Hacking WiiFlow Lite

RunningSnakes

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I'm also using Sonic CD (USA), not sure if it is redump though. Using WFL, GensPlusGX, RA 183, RA-SS, I get random quick stutter on all. I tested Spider-Man, Cadillacs & have not seen any problems. Not sure if it is bad dump or emulator related. It could be isolated to Sonic CD, but im positive WFL is not causing the issue. I'll check if I have a different dump of Sonic CD to test and report back.
 

RunningSnakes

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I tested iso/ogg & different bin/cue Sonic CD, all perform the same way (random quick stutters). I don't play alot of Sega CD but don't remember seeing this before & hope it is Sonic CD isolated. It is annoying when it happens but not game breaking imo.
 

xLAKITUx

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I tested iso/ogg & different bin/cue Sonic CD, all perform the same way (random quick stutters). I don't play alot of Sega CD but don't remember seeing this before & hope it is Sonic CD isolated. It is annoying when it happens but not game breaking imo.

Thank you so much for looking into it, and for the earlier tip about CHD.

Maybe there will be some breakthroughs in the Wiiflow Plugins megathread with Sega CD.
 
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Tetsuo Shima

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I've just tested Sonic CD on RA. There are occasional frame skips for me too when running fast, nothing terrible though, it doesn't happen everytime. Music and sounds are playing good without stuttering.
I've never had the luck to play it on original hardware, so I don't know if it could be normal behaviour (too many sprites at the same time?)
 

xLAKITUx

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I've just tested Sonic CD on RA. There are occasional frame skips for me too when running fast, nothing terrible though, it doesn't happen everytime. Music and sounds are playing good without stuttering.
I've never had the luck to play it on original hardware, so I don't know if it could be normal behaviour (too many sprites at the same time?)

Ya know, I was gonna suggest the same thing - Is it possible that this is how it ran on original hardware?

And I thought we were moving away from RA for the most part? I tested on the most recent standalone genplus gx plugin (I believe that's 1.7.5?)
 

Tetsuo Shima

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I'm still trying to test various RA builds, with mixed results. I've found some stable cores that can cohexist with older RA versions (genplus gx libretro is one of them, and it works great) but some other cores are giving random core dumps with every single build I've tested.
It's really frustrating and I know I should stop, but I really don't like to play without scanlines overlays, and I also wanted to give users a RA alternative whenever it's possible.
 

Hakaisha

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@xLAKITUx , @Tetsuo Shima , @RunningSnakes , are you loading these games from USB or SD?

In my experience, the CD audio games like Sega CD and MSU1 only have these "stutter" issues when loaded from USB. The performance issues disappear when the games are loaded from SD.

Storing these larger games on the SD card isn't an ideal situation, but it is the only solution that has worked for me. If anyone has a setup working where the cd audio games (sega cd, msu1, pce-cd) are performing without issues from USB, I am curious what your setup is. (file type, specific emulator, etc.)
 
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xLAKITUx

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@xLAKITUx , @Tetsuo Shima , @RunningSnakes , are you loading these games from USB or SD?

In my experience, the CD audio games like Sega CD and MSU1 only have these "stutter" issues when loaded from USB. The performance issues disappear when the games are loaded from SD.

Storing these larger games on the SD card isn't an ideal situation, but it is the only solution that has worked for me. If anyone has a setup working where the cd audio games (sega cd, msu1, pce-cd) are performing without issues from USB, I am curious what your setup is. (file type, specific emulator, etc.)

This makes sense in the limited amount that I know about how I/O works. From a really simple perspective, if you're running an emulator on an SD card and it has to pull that data off a secondary source (USB Drive), you introduce the potential for lag in I/O write.
 

Tetsuo Shima

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@xLAKITUx , @Tetsuo Shima , @RunningSnakes , are you loading these games from USB or SD?

In my experience, the CD audio games like Sega CD and MSU1 only have these "stutter" issues when loaded from USB. The performance issues disappear when the games are loaded from SD.

Storing these larger games on the SD card isn't an ideal situation, but it is the only solution that has worked for me. If anyone has a setup working where the cd audio games (sega cd, msu1, pce-cd) are performing without issues from USB, I am curious what your setup is. (file type, specific emulator, etc.)
I will try Sonic CD from SD.
For PC Engine CD games I have no stuttering from USB, as reported here
RA version is 1.8.8 (2020-05-25-nightly) All other RA version had the stutterings
File type is .cue + single .bin
Wiiflow on SD, games on USB

Ah I've found out that it's not needed to enable CD Image Cache (from Quick menu -> Options).
 

RunningSnakes

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I'm loading from USB. I've just recently went back to SD/USB combo but my larger games (Sega CD, PCE CD) are on HDD & that is where it occurs. I can live with it, as Tetsuo said, it doesn't happen every play and it is random when it does occur. At least I'll have an excuse next time I try to finish Gate Of Thunder and fail.

I have to install the PCE RA 1.8.8, have not done so yet.
 
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hadi aulia

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I'm still trying to test various RA builds, with mixed results. I've found some stable cores that can cohexist with older RA versions (genplus gx libretro is one of them, and it works great) but some other cores are giving random core dumps with every single build I've tested.
It's really frustrating and I know I should stop, but I really don't like to play without scanlines overlays, and I also wanted to give users a RA alternative whenever it's possible.
have you tried retroarch hexaexo edition?
 
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C2PO

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Hello, is it possible to launch a Super Smash Bros Brawl mod with a code comprising more than 256 lines with Wiiflow lite? (example: Project M, SSB Legacy TE, SSB Legacy XP, Smash 2) I put the gameconfig.txt file in the wiiflow /codes/ folder with the corresponding GCT in wiiflow/codes/ gct but it doesn't seem to work :/
 

MrSW

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I had the same problem initially, try putting gameconfig.txt in the root of your device or in the "settings" folder, I can't remember which one was it, but one of them worked
 

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Hello, is it possible to launch a Super Smash Bros Brawl mod with a code comprising more than 256 lines with Wiiflow lite? (example: Project M, SSB Legacy TE, SSB Legacy XP, Smash 2) I put the gameconfig.txt file in the wiiflow /codes/ folder with the corresponding GCT in wiiflow/codes/ gct but it doesn't seem to work :/

Same issue for me. I spent time with Legacy XP, never did resolve for wiiflow even with gameconfig.txt in root and in settings folder - tried on both SD and HD. I did get it to work/load in usbloadergx with AXhooktype turned on for "brawl". I would much rather it worked with wiiflow (wiiflow forever!) but this is only workaround I could figure out. All the research I did led me to conclude that the 256 lines limitation is why I couldn't get it to work in wiiflow but it is only my best guess.
 
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C2PO

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I had the same problem initially, try putting gameconfig.txt in the root of your device or in the "settings" folder, I can't remember which one was it, but one of them worked


I have already tried to put gameconfig.txt in settings or in the root but it seems that it is not taken into account. When I put it in wiiflow / codes / it seems to react to the game even if I get a black screen.

I read in a post that there must be at least one active code in .txt format for wiiflow to react but I have not yet tried.
I will continue the tests

Jochte said:
Same issue for me. I spent time with Legacy XP, never did resolve for wiiflow even with gameconfig.txt in root and in settings folder. I did get it to work/load in usbloadergx with AXhooktype turned on for "brawl". I would much rather it worked with wiiflow (wiiflow forever!) but this is only workaround I could figure out. All the research I did led me to conclude that the 256 lines limitation is why I couldn't get it to work in wiiflow but it is only my best guess.

I'm afraid of arriving there, but I really want to use that Wiiflow, I will warn you if I find a solution (the I will test to make an iso brawl merged to the code so that the game loads the content in the SD but not sure it works).
 
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fledge68

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I have already tried to put gameconfig.txt in settings or in the root but it seems that it is not taken into account. When I put it in wiiflow / codes / it seems to react to the game even if I get a black screen.

I read in a post that there must be at least one active code in .txt format for wiiflow to react but I have not yet tried.
I will continue the tests



I'm afraid of arriving there, but I really want to use that Wiiflow, I will warn you if I find a solution (the I will test to make an iso brawl merged to the code so that the game loads the content in the SD but not sure it works).
root:/wiiflow/codes is the correct folder.
 
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C2PO

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root:/wiiflow/codes is the correct folder.

So I have to understand why the mode is not loading, I am using Brawl with a different ID so that I can have a separate launcher by mod, but I should have tried with the original one to start. Thank you for your answer
 

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