Homebrew RetroArch Switch

M7L7NK7

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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.

I'm pretty sure I did, when it did show up as a different name it was just the corename.nro not what I called it and it would crash retroarch

I'll retry after work in a few hours
 

eldavo2090

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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 :)
Well, mine is freezing when I try to open the menu...
Edit: Deleted my config and everything is working... Just has that weird blur effect in some games...
 
Last edited by eldavo2090, , Reason: Fixed it

regnad

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Sounds like people are having quite a few issues with the new build. :(

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)

What are the different settings?
 

m4xw

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Sounds like people are having quite a few issues with the new build
No they don't.
The mitigation only affects stuff that would crash otherwise, so far the Issue reports are layer 8.
Some FBEmu stuff has changed, in fact so much was rewritten that a rebase wasn't possible anymore (hence why I had to port the plugin fully again).
If you get some black bars (in intro), its fbemu.
Overscan options also only work with FBEmu on.
If you get actual black bars ingame, you can set the overscan options for each game, eliminating them completely.
Also there are no "different settings" per se. It changed a lot on a game by game basis, whats required (as it always was)

When I tried to load the core, it was working before I renamed it and made the .info so I know its something I did
Sounds like your history pointed to smth that didnt exist.
 
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FanboyKilla

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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

Here are some screenshots taken from the Game Menu of LoZ - OOT. (See Spoiler Below)
- RetroArch Nightly 2019-03-15
- Core: indi_fix_mupen64plus_next_libretro_libnx
- Core: mupen64plus_next_libretro_libnx_svc (3/7/2019)
- With the exception of "Framebuffer Emulation" I'm using the Default settings for each core.

If Framebuffer Emulation is Off, then performance is great, but there are graphical issues in the Game Menu.
If Framebuffer Emulation is On, then the graphical issues go away in the "SVC Build" but in not the "indi_fix GlideN64 Build".
Graphical issues aside, the performance is awful with Framebuffer Emulation On. There's a lot of audio glitching/delays when flipping thru the game menu, as well as sputtering and audio delays while playing the game.

1-lihfkjashsflisaf.jpg

2-lkhjdfklasklfjasdf.jpg

3-likjhdflkasjhflasf.jpg

4-ljkhdflkaslfkjasdf.jpg
 
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m4xw

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Here are some screenshots taken from the Game Menu of LoZ - OOT. (See Spoiler Below)
- RetroArch Nightly 2019-03-15
- Core: indi_fix_mupen64plus_next_libretro_libnx
- Core: mupen64plus_next_libretro_libnx_svc (3/7/2019)

If Framebuffer Emulation is Off, then performance is great, but there are graphical issues in the Game Menu.
If Framebuffer Emulation is On, then the graphical issues go away in the "SVC Build" but bot in the "indi_fix GlideN64 Build". Graphical issues aside, the performance is awful with Framebuffer Emulation On. There's a lot of audio glitching/delays when flipping thru the game menu, as well as sputtering and audio delays while playing the game.
Color/Depthbuffer (these are fbemu settings).
For perf Lower your resolution or overclock/dock (there is a perf drop while the menu is open tho, legacy blending helps a lot too).
As i said, lots of options have been changed internally.
This pulls in several years of development.

That's OoT running at 1080 in handheld.
Just barely drops in the menu at 460MHz

2019031603423700-F1C11A22FAEE3B82F21B330E1B786A39.jpg
 
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FanboyKilla

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Color/Depthbuffer (these are fbemu settings).
For perf Lower your resolution or overclock/dock (there is a perf drop while the menu is open tho).
As i said, lots of options have been changed internally.
This pulls in several years of development.

Oh I can tell! These builds are clearly far superior to the builds that RA ships with. These other little issues are minor IMO and I have no problem working around them and still enjoying the game. Just wanted you to be aware though just for future coding changes. :)
 
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m4xw

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Oh I can tell! These builds are clearly far superior to the builds that RA ships with. These other little issues are minor IMO and I have no problem working around them and still enjoying the game. Just wanted you to be aware though just for future coding changes. :)
Like I said, it's just some settings you need to adjust.
Btw no drops in the menu in handheld @720p with optimized settings
 
Last edited by m4xw,

jpsondag

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Has anyone found a magical config-incantation to get Dr. Mario 64 to work?

The ColorBuffer ToRDRam seems to be related but combinations of settings give me:

1) Pills visible [with glitches] + no background
2) Background no pill
3) Garbled background, no pill

There were definitely bugs in the past regarding dr. mario but I believe fixes should be available in mupen64plus-next branch:

See github mupen64plus-core/pull/477 "Fix FB Info"
 

FanboyKilla

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Told ya, one of the depth and/or colorbuffer options.
This looks like u have color buffer to rdram off

Figured it out, it was the "GPU shader depth write" setting! Changing this to "False" resolved the issue for me. Now it's working fine WITH or WITHOUT Color/Depth to RDRAM on/off. B-)

On another note, could you please explain to me what the hell the difference is between "Aspect Ratio" (16:9) and (16:9 adjusted)? I'm looking at the Mpuen64plus Doc's on libretro and GitHub, and neither of them mention exactly what the difference's are.

Has anyone found a magical config-incantation to get Dr. Mario 64 to work?

The ColorBuffer ToRDRam seems to be related but combinations of settings give me:

1) Pills visible [with glitches] + no background
2) Background no pill
3) Garbled background, no pill

There were definitely bugs in the past regarding dr. mario but I believe fixes should be available in mupen64plus-next branch:

See github mupen64plus-core/pull/477 "Fix FB Info"

Try these...
Framebuffer Emulation: On
Color buffer to RDRAM: Async
Depth buffer to RDRAM: Software
Less accurate blending mode: False
GPU shader depth write: False

Make sure you "Close Content" after making these changes and then reload the game. Don't just try to "Restart".
 
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jpsondag

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and neither of them mention exactly what the difference's are.
Try these...
Framebuffer Emulation: On
Color buffer to RDRAM: Async
Depth buffer to RDRAM: Software
Less accurate blending mode: True
GPU shader depth write: False

Make sure you "Close Content" after making these changes and then reload the game. Don't just try to "Restart".

:-/ no luck for me. With these settings you see the pills and background is ungarbled. I may have a bad base-config I have one that m4xw uploaded awhile ago, is there a new base config coupled with the glide64 release? In the release I only saw a link for an "Old Glide 64" config.
 

FanboyKilla

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Has anyone found a magical config-incantation to get Dr. Mario 64 to work?

The ColorBuffer ToRDRam seems to be related but combinations of settings give me:

1) Pills visible [with glitches] + no background
2) Background no pill
3) Garbled background, no pill

There were definitely bugs in the past regarding dr. mario but I believe fixes should be available in mupen64plus-next branch:

See github mupen64plus-core/pull/477 "Fix FB Info"

:-/ no luck for me. With these settings you see the pills and background is ungarbled. I may have a bad base-config I have one that m4xw uploaded awhile ago, is there a new base config coupled with the glide64 release? In the release I only saw a link for an "Old Glide 64" config.

Ok I will test it out myself and see what happens. I'll post back and let you know what I find.
 
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yeah we all need to work together on settings testing.

m4xw I am curious. In docked how do you prefer the zelda games. With 16:9 or 16:9 adjusted?
 

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