Homebrew [RetroArch] Nightly builds here!

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pdapanda

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I can confirm something wrong with the 3dsxs on n3ds,even metalslug2 won‘t work now.
Rolled back to 9/30,it works just fine.Fortunately I haven't deleted that nightly.
I think the issue came up just after the new ram treatment.
I think they messed up with the ram of n3ds
 
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enhasa

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How do I save in fMSX? Savestates don't work and when I use the in-game saving I get this error in Metal Gear 2:
DISK ERROR
DISK NOT READY


The builds in the past week or so for FBA NeoGeo can't load games larger than 12-13MB. Previously I was able to play Blazing Star which is about 22MB.

FBA NeoGeo also has no input remapping option. I'd prefer using this layout for NeoGeo instead:
 

Vague Rant

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FBA NeoGeo also has no input remapping option. I'd prefer using this layout for NeoGeo instead:
The remap I gave in this post doesn't match the inputs you're looking for, but it explains how you can use remaps on cores which don't have the input remapping menu.
From what I can tell, the Core Input Remapping Options menu is used for creating these button remaps, but they actually seem to work even on cores which don't have the menu itself (yet). I made myself a remap file for using in Neo Geo games because the Neo Geo CD layout is poor for three-button games like Metal Slug and there's no four-button games I care about because I'm a jerk and I think fighting games are boring.

What I actually did was to build the remap file I wanted in the CPS-2 core and save it, then I went in and moved/renamed that core remap file to sd:/retroarch/remaps/FBA Cores Neo/FBA Cores Neo.rmp. Then, make sure that Settings > Configuration > Load Remap Files Automatically is enabled in RetroArch. Bam, you've got your buttons remapped specifically for the Neo Geo core. I assume you could probably do the same thing for per-game remaps by putting your remaps in the same directory with the title of your ROM (e.g. mslug.rmp).

Same thing will probably work for all the other cores, too, so you should be able to have per-core or per-game remaps whether or not the core in question supports remapping via the menu.

If anyone wants my Neo Geo remap file, here you go:
Code:
input_player1_b = "1"
input_player1_y = "8"
input_player1_select = "2"
input_player1_start = "3"
input_player1_up = "4"
input_player1_down = "5"
input_player1_left = "6"
input_player1_right = "7"
input_player1_a = "0"
input_player1_x = "9"
input_player1_l = "10"
input_player1_r = "11"
input_player1_l2 = "12"
input_player1_r2 = "13"
input_player1_l3 = "14"
input_player1_r3 = "15"
input_player1_l_x = "0"
input_player1_l_y = "1"
input_player1_r_x = "2"
input_player1_r_y = "3"
input_player2_b = "0"
input_player2_y = "1"
input_player2_select = "2"
input_player2_start = "3"
input_player2_up = "4"
input_player2_down = "5"
input_player2_left = "6"
input_player2_right = "7"
input_player2_a = "8"
input_player2_x = "9"
input_player2_l = "10"
input_player2_r = "11"
input_player2_l2 = "12"
input_player2_r2 = "13"
input_player2_l3 = "14"
input_player2_r3 = "15"
input_player2_l_x = "0"
input_player2_l_y = "1"
input_player2_r_x = "2"
input_player2_r_y = "3"
input_player3_b = "0"
input_player3_y = "1"
input_player3_select = "2"
input_player3_start = "3"
input_player3_up = "4"
input_player3_down = "5"
input_player3_left = "6"
input_player3_right = "7"
input_player3_a = "8"
input_player3_x = "9"
input_player3_l = "10"
input_player3_r = "11"
input_player3_l2 = "12"
input_player3_r2 = "13"
input_player3_l3 = "14"
input_player3_r3 = "15"
input_player3_l_x = "0"
input_player3_l_y = "1"
input_player3_r_x = "2"
input_player3_r_y = "3"
input_player4_b = "0"
input_player4_y = "1"
input_player4_select = "2"
input_player4_start = "3"
input_player4_up = "4"
input_player4_down = "5"
input_player4_left = "6"
input_player4_right = "7"
input_player4_a = "8"
input_player4_x = "9"
input_player4_l = "10"
input_player4_r = "11"
input_player4_l2 = "12"
input_player4_r2 = "13"
input_player4_l3 = "14"
input_player4_r3 = "15"
input_player4_l_x = "0"
input_player4_l_y = "1"
input_player4_r_x = "2"
input_player4_r_y = "3"
input_player5_b = "0"
input_player5_y = "1"
input_player5_select = "2"
input_player5_start = "3"
input_player5_up = "4"
input_player5_down = "5"
input_player5_left = "6"
input_player5_right = "7"
input_player5_a = "8"
input_player5_x = "9"
input_player5_l = "10"
input_player5_r = "11"
input_player5_l2 = "12"
input_player5_r2 = "13"
input_player5_l3 = "14"
input_player5_r3 = "15"
input_player5_l_x = "0"
input_player5_l_y = "1"
input_player5_r_x = "2"
input_player5_r_y = "3"
And here's what it actually does:
Code:
Neo Geo CD          Adjusted layout
  D                   D
C   B               A   C
  A                   B

  ^                   ^
  |                   |
  |                   Left-to-right A/B/C layout is much better for 3-button games.
  |
  RetroArch uses this layout currently.
More fun Neo Geo tricks: while Oggom has a pull request for UniBIOS 3.1 support in the Neo Geo core, until it goes through, you can fudge this with some minor renaming: in your neogeo.zip, rename uni-bios_3_0.rom to something sensible (I went with uni-bios_3_0.rom.bak; technically you could just delete it but meh, renaming works just as well) now rename uni-bios_3_1.rom to uni-bios_3_0.rom. Now when FBA Neo Geo goes looking for UniBIOS 3.0, it'll find your renamed UniBIOS 3.1 and happily use that instead.
 
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thebestdogs

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Has anyone else not been able to get any of the emus to run? Do I have to be on the latest firmware or something?

pls help
 

daxtsu

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Has anyone else not been able to get any of the emus to run? Do I have to be on the latest firmware or something?

pls help

We need more details. Are you using CIA builds or 3dsx builds? Old 3DS or New 3DS? What's your firmware? Are you trying to run CIA builds on sysNAND? If you are, that's not supported anymore.
 
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thebestdogs

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We need more details. Are you using CIA builds or 3dsx builds? Old 3DS or New 3DS? What's your firmware? Are you trying to run CIA builds on sysNAND? If you are, that's not supported anymore.

3dsx files on New 3ds fw 9.9 with ironhax. Have tried different builds weeks apart too.
 

daxtsu

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I tried Gambatte, gpSP, and fMSX 3dsx files (10-15 build), and they booted fine on themehax with a 9.0 firmware..hm..@teampleb, are you still able to run the emulators okay?

Unrelated edit: I did some digging and found this when looking for proper aspect ratios in RetroArch. We can probably use that as a good base for determining what looks best on the 3DS.
 
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blaydes99

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Honestly?
...Kiiiiiinda REALLY recommend just using the 3DS homebrew version to play the original PC port.
Otherwise, on topic, I think that's just a memory issue potentially, or an odd incompatibility with gPSP. It has it's qwerks from what I remember on the PSP.

Haha, I know, the GBA version is not the best port. I tried it out just to get some nostalgia and had the crashing, so I figured I'd report it. I've been playing the 3DS Homebrew Doom, it's great.
 

xdarkmario

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i just tried the ps1 core and OMG! im very impressed! it's obviously not fullspeed but its a lot better then i expected! tried crash bash and opening intro is 60 fps (no big deal) but in the gameplay it runs at about 38-40 fps (actually playable to a content) i was expecting like 4-10 fps but its actually good!, i see this running fullspeed in the future.
also quick question, does these libretro cores for 3ds support N3ds features yet? like the second analog ZR and Zl buttons? because that will be a godsend for not just the ps1 emu but all of them.
 

daxtsu

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i see this running fullspeed in the future.
also quick question, does these libretro cores for 3ds support N3ds features yet? like the second analog ZR and Zl buttons? because that will be a godsend for not just the ps1 emu but all of them.

Yes, on N3DS they all run at 804Mhz, and support the C-stick, ZL, and ZR, regardless of CIA/3dsx.
 
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