Homebrew Official Retroarch WiiU (wip.)

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Because they are comparing it to VBA on PC before even testing it out, lol. The VBA core on Wii U can't even play Boktai because it has no Solar sensor options.

But frameskip shouldn't be used except one single game, and even then not necessary, Doom. There's a bit of slower framerate even on the actual hardware so in Doom's case set it to 2.

Frameskip hasn't ever caused a crash afaik. I have experienced crashes if paths aren't set correctly, suggest double checking that assets, core and bios paths are correct.
 
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Nostalgia? :D

Not worth it IMO :lol:
Because they are comparing it to VBA on PC before even testing it out, lol. The VBA core on Wii U can't even play Boktai because it has no Solar sensor options.

But frameskip shouldn't be used except one single game, and even then not necessary, Doom. There's a bit of slower framerate even on the actual hardware so in Doom's case set it to 2.

Frameskip hasn't ever caused a crash afaik. I have experienced crashes if paths aren't set correctly, suggest double checking that assets, core and bios paths are correct.

Even then, GBA version of Doom isn't that great of a port, but better than Snes.
 
Even then, GBA version of Doom isn't that great of a port, but better than Snes.

When I tested the various versions on Wii U, gba port was the one I felt most comfortable with.

The originals are infuriating to map correctly and SNES at it's best settings you'll get playable speeds but god awful audio.
 
When I tested the various versions on Wii U, gba port was the one I felt most comfortable with.

The originals are infuriating to map correctly and SNES at it's best settings you'll get playable speeds but god awful audio.

mGBA is more accurate than VBA, so IDK.
 
Even then, GBA version of Doom isn't that great of a port, but better than Snes.

It's actually an amazing port for what's running on, and Doom II is even more impressive. Obviously it looks bad full blown on TV, but on the screen of a GBA, 3DS or Wii U Gamepad it looks the part.
 
I'm curious to know if anyone has had any success detecting 8bido controllers on WiiU retroarch with any cores or if they work at all?
 
Unless I missed something PrBoom's the only way to play the original wads. Which I already mentioned didn't feel worth the effort fighting the control mapping.
Control mapping is quite good in PrBoom once you set it up properly.
That shouldn't be something to keep you away from playing the wads through PrBoom.
You can match whatever control mapping you wish with the controller from either the Gamepad or a Pro Controller, just grab whatever control scheme you like and change it accordingly to match your liking. Doesn't take more than 2 mins.
 
I'm curious to know if anyone has had any success detecting 8bido controllers on WiiU retroarch with any cores or if they work at all?

Hi there !
Actually, some of them works, but not all of them.

I personaly use the NES30 (non pro).
It was a (relative) mess to set up (updating the pad's firmware...) but once it's done, it's working like a charm..
I think the N30 pro (not the pro2) also works. But I believe no other 8bitdo controlers are supported.


I also have some questions :
I'm using a CRT screen and the XMB menu are way too small for being readable, either on the TV or on the gamepad.
I found a kind of zoom option (it was on 200 by default) I put 140 but now some content are off screen.
Is there any way to change only the "menu font size" ?

If not, I'll try to change the menu theme but how can I do that ?
When I selected RGUI it gave me a black screen and it broke my retroarch forever I had to copy it again on my SD card...
Is there any way to change the menu theme ?
 
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With SDL2 working on the Wii U, would a port of Wolf4SDL be possible now?
Be it as a standalone app or perhaps as an added core in RA Wii U.
Having a quick look, Wolf4SDL claims to only work with little-endian machines, so that could be a problem. There was a more maintained fork I found (EWolf? wolfe? I don't remember) which didn't really say anything about endian issues; though it also hadn't been ported to any consoles or big-endian platforms as far as I can tell, so it's entirely possible it carried that incompatibility though. I have a sneaking suspicion that id's original engine was LE-only.
Might I suggest DOSBox for now?
 
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Control mapping is quite good in PrBoom once you set it up properly.
That shouldn't be something to keep you away from playing the wads through PrBoom.
You can match whatever control mapping you wish with the controller from either the Gamepad or a Pro Controller, just grab whatever control scheme you like and change it accordingly to match your liking. Doesn't take more than 2 mins.

That's a matter of opinion, maping it to the controller constantly fought me, and it would ignore anything I changed or come out complete wrong because of the ingame control settings. It wasn't worth wasting another second trying to convince it to ignore the ingame control settings to me.
 
Having a quick look, Wolf4SDL claims to only work with little-endian machines, so that could be a problem. There was a more maintained fork I found (EWolf? wolfe? I don't remember) which didn't really say anything about endian issues; though it also hadn't been ported to any consoles or big-endian platforms as far as I can tell, so it's entirely possible it carried that incompatibility though. I have a sneaking suspicion that id's original engine was LE-only.
Might I suggest DOSBox for now?
Ah I see, I didn't even know about the endianess issue.
EWolf might be an option, but I'll have to check the requirements for it.

As for DosBox, I would take your word for it, but sadly Wolfenstein 3D runs somewhat slow with it on Wii U, as do other DOS games from that time.
Seems like Wolfy is shit out of luck for proper gameplay on the U, more so given how almost all console ports are shitty and/or different to the original.
Only hope was the Genesis homebrew port, but that one isn't finished yet, with only Episode 1 being done right now and available.
 

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