Homebrew RetroArch Switch

mikifantastik98

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Last edited by mikifantastik98,
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ShadowOne333

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It doesn't convert the NRO to an NSP, all you're doing is creating an NSP file that is basically a "Shortcut" that redirects to the OFFICIAL RetroArch NRO file. People keep confusing this with the NSP file that RetroArch came with once upon a time. THEY ARE NOT THE SAME THING! The original RetroArch NSP wasn't a "Shortcut" like when using Nro2Nsp, but instead it basically contained what is now in the NRO file.



He already responded to this question in the dynarec thread and the only reason given was "it's not future proof in any way". So I guess as long as you realize that using NSP forwarding might not work in the future then apparently there is no other reason to worry about it.

Like I said in the quote above, I think most people are confusing using the original RetroArch NSP as being the same as using Nro2Nsp, which are clearly two different things. With Nro2Nsp you're basically creating a "Shortcut" that simply redirects to the official "retroarch_switch.nro" file. Whereas the OFFICIAL RetroArch NSP that was available from RetroArch was NOT a "shortcut" that pointed to the NRO file, but instead it basically contained what is now in "retroarch_switch.nro". There was never an NRO file that

Just take a look at the file sizes...
Original "Official" RetroArch NSP: 11 MB
Current "Official" RetroArch NRO: 10 MB
NSP file generated with Nro2Nsp: 609 KB

CLEARLY you can see that NSP files generated using Nro2Nsp do not contain the same data that the offical RA NSP did. That's because they are simply "Shortcuts" that point to the OFFICIAL "retroarch_switch.nro" file.

I have yet to experience ANY issues using these Nro2Nsp generated NSP's, and until someone comes forward and shows PROOF that using these Nro2Nsp are the devil, then I'm sticking with the more convenient solution.
I think the reason why they say the RetroArch NSP is not officially supported is because the NSP itself is bundled with a version of the retroarch.nro.
And what NRO might that be? From what I know, it's the latest Stable, so 1.7.6 to this point of writing.
So no wonder they don't support it, if you use that one you are stuck in a pretty obsolete version of RetroArch.

But why obsolete?
Because the current development made in RA Switch is making incredible improvements every day, and only the latest nightly versions will give you the latest developments made to it.

That might be the main reason.
But I'm just guessing :P
 

sj33

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The reason for the NSP not being supported is because title replacement is the only method supported by the RetroNX team now. Other methods may work, but no support will be provided. It's that simple.
 

Link2811

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The reason for the NSP not being supported is because title replacement is the only method supported by the RetroNX team now. Other methods may work, but no support will be provided. It's that simple.
So, basically, you're saying that the NSP is not supported because the NSP is not supported ? :P
 

regnad

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m4xw has just released GlideN64 3.0 for Switch:

https://mobile.twitter.com/m4xwdev/status/1106605475716612096

As a dumb noob, can someone please explain what this is? Does this replace the svc patch version m4xw released a month ago, or is this a different side version? Does this use the same recommended settings as previous "new" versions?
 
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FanboyKilla

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m4xw has just released GlideN64 3.0 for Switch:

https://mobile.twitter.com/m4xwdev/status/1106605475716612096

As a dumb noob, can someone please explain what this is? Does this replace the svc patch version m4xw released a month ago, or is this a different side version? Does this use the same recommended settings as previous "new" versions?

A newer build of Mupen64Plus that uses the GlideN64 Graphics Plugin. So in other words, it's more better! :D

TESTING NOW!
 

FanboyKilla

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Does it use the same recommended settings? Does it also use svc patches?

Yes it has all the same settings, it's a drop in replacement for the Mupen64Plus-Next core.

I'm still testing right now but so far I have discovered one issue that I wasn't having in the SVC Build from 3-7-2019. I'm gonna update my RA to the latest nightly and see if that helps anything. I doubt it will but I'm gonna try it anyways. :)
 

regnad

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Yes it has all the same settings, it's a drop in replacement for the Mupen64Plus-Next core.

I'm still testing right now but so far I have discovered one issue that I wasn't having in the SVC Build from 3-7-2019. I'm gonna update my RA to the latest nightly and see if that helps anything. I doubt it will but I'm gonna try it anyways. :)

What's the issue?
 

M7L7NK7

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I tried to make an .info file for the new core so it didn't show up as the same as the last mupen core, but renaming it and making an .info the same name as it doesn't seem to work? Is it just me?
 

FanboyKilla

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I tried to make an .info file for the new core so it didn't show up as the same as the last mupen core, but renaming it and making an .info the same name as it doesn't seem to work? Is it just me?

You have to rename the .info file AND edit the "display_name" variable inside the file. Also make sure that your .info filenames are the same as your core .nro filenames.
 
Last edited by FanboyKilla,

DaniPoo

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GLideN64 3.0 build with a potential mupen64plus-core aarch64 dynarec crash mitigation for Indiana jones, needs throughout testing.
https://m4xw.net/nextcloud/index.php/s/CW4F7iMSTDSfMSQ

Tested it with TLoZ - OOT, it seems to have some graphical issues that was not present before. Altough I haven't seen any graphics issues in game.
Only during the N64 logo and title screen

Nice to hear that this one should have better compatibility with some games though :)
 

m4xw

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Tested it with TLoZ - OOT, it seems to have some graphical issues that was not present before. Altough I haven't seen any graphics issues in game.
Only during the N64 logo and title screen

Nice to hear that this one should have better compatibility with some games though :)
Needs different settings with new GLideN64
The fix should not affect anything, tests need to be done with Indiana only (if it crashes in different levels or after a while)
 
Last edited by m4xw,

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