Homebrew RELEASE Development Thread - RetroArch libnx

  • Thread starter m4xw
  • Start date
  • Views 666,975
  • Replies 4,272
  • Likes 69
Status
Not open for further replies.

doctorgoat

Well-Known Member
Member
Joined
Jun 3, 2015
Messages
694
Trophies
0
Age
35
XP
560
Country
United States
Dang, yeah, I think implementing dlopen is a bit beyond me. The branch looks good up to that, though.

Is there any reason the libnx retroarch can't save over its retroarch.cfg, or am I behind again? I know you can sort of finagle it by saving a new config and replacing the config that comes with it with said config, but that seems odd.
 

Starcarr

Well-Known Member
Newcomer
Joined
Jun 5, 2018
Messages
53
Trophies
0
Age
33
XP
130
Country
United States
Last edited by Starcarr,
  • Like
Reactions: coppertj

Syynx

Well-Known Member
Member
Joined
Jun 5, 2018
Messages
129
Trophies
0
Age
36
XP
432
Country
United States
Anyone else getting weird framerate issues in VBANext? Smooth as butter for about 4 seconds, then choppy, like half framerate for another 4 or so, rinse, repeat.
 

coppertj

Well-Known Member
Member
Joined
May 26, 2017
Messages
193
Trophies
0
Age
25
XP
482
Country
United States
So I have an update about the genesis emulator. I tried porting two emulators picodrive and genesis-plus-gx. Out of the two genesis-plus compiled however, crashes after trying to load a game. Picodrive is stuck not even compiling but im having problems setting up the build environment. it requires (./configure) libpng-dev to make the config.mak file so it can compile
 

m4xw

Ancient Deity
OP
Developer
Joined
May 25, 2018
Messages
2,442
Trophies
1
Age
119
XP
6,958
Country
Germany
Anyone else getting weird framerate issues in VBANext? Smooth as butter for about 4 seconds, then choppy, like half framerate for another 4 or so, rinse, repeat.



The vba next build right now is a threading build so its unstable (should probably mention that in the main post).

its the only core tho that has it in its default build
 

infidelity

Well-Known Member
Member
Joined
Dec 13, 2013
Messages
227
Trophies
0
Age
44
XP
356
Country
United States
I realize all of this is still developing, but I just want to make sure i'm not missing anything, are we able to adjust screen sizes and edit button mappings with these cores? Stella (Atari 2600) is horrificly squished for me, and when I try to adjust the screen size, nothing happens, same goes for all the other cores. Is this something that is not adjustable at this time? Thanks!

--------------------- MERGED ---------------------------

So I have an update about the genesis emulator. I tried porting two emulators picodrive and genesis-plus-gx. Out of the two genesis-plus compiled however, crashes after trying to load a game. Picodrive is stuck not even compiling but im having problems setting up the build environment. it requires (./configure) libpng-dev to make the config.mak file so it can compile

Thanks for the update, I'm hoping for Picodrive usage specifically for 32x! Good luck with either core though, cant wait to try whichever one gets released!
 

m4xw

Ancient Deity
OP
Developer
Joined
May 25, 2018
Messages
2,442
Trophies
1
Age
119
XP
6,958
Country
Germany
I realize all of this is still developing, but I just want to make sure i'm not missing anything, are we able to adjust screen sizes and edit button mappings with these cores? Stella (Atari 2600) is horrificly squished for me, and when I try to adjust the screen size, nothing happens, same goes for all the other cores. Is this something that is not adjustable at this time? Thanks!

This feature is WIP and only avaiable on snes2010 and vba next on specific builds, its not a config option yet.

You can try retroarch feature/fullscreen or thread_full branch for stable + forced fullscreen and threading + fullscreen right now.

stable in general needs vsync off, thread_full needs video_threaded vsync on.

Configs load ./retroarch.cfg but that might or might not work on threaded builds.

Also make sure to use our libnx version. I just pushed a change that prevents the fatal error in the threaded build (it still bugs out, but it hopefully prevents data loss when its the case, until I figured out whats going on, but its sunday)

I try to avoid libnx changes like the pest tho, but sometimes you gotta do what you gotta do
 
Last edited by m4xw,

gamemasteru03

Nintendo nerd
Member
Joined
Sep 18, 2016
Messages
1,219
Trophies
0
XP
2,378
Country
United States
I'm pretty sure that this is a really stupid question but what exactly it the difference between libtranslator retroarch and libnx retroarch?
 

m4xw

Ancient Deity
OP
Developer
Joined
May 25, 2018
Messages
2,442
Trophies
1
Age
119
XP
6,958
Country
Germany
I'm pretty sure that this is a really stupid question but what exactly it the difference between libtranslator retroarch and libnx retroarch?

2 different set of API's to interface with the switch as well as 2 different toolchains(f.e gcc/g++ compiler on libnx and clang libtransistor)
Both have a different coding style, different stability and a different feature set, but it comes down to the same goal.

Forced Fullscreen + Threaded build, use as is:
https://git.m4xw.net/Switch/RetroArch/VBA-Next/-/jobs/563/artifacts/download
https://git.m4xw.net/Switch/RetroArch/libretro-snes9x2010/-/jobs/565/artifacts/download

These should hopefully not crash, but will bug out in docked, but it will not crash (fine in handheld so far).
 

doctorgoat

Well-Known Member
Member
Joined
Jun 3, 2015
Messages
694
Trophies
0
Age
35
XP
560
Country
United States
I'm pretty sure that this is a really stupid question but what exactly it the difference between libtranslator retroarch and libnx retroarch?

libtransistor's the reswitched sdk, libnx is the switchbrew sdk

right now all of the mainline retroarch changes have had to do with libtransistor, but libtransistor has some issues that libnx doesn't seem to. for example, loading a rom on a libnx core doesn't cause a hellish garbled screech.

libtransistor retroarch right now has no config files at all because the last time it was really worked on libtransistor didn't have the ability to do stuff outside of its romfs, and performance is inconsistent.
 

m4xw

Ancient Deity
OP
Developer
Joined
May 25, 2018
Messages
2,442
Trophies
1
Age
119
XP
6,958
Country
Germany
libtransistor's the reswitched sdk, libnx is the switchbrew sdk

right now all of the mainline retroarch changes have had to do with libtransistor, but libtransistor has some issues that libnx doesn't seem to. for example, loading a rom on a libnx core doesn't cause a hellish garbled screech.

libtransistor retroarch right now has no config files at all because the last time it was really worked on libtransistor didn't have the ability to do stuff outside of its romfs, and performance is inconsistent.
When I was porting it, it just felt to me like retroarch was ported really early in the libtransistor development progress.
 

coppertj

Well-Known Member
Member
Joined
May 26, 2017
Messages
193
Trophies
0
Age
25
XP
482
Country
United States
libtransistor's the reswitched sdk, libnx is the switchbrew sdk

right now all of the mainline retroarch changes have had to do with libtransistor, but libtransistor has some issues that libnx doesn't seem to. for example, loading a rom on a libnx core doesn't cause a hellish garbled screech.

when I would demonstrate homebrew to people they would stare at me like "... wat" after the boot screech and I would just say "don't worry, it's early in development."
 

doctorgoat

Well-Known Member
Member
Joined
Jun 3, 2015
Messages
694
Trophies
0
Age
35
XP
560
Country
United States
yeah, the libretro libtransistor thing was waay early on and before features like dynamic linking. I'd probably get together all the libt cores and toss them in a folder with a build of the main program if I had the screechfix that someone posted a binary of a while back and if there were very many cores to bother with

Is it okay to post about this, btw? it is libretro/switch, but it's not libnx specifically
 

Syynx

Well-Known Member
Member
Joined
Jun 5, 2018
Messages
129
Trophies
0
Age
36
XP
432
Country
United States
Does anyone have a solid copy of Snes2010? I was using a version that was released before the screen stretch version that had really good performance and vsync with little to no audio issues, but I can't find it now.

Any help would be greatly appreciated
 

m4xw

Ancient Deity
OP
Developer
Joined
May 25, 2018
Messages
2,442
Trophies
1
Age
119
XP
6,958
Country
Germany
Does anyone have a solid copy of Snes2010? I was using a version that was released before the screen stretch version that had really good performance and vsync with little to no audio issues, but I can't find it now.

Any help would be greatly appreciated

You should just use the main post version without vsync

--------------------- MERGED ---------------------------

Does anyone have a solid copy of Snes2010? I was using a version that was released before the screen stretch version that had really good performance and vsync with little to no audio issues, but I can't find it now.

Any help would be greatly appreciated

https://git.m4xw.net/Switch/RetroArch/libretro-snes9x2010/pipelines/369

This is threaded build without fullscreen and should be the most stable build that I can get you (non docked).

Just wait till the build is done, click package -> download (on the right)
 

gamemasteru03

Nintendo nerd
Member
Joined
Sep 18, 2016
Messages
1,219
Trophies
0
XP
2,378
Country
United States
libtransistor's the reswitched sdk, libnx is the switchbrew sdk

right now all of the mainline retroarch changes have had to do with libtransistor, but libtransistor has some issues that libnx doesn't seem to. for example, loading a rom on a libnx core doesn't cause a hellish garbled screech.

libtransistor retroarch right now has no config files at all because the last time it was really worked on libtransistor didn't have the ability to do stuff outside of its romfs, and performance is inconsistent.
2 different set of API's to interface with the switch as well as 2 different toolchains(f.e gcc/g++ compiler on libnx and clang libtransistor)
Both have a different coding style, different stability and a different feature set, but it comes down to the same goal.

Forced Fullscreen + Threaded build, use as is:
https://git.m4xw.net/Switch/RetroArch/VBA-Next/-/jobs/563/artifacts/download
https://git.m4xw.net/Switch/RetroArch/libretro-snes9x2010/-/jobs/565/artifacts/download

These should hopefully not crash, but will bug out in docked, but it will not crash (fine in handheld so far).
Ok thanks for the help. Makes a lot more sense now :).
 
  • Like
Reactions: Fadi5555

m4xw

Ancient Deity
OP
Developer
Joined
May 25, 2018
Messages
2,442
Trophies
1
Age
119
XP
6,958
Country
Germany
Last edited by m4xw,
  • Like
Reactions: Syynx

Syynx

Well-Known Member
Member
Joined
Jun 5, 2018
Messages
129
Trophies
0
Age
36
XP
432
Country
United States

zaz3300

Member
Newcomer
Joined
Jun 10, 2018
Messages
8
Trophies
0
Age
41
XP
81
Country
United States
I updated my post


Edit: Btw can anyone confirm that changing Vsync swap interval to 4 actually does reduce some artifical lag (on threaded)?

changing Vsync swap interval to 4 definitely reduces lag. Playing megaman x with it at one chugged at certain points but 4 was near perfect

Edit: Thats threaded btw
 
Last edited by zaz3300,
  • Like
Reactions: m4xw
Status
Not open for further replies.

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    K3Nv2 @ K3Nv2: https://youtu.be/IihvJBjUpNE?si=CsvoEbwzNKFf0GAm cool