind enabled crashes some cores on boot, so it is better to just have it off all the time or enable it on a particular play session and disable it after you finished.
 
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Well the thing with the Rewind feature is that it is not compatible with all cores apparently.
For example, I remember I had it on for Mednafen PCE Fast, I used it in Rondo of Blood just for testing purposes, but I got a LOT of DSI Exception errors when I tried even booting other cores, as GBA I believe.

I don't know what's the problem in detail, all I know is that having Rewind enabled crashes some cores on boot, so it is better to just have it off all the time or enable it on a particular play session and disable it after you finished.

Have you have a chance to test the latest nightly build?
 
I'm hearing that the main RPX is still wonky (black screen), and loading another works, but also that the crashes are reduced significantly :P
That's neat.
Last I remember is that I switched from the main RPX to using individual cores again, I don't remember having issues with that setup so I stuck with it, that was like 2 weeks ago I believe or more.
 
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OK, I've split up the xmb_draw_items function into two: xmb_draw_items, and xmb_draw_item. When you guys download the next build, the stack trace should give us a clearer understanding of exactly where the crash happens. I've also tried reducing some more on stack size usage in the case the DSI errors come from there.
 

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