Homebrew RetroArch - A new multi-system emulator

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Hielkenator

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Classic controller pro autoscrolling is fixed is the posted revision by toadking.
https://anonfiles.com/file/c2326c85710058c44e39356fe0db3e78

Thank you!

Corrupted pixles in some ratios/ resolutions are present in point filtering,bi- linear filtering does not have this problem.
Psykyo core is a little buggy, fba core is more stable.
For instance some games boot into maintenance mode with no way/ button combi to exit or start the game. Could this also be related to ccpro input?

FCEU GX loads famicom disk images flawlessly. Also Wiimednafen had no trouble with these.
Is the imported code of these emulator core in retroarch wii different?
 

Charco

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I noticed there is no CPS1 core included with this release, the games seem to run fine on the fba core, just wondering if the cps1 core from the last release is optimised for those games? I can always just copy and paste it over.

I also noticed there is a pgm and psikyo core in this release. Has anyone tested if games work on these? Knights of Valour for example?

I copied over the cps1 core from 0.9.7, it caused a black screen when switching cores back to one of the 0.9.8 cores. I'll use the fba core for cps1 games and can upgrade to the new cps1 core if one is released. The 0.9.8 has more bells and whistles anyway!

As regards the PGM games, all caused a code dump (all games under 23MB zipped and I had the correct FBA PGM bios in the same folder too). At least code dumps now force a reload after 8 seconds. No more walking over to hard reset my Wii, hooray for laziness!!
 

LibretroRetroArc

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CPS1 games load just fine with the full FBA version - that should also be included. The CPS1 ROMs are all small so there should be no issues there and there's no reason for a 'Cores' version for CPS1.
 

LibretroRetroArc

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Psykyo core is a little buggy, fba core is more stable.
For instance some games boot into maintenance mode with no way/ button combi to exit or start the game. Could this also be related to ccpro input?

This issue is known well before release - we tried to fix it in time but couldn't make it. It's mentioned in the PDF cores manual too.

And no, it is not related to the cppro input. It affects every big-endian console right now. I'm not sure right now what the problem is but I'm meaning to fix it.

FCEU GX loads famicom disk images flawlessly. Also Wiimednafen had no trouble with these.
Is the imported code of these emulator core in retroarch wii different?

We have just not hooked up FDS yet. Be patient - we'll get to it.
 

catuligbat

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first thanks for your work toad king and other retroarch creators

second retroarch work good with neogeo (kof96), konami (tmnt, sunset riders, xmen), cps1 (cadillacs dinosaurs), cps2 (xmen vs streetfighter), technos (double dragon), sega (alien syndrome) and another from fba romset .26, neogeo pocket, nestopia, and anothers also works good

thrid retroarch support cheats?????

i repeat thanks from my wiimote :yaywii:and my psx controller with huskee gc converter :yayps3:
 

Korudo

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Have the commands to access in-game settings been changed? For example, when playing a game like Street Fighter Alpha 2, normally I'd hold L & R & Minus then pressing Plus would bring me to the service menu for said game. After updating to the latest release, this combo no longer works.
 

XDel

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I am still not able to use this emulator. I select my core (PrBOOM), reset the emulator so that it boots into that core, then I navigate through the menu to find my DOOM2.wad, launch it and get a core dump every time.

So I am wondering if I am missing out on anything, or if this PrBOOM core is merely the same PrBOOM that was ported to the Wii way back, bugs and all?
 

Toad King

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Have the commands to access in-game settings been changed? For example, when playing a game like Street Fighter Alpha 2, normally I'd hold L & R & Minus then pressing Plus would bring me to the service menu for said game. After updating to the latest release, this combo no longer works.
You now have to hold down L1+L2+R1+R2. If you don't have L2 or R2, you can rebind them to keys you have in the input config.
 

nintygaming

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Found some issues.....

1. PC Engine CD bins/iso's no longer load (or at least Rondo of Blood doesn't anymore). Gives error message.

2. Cannot load Pal or Japanese Mega Drive roms for GenesisPlus (not a big deal, because I can use the dedicated GenesisPlus GX instead)

3. TG16 games have a weird vertical scrolling side effect. Try Bonk's Revenge in 240p and notice on the first stage how the vertical scrolling looks outta wack.

4. Sound is "incorrect" on Nestopia. I've compared my original NES console and Nestopia (Wii) side by side on the same TV with the same game (yes, I did use A/V cables on the NES with a Y-Cable for Audio so that audio is not single channel). Nestopia has a much higher pitch, sounds somewhat tinny/scratchy, and is much louder on the left audio channel than the right channel. HOWEVER, the Fceumm core sounds virtually identical to the original NES. Both the Wii and the NES were using A/V cables on the same CRT-TV, and I switched back and forth between "Input 1" and "Input 2" on my TV for a perfect comparison.

Someone mentioned on here that Nestopia is more accurate in regards to sound/video than Fceumm, so if what he said is true, then porting Nestopia to the Wii is causing the issue and thus would need to be tuned specifically for the Wii.

5. No "one size fits all" solution for SNES games that use both High-Res and Low-Res modes. For example, if you choose "Original" mode in Tantric's SNES9x GX, it will automatically select between 256x224 and 512x224 when needed. As many people may know, there are a handful of SNES games that use 512x224 and 256x224 in the same game. For example, Treasure of the Rudra's (Rudra No Hiou) requires both display modes, and uses both when "Original" is selected in SNES9x GX. But when it comes to the new Retroarch release, your forced to choose "ether / or" when it comes to both resolutions (although choosing 512x224 for the entire game does not seem to affect it graphically what-so-ever, although I COULD be wrong).

Here's a list of SNES games that support multiple resolutions (this list may not be complete).

Air Strike Patrol (mission overview) (whatever mode? with Interlace)
Bishoujo Wrestler Retsuden (some text) (512x448)
Ball Bullet Gun (in lower screen half) (512x224)
Battle Cross (in game) (but isn't hires?) (512x224)
BS Radical Dreamers (user name input only) (512x224)
Chrono Trigger (crash into Lavos sequence) (whatever mode? with Interlace)
Donkey Kong Country 1 (Nintendo logo) (512x224)
G.O.D. (intro & lower screen half) (512x224)
Jurassic Park (score text) (512x224)
Kirby's Dream Land 3 (leaves in 1st door) (512x224)
Lufia 2 (credits screen at end of game) (whatever mode?)
Moryo Senki Madara 2 (text) (512x224)
Power Drive (in intro) (512x448)
Ranma 1/2: Chounai Gekitou Hen (256x448)
RPM Racing (in intro and in game) (512x448)
Rudra no Hihou (RnH/Treasure of the Rudras)(512x224)
Seiken Densetsu 2 (Secret of Mana) (setup) (512x224)
Seiken Densetsu 3 (512x224)
Super Play Action Football (text) (512x224)
World Cup Striker (intro/menu) (512x224)

Source ----> http://nocash.emubase.de/fullsnes.txt

I'm not trying to complain and nag, I'm just pointing out something that maybe can be fixed? I know that LibRetroRetroArch
had to "squeeze" Seiken Densetsu 3's menu screens from 512x224 to 256x224 in order to keep the frame rate from dropping a
little. I don't know what could be done to fix this, but if it helps, I can confirm that Treasure of the Rudra's doesn't
show any signs of framerate issues when using the 512x224 mode in Retroarch. But, this games does also use 256x224 I think, so
having "both at the same time" instead of "ether / or" is the best way to go. Don't you think?

P.S. Love the work so far! I'm not trying to complain, I'm just trying to help!


EDIT: I've just confirmed that using 512x224p for SNES9x works for all games. In fact, it actually VERY slightly sharpens the image on all 256x224p content without any distortion, or any stretching (at least on a CRT. have not tested a HDTV, nor do I plan to as HDTV's already distort anything lower than their native resolution, ESPECIALLY lower than 480i/p).

So unless someone can post any issue with using 512x224 exclusively, then you can pretty much rest assured that 512x224 is what you should be using for SNES9x.
 

LibretroRetroArc

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Found some issues.....

1. PC Engine CD bins/iso's no longer load (or at least Rondo of Blood doesn't anymore). Gives error message.

No, you just don't have the BIOS files in the proper place. They now need to go into your 'system' directory.

2. Cannot load Pal or Japanese Mega Drive roms for GenesisPlus (not a big deal, because I can use the dedicated GenesisPlus GX instead

This is news to me - could check it out I guess.


Someone mentioned on here that Nestopia is more accurate in regards to sound/video than Fceumm, so if what he said is true, then porting Nestopia to the Wii is causing the issue and thus would need to be tuned specifically for the Wii.

I very much doubt that. If there's a pitch issue, then it's likely that it affects the entire libretro port of NEStopia and not just on Wii.

5. No "one size fits all" solution for SNES games that use both High-Res and Low-Res modes. For example, if you choose "Original" mode in Tantric's SNES9x GX, it will automatically select between 256x224 and 512x224 when needed. As many people may know, there are a handful of SNES games that use 512x224 and 256x224 in the same game. For example, Treasure of the Rudra's (Rudra No Hiou) requires both display modes, and uses both when "Original" is selected in SNES9x GX. But when it comes to the new Retroarch release, your forced to choose "ether / or" when it comes to both resolutions (although choosing 512x224 for the entire game does not seem to affect it graphically what-so-ever, although I COULD be wrong).

Here's a list of SNES games that support multiple resolutions (this list may not be complete).

Air Strike Patrol (mission overview) (whatever mode? with Interlace)
Bishoujo Wrestler Retsuden (some text) (512x448)
Ball Bullet Gun (in lower screen half) (512x224)
Battle Cross (in game) (but isn't hires?) (512x224)
BS Radical Dreamers (user name input only) (512x224)
Chrono Trigger (crash into Lavos sequence) (whatever mode? with Interlace)
Donkey Kong Country 1 (Nintendo logo) (512x224)
G.O.D. (intro & lower screen half) (512x224)
Jurassic Park (score text) (512x224)
Kirby's Dream Land 3 (leaves in 1st door) (512x224)
Lufia 2 (credits screen at end of game) (whatever mode?)
Moryo Senki Madara 2 (text) (512x224)
Power Drive (in intro) (512x448)
Ranma 1/2: Chounai Gekitou Hen (256x448)
RPM Racing (in intro and in game) (512x448)
Rudra no Hihou (RnH/Treasure of the Rudras)(512x224)
Seiken Densetsu 2 (Secret of Mana) (setup) (512x224)
Seiken Densetsu 3 (512x224)
Super Play Action Football (text) (512x224)
World Cup Striker (intro/menu) (512x224)

Source ----> http://nocash.emubase.de/fullsnes.txt

I'm not trying to complain and nag, I'm just pointing out something that maybe can be fixed? I know that LibRetroRetroArch
had to "squeeze" Seiken Densetsu 3's menu screens from 512x224 to 256x224 in order to keep the frame rate from dropping a
little. I don't know what could be done to fix this, but if it helps, I can confirm that Treasure of the Rudra's doesn't
show any signs of framerate issues when using the 512x224 mode in Retroarch. But, this games does also use 256x224 I think, so
having "both at the same time" instead of "ether / or" is the best way to go. Don't you think?

I already tried an 'automatic native resolution switching mode' but I have not included it because it was error prone and it would occasionally completely glitch out the graphics where only a shutdown of the app would get me normal video again.

I know about all the games on SNES that try to do resolution change, and it's really trivial to begin with. Most of the games just use it for some stupid 'copyright/title screen' and then never use it again or (in Seiken Densetsu 2/SD3's case) it just uses it for menu screens or when it needs to render text.

I'll try to return to some kind of 'native auto-resolution switching' but if it can't be done in a stable fashion then it's not going to be included.

And everytime SNES9x GX or any of the other 'GX-brand' emus would automatically resolution switch, there would be a horrible audio pop to go with it - no thanks to that. So IF it can't be done right, it will not be done at all.
 

LibretroRetroArc

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Have the commands to access in-game settings been changed? For example, when playing a game like Street Fighter Alpha 2, normally I'd hold L & R & Minus then pressing Plus would bring me to the service menu for said game. After updating to the latest release, this combo no longer works.

I explain all this in the new 'Cores Manual'. This should be your first stop before asking any questions from now on. If it's not covered in there, then sure - go ahead and ask.

Perhaps ToadKing needs to link that in the OP -

http://www.libretro.org/documents/retroarch-cores-manual.pdf
 

hicandturkey

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Any chance this version lets you play the FBA games without the requirement to keep them named according to the stupid naming convention? Great release by the way!
 

LibretroRetroArc

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Any chance this version lets you play the FBA games without the requirement to keep them named according to the stupid naming convention? Great release by the way!

Can't be done because that's how FBA works internally. You change for instance sfa3.zip to Street Fighter Alpha 3.zip and the emulator breaks down in its 'game detection'.

For the next release there will be an option to 'prettify' names automatically in the 'filebrowser' - it might be a bit slower but more appealing/easier.
 
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