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Yep all working now it was the bloody spaces had to rename over 200 Amiga games due to the spaces lol. Thanks for your help only problem I have now is it seems to taka an absolute age to load any game on average it's like two or 3 mins a game.
[libretro INFO] Setting system dir to sd:/retroarch/cores/system
[libretro ERROR] [FBA] Cannot load this game.
[ERROR] Failed to load content.
[INFO] [Video]: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
[ERROR] This core requires a content file, could not load content.
The "all pads can control the UI" setting only kicks in while in the menu or the in-game menu.
Its been working for at least 6 months, if not longer, from my end. Like I said, it only works to navigate the menu, not to open the menu while in game. Currently, when in game, only player 1 can use the menu combo to access it.Wait so that option actually works now?
Hey @gblues I'm the one who sent an initial report of your driver functionality through quark (inclusive of the 2 usb port GCA bug, hub functionality, etc.)
Saw it's been merged as of now, but I notice my GCA still is not functioning through my usb hub? Do you need any kind info/logging from me in order to get this functionality working? Find it would be pretty key to a good end user experience considering normally you need a hub to have a hard drive for wiiu games, one for wii games/gamecube games, and have the GCA all plugged in at the same time
Also, yes I tested prboom as someone else mentioned it but it indeed does work fine (in addition to all the cores you mentioned) seems like FBA is the only one affected right now (I saw there's a bug report on github about it).
I'd also like to point out there was (prior to DSI on game launch) another issue on github with the FBA core DSI-ing on ROM close when hiscore.dat is present.
In regards to certain titles being upside down, I noticed this as well for Galaga earlier. Has something to do with the way it auto configures the image onto the screen. It is possible to manually flip the image in the game's cfg through rotation as a workaround for end users right now.
Yes it's a passive hub.
If it helps at all, nintendont is open source (https://github.com/FIX94/Nintendont) and @FIX94 is a mod here and does reply to inquiries.
I saw Quark was talking with Maschell about implementing logging through a WiiUPluginSystem plugin to try and figure out how smash gets around hubs, so that might go somewhere. If you want to talk with them about it they discussed it in and also frequent both the WUPS dedicated discord (discordapp.com/invite/bZ2rep2) and the WiiUHomebrew Discord (https://discord.gg/JrFvtE3), if that would be of any help.
The thing with the HDDs is that the ports on the WiiU don't supply enough power with single ports so they all require y cables and there is specificity with which ports are used in vWii mode due to cIOS issues. For these reasons it would be nice to get retroarch to work with hubs, if possible.
In what version does it work for that? because it doesn't work at all for meIts been working for at least 6 months, if not longer, from my end. Like I said, it only works to navigate the menu, not to open the menu while in game. Currently, when in game, only player 1 can use the menu combo to access it.
Works well for many months for me as well and does on latest as well.In what version does it work for that? because it doesn't work at all for me
Question: would anyone be sad if the screen dimming function was completely disabled all the time?
In the next nightly build, I've put in a bit of conditional code that turns off the screen dimming while a core is running, and re-enables it while the menu is running. However, it'd be easier (and more portable) to simply disable the dimming function entirely, the same way the screen is disabled on PC.
What does this impact?
Currently, when RA is idle with no input, the Wii U will automatically dim the screen after a few minutes. This is an OS feature, not a RA feature, intended to help prevent screen burn-in.
With the change in place, the screen dimming will not occur if a core is running. If the RA menu is on the screen, then the screen will dim as explained above.
This means that if you have a TV susceptible to burn-in and you need to leave the system idle for an extended time, go into the RA menu. It is not enough to simply pause the game.
Why is this change being made?
The Wii U OS does not consider HID input as activity for the purposes of the Auto Power Down and screen dimming functions. So, if you're not using the Wii U gamepad or any BT accessories (Wiimote, pro controller), you currently have to push a button (or really, just kick it) to reset those timers. With this change, the dimming is disabled so gameplay is not interrupted.
Note, this also means that if you are not using the Wii U gamepad, you are at the mercy of your Auto Power Down setting in the System Menu to avoid an automatic shut-off.. This is because APD can't be overridden by applications.
Sounds good to me.
Also, for some reason when retroarch was in early stages of development, an undocumented panic button was added that cannot be disabled here:
github dot com/libretro/RetroArch/blob/22e55e61de38d1a2475a11987c40f2c05e85d1a7/wiiu/input/wpad_driver.c#L164
Do you think we could finally get rid of this? People have been unintentionally triggering this without realizing due to no notification, only to find their native quit Retroarch hotkey unbound. Since a hotkey can be bound, I don't see why this has remained.
I'm hesitant to get rid of it, because it's still useful--for example, today I accidentally switched pad 0 to "disabled" and the only way to cleanly shut down was to use the panic button (and then fix the cfg over FTP...). But we can change it to something more difficult to hit accidentally, like maybe L1 + L2 + R1 + R2 + '+' + '-'?