Homebrew Official Retroarch WiiU (wip.)

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I can proudly announce that I finally got it working.
It still wont run via the channel. But it loads via the HBL.
Is it inconvenient? Oh yes, yes it is and it makes me pull my hair out BUT...
Am I willing to put up with it to play some sweet sweet mother 3? GOD DAMN YE

I came to the conclusion that it has to do something with the way my haxchi loads CFW.
Oh well..maybe its destined to be so :D

Thank you for all your help lads! @ploggy @ShadowOne333 @cucholix @the_randomizer (hope i didnt forget anyone)
Congrats and welcome to the club ;)
 
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I notice also strange bugs with recent libretro one and low fps like you.
this core seem to be unplayable for now (it was before)...
did you experiment same slowdown with the sdl2 one i post earlier ?

@infidelity you can also try it to see if you have better luck with your games/crt.

here a recent build: https://filebin.net/fzvsd0xzxcld8ivp
if you try it , don't forget to put also the info core in the info folder.

Some info/tips about this core...

with this core , to speed up loading you can go to in-game menu (select) and go to drive>
and unselect True drive emulation, and select Virtual device traps. Yes i have to code this as default ...
Then game loading will be very faster :)
use stick to navigate in menu (up/down to move , Right direction to enter submenu , Left to exit submenu , Button B to validate a choice).

Also i notice some weird bug with left stick in some games (have to look why) so for these games, I have to choose right stick .
if you notice some weird speed in game and no sound , then you can be in "warp mode" (it can be see with status bar with a W before fps) , then hit button R to exit warp mode .

For the record,
Code:
/* Lstick->L = Joy1->L */
/* Lstick->R = Joy1->R */
/* Lstick->D = Joy1->D */
/* Lstick->U = Joy1->U */
/* Rstick->L = Joy0->L */
/* Rstick->R = Joy0->R */
/* Rstick->D = Joy0->D */
/* Rstick->U = Joy0->U */
/* Button->B = Joy1 Fire */
/* Button->Y = RETURN */
/* Button->SELECT = UI MENU */
/* Button->START = AUTOSTART MENU */
/* Button->PAD_UP = CURSOR UP/DOWN */
/* Button->PAD_DOWN = RUN/STOP */
/* Button->PAD_LEFT = CURSOR LEFT/RIGHT */
/* Button->PAD_RIGHT = SPACE */
/* Button->A = DEL */
/* Button->X = C= */
/* Button->L =-> Swap Joy ports */
/* Button->R =Warp Mode */
/* Button->R2 =-> Virtual Keyboard */
/* Button->L2 =->Joy0 Fire */
/* Button->R3 =-> Nothing (SDL mouse Left) */
/* Button->L3 =-> Nothing (SDL mouse Right) */

AWESOME! THANK YOU! This core did it! And thank you for all of the control explanations!
 
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So, er do saves work >I swear to god i put in like 2 hours of final fantasy 3 work only to have it start at the bit where you fight that fucking snail at the start :A
Yes they do i have played ff3 from start to finish saving many times with zero issues.
 
@rioray
Code:
/* Lstick->L = CURSOR LEFT/RIGHT */ 
/* Lstick->R = SPACE */
/* Lstick->D = RUN/STOP */ 
/* Lstick->U = CURSOR UP/DOWN */
/* Rstick->L = Joy0->L */
/* Rstick->R = Joy0->R */
/* Rstick->D = Joy0->D */ 
/* Rstick->U = Joy0->U */
/* Button->B = DEL */
/* Button->Y = RETURN */
/* Button->SELECT = UI MENU */
/* Button->START = AUTOSTART MENU */
/* Button->PAD_UP = Joy1->U */ 
/* Button->PAD_DOWN = Joy1->D */
/* Button->PAD_LEFT = Joy1->L */
/* Button->PAD_RIGHT = Joy1->R */ 
/* Button->A = Joy1 Fire */ 
/* Button->X = C= */
/* Button->L =-> Swap Joy ports */
/* Button->R =Warp Mode */
/* Button->R2 =-> Virtual Keyboard */
/* Button->L2 =->Joy0 Fire */
/* Button->R3 =-> Nothing (SDL mouse Left) */
/* Button->L3 =-> Nothing (SDL mouse Right) */

Something like this? what do you think guys @ploggy @infidelity ?
 
@rioray
Code:
/* Lstick->L = CURSOR LEFT/RIGHT */
/* Lstick->R = SPACE */
/* Lstick->D = RUN/STOP */
/* Lstick->U = CURSOR UP/DOWN */
/* Rstick->L = Joy0->L */
/* Rstick->R = Joy0->R */
/* Rstick->D = Joy0->D */
/* Rstick->U = Joy0->U */
/* Button->B = DEL */
/* Button->Y = RETURN */
/* Button->SELECT = UI MENU */
/* Button->START = AUTOSTART MENU */
/* Button->PAD_UP = Joy1->U */
/* Button->PAD_DOWN = Joy1->D */
/* Button->PAD_LEFT = Joy1->L */
/* Button->PAD_RIGHT = Joy1->R */
/* Button->A = Joy1 Fire */
/* Button->X = C= */
/* Button->L =-> Swap Joy ports */
/* Button->R =Warp Mode */
/* Button->R2 =-> Virtual Keyboard */
/* Button->L2 =->Joy0 Fire */
/* Button->R3 =-> Nothing (SDL mouse Left) */
/* Button->L3 =-> Nothing (SDL mouse Right) */

Something like this? what do you think guys @ploggy @infidelity ?
Looks good to me :) and I can confirm the Settings not saving too ;)
 
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This app can work on my Wii U 5.5.2 or its gonna brick?
Also can I run it in my USB hard drive instead in my system memory or not?
 
I was playing around a bit with overlays this night, so far I'm done with my handheld collection :)
931443d0dbfe89eceebe3f832a24308b.jpg
be777e9c0d30bc119543dbc53e8579f2.jpg
5fdeb77c7e784ebd87f3e5f38c14f285.jpg
745706f77ed1d82d94c3df8644cc923a.jpg
 
@cucholix @ploggy

in my initial post , i explain all this ,
how to create an sdl-joymap-C64.vjm to map joy (and how is the default mapping)
how to save setting ( you have to create an folder sd:/retroarch/cores/system/data)

https://gbatemp.net/threads/retroarch-wiiu-wip.447670/page-448

edit: also i forgot ,
in the last release i switch from sdl2 to sdl1 to see if it speed up resid (result is no with resid 42/45fps) .
so we can call it x64sdl now instead of x64sdl2 :)

edit2: @Billy Acuña , looks very nice !!!
 
Last edited by rioray,
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@cucholix @ploggy

in my initial post , i explain all this ,
how to create an sdl-joymap-C64.vjm to map joy (and how is the default mapping)
how to save setting ( you have to create an folder sd:/retroarch/cores/system/data)

https://gbatemp.net/threads/retroarch-wiiu-wip.447670/page-448

edit: also i forgot ,
in the last release i switch from sdl2 to sdl1 to see if it speed up resid (result is no with resid 42/45fps) .
so we can call it x64sdl now instead of x64sdl2 :)
Ops, I missed it :P
Ok, I created a sdl-joymap-C64.vjm in sd:/retroarch/cores/system/data
Code:
# VICE joystick mapping file
#
# A joystick map is read in as patch to the current map.
#
# File format:
# - comment lines start with '#'
# - keyword lines start with '!keyword'
# - normal line has 'joynum inputtype inputindex action'
#
# Keywords and their lines are:
# '!CLEAR'    clear all mappings
#
# inputtype:
# 0      axis
# 1      button
# 2      hat
# 3      ball
#
# Note that each axis has 2 inputindex entries and each hat has 4.
#
# action [action_parameters]:
# 0               none
# 1 port pin      joystick (pin: 1/2/4/8/16 = u/d/l/r/fire)
# 2 row col       keyboard
# 3               map
# 4               UI activate
# 5 path&to&item  UI function
#

!CLEAR

# PAD00
0 1 4 2 0 7   /*d-pad Left*/       
0 1 5 2 7 7   /*d-pad Right*/                                                            
0 1 6 2 0 2   /*d-pad Down*/                                                          
0 1 7 2 7 4   /*d-pad Up*/    
0 0 4 1 0 8                                                                                                                
0 0 5 1 0 4                                                                                                                
0 0 6 1 0 2                                                                                                                
0 0 7 1 0 1                                                                                                                
                                                                                                                                
0 1 8 2 0 0   /* Button->B = Joy1 Fire */                                                                     
0 1 1 2 0 1                                                                                                                
0 1 2 4                                                                                                                     
0 1 3 5 (null)                                                                                                             
0 0 0 1 1 8   /* Lstick Left*/
0 0 1 1 1 4   /* Lstick Right*/                                                           
0 0 2 1 1 2   /* Lstick Down*/                                                           
0 0 3 1 1 1   /* Lstick Up*/
0 1 0 1 1 16 /* Button->A = DEL */
0 1 9 2 7 5
0 1 10 5 (null)
0 1 11 5 (null)
0 1 12 5 (null)
0 1 13 1 0 16
0 1 14 0
0 1 15 0





# PAD01
1 0 0 1 0 8
1 0 1 1 0 4
1 0 2 1 0 2
1 0 3 1 0 1
1 0 4 1 1 8
1 0 5 1 1 4
1 0 6 1 1 2
1 0 7 1 1 1

1 1 0 1 0 16
1 1 1 4
1 1 2 3
1 1 3 1 1 16
1 1 4 1 0 16
1 1 5 4
1 1 6 3
1 1 7 1 1 16
1 1 8 1 0 16
1 1 9 4
1 1 10 3
1 1 11 1 1 16
1 1 12 1 0 16
1 1 13 4
1 1 14 3
1 1 15 1 1 16





# PAD02
2 0 0 1 1 8
2 0 1 1 1 4
2 0 2 1 1 2
2 0 3 1 1 1
2 0 4 1 0 8
2 0 5 1 0 4
2 0 6 1 0 2
2 0 7 1 0 1

2 1 0 1 1 16
2 1 1 4
2 1 2 3
2 1 3 1 0 16
2 1 4 1 1 16
2 1 5 4
2 1 6 3
2 1 7 1 0 16
2 1 8 1 1 16
2 1 9 4
2 1 10 3
2 1 11 1 0 16
2 1 12 1 1 16
2 1 13 4
2 1 14 3
2 1 15 1 0 16





# PAD03
3 0 0 1 0 8
3 0 1 1 0 4
3 0 2 1 0 2
3 0 3 1 0 1
3 0 4 1 1 8
3 0 5 1 1 4
3 0 6 1 1 2
3 0 7 1 1 1

3 1 0 1 0 16
3 1 1 4
3 1 2 3
3 1 3 1 1 16
3 1 4 1 0 16
3 1 5 4
3 1 6 3
3 1 7 1 1 16
3 1 8 1 0 16
3 1 9 4
3 1 10 3
3 1 11 1 1 16
3 1 12 1 0 16
3 1 13 4
3 1 14 3
3 1 15 1 1 16

I think it's loading correctly at the start because my joy00 is dead, I probably screw it, just did a cheap value swapping between RStick and D-Pad, copy the whole value row :lmao:

And my sdl-vicerc
Code:
[C64]
SoundDeviceName="retro"
SoundBufferSize=100
SDLBitdepth=32
SDLWindowWidth=384
SDLWindowHeight=272
VirtualDevices=1
VICIIVideoCache=1
SidEngine=0
SidModel=1
JoyDevice1=4
JoyDevice2=4
JoyMapFile="sd:/retroarch/cores/system/data//sdl-joymap-C64.vjm"
DriveTrueEmulation=0

But it's loading the tape slow as always, and my joy00 doesn't repond :unsure:
 
Last edited by cucholix,
I was playing around a bit with overlays this night, so far I'm done with my handheld collection :)
931443d0dbfe89eceebe3f832a24308b.jpg
be777e9c0d30bc119543dbc53e8579f2.jpg
5fdeb77c7e784ebd87f3e5f38c14f285.jpg
745706f77ed1d82d94c3df8644cc923a.jpg
Boooooooo you never done one for the wonderswan lol which is an absolutely shocking crime IMHO.


Edit infact jist noticed Gamegear also missing why would you do such a thing
 
Last edited by AmandaRose,
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How do I request for a core to be developed? I used to love the "xroar" core from other RetroArch versions, which is a Tandy Color Computer/Dragon32 80's computer. For old computers, this was my favorite.
 
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any chance we're going to see an N64 emulator anytime soon?
No. And at the risk of sounding like soddin randomizer, it's probably not going to happen either.
More chance of seeing it on Switch so keep an eye out there - in the meantime there's loads to play on RA Wii U, so enjoy what we've got :D
 

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