Homebrew RetroArch Switch

newbcake

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I just encountered something weird and I'm not sure what I did. When I used to use the fast forward option, it'd go uncapped rates of fast, and it'd give me a fast foward message in the corner. However, I do not know what I changed, but the fast forward is at most 2x speed now, and I no longer get a fast forward message. Any ideas?
 

focusonme

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You can play Flappy Bird through GBA emu.

"Written in C, compiled with DevKitARM."
http://www.jayvanhutten.com/flappy/

If you're looking for Halloween games, PlayStation1 Alien Resurrection and Alone in the Dark: The New Nightmare appear to be playing very well. I'm stuck in both, lol.

--------------------- MERGED ---------------------------

Also, found a game that can't be played. I kept ignoring the 'dualshock not plugged' message to see what would happen. Got into the game and the character wouldn't budge. Never played it before. Was some random pick from a YouTube video.
For dualshocknmethod go to input 1 and change it to analog should work
 

royvedas

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It's the best it can do for DosBox... At the moment.
Iirc, DosBox only has a 32bit dynarec, so on the Switch it is running on pure interpreter, which might explain the slow performance. If it gets a 64bit one, I'm sure it'll benefit massively.

Though I believe you can play around with some settings on DosBox to make it run better.
I think there's an option regarding a setting with value 1000, and changing it to something like 10'000 helps with performance a lot, but I can't recall what's the name of the option haha.

Alright, thanks - I'll mess around with it. Now I need to find a way to get a keyboard working. Naively I attached a regular USB keyboard to the Switch dock to see if it would work, but no.
 

notimp

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I think there's an option regarding a setting with value 1000, and changing it to something like 10'000 helps with performance a lot, but I can't recall what's the name of the option haha.
Cycles (google dosbox cycles)
Hola amigo, What exactly does "threaded video" to increase performance?

Can we expect to increase the overall performance with the next revisions of RA?
Use google, you have the search term. No, not a given. edit: Eh, its your birthday - why not. It does what it says. It splits the workload into two (?) threads ("logical instances"), so that two cpu cores can work on them simultaniously. Because that means that at certain points, one core has to wait on results of the other one - this might, or might not introduce latency, or even stutter in some emulators. Depending on how well it was able to be programmed. In most (probably?) cases it shouldnt. Its also the closest thing to "doubling performance for free" you'll come across. Thats why its needed on the switch to play "more current" platforms games.
Same with the switch_thread driver for audio. (In Retroarch driver settings.)
has anyone gotten duck hunt to work?
Any NES rom should load in retroarch by now. Details? No? Not working meaning, that the emulator doesnt put a lightgun in your hands?
Theres also the issue - that retroarch supports several thousand games. If we do a "step by step" for every one of them, it will be a long day. Mame games have several versions/romsets which only work with certain cores, so the question might be understandable there - but with most console games you really expect all of them to work, if any of them works on an emulator by now. As a general rule of thumb. Even asking "does this PSX game work for you" is somewhat ambivalent - because so far only two are confirmed not working (Rayman and Parasite Eve 2 (first one is because of an incompatibility of pcsxrearmed with images with too many bin files in it - second one is anyones guess.)). All the other "I cant get it to work" comments for that platform (and there were quite a few) were actually user error, where the person not being able to "get it to work" never posted what they did wrong in the end - because of course not. Not directed at you personally - but at the trend of posting "does it work?" on a case by case basis for several thousand games, on plattforms that should be supported in their entirety. In the retroarch release thread. Without an issue description. Without stating if you've tried it on a PC installation first.
anyone figure out this scan directory crash??
Most people dont experience this. In which case - you have to do some troubleshooting. You are sending a scraper against several hundred (probably) files, that will be different on anyones installation. In your instance it crashes. In other instances it doesnt. You cant ask people to replicate your installation - its statistically improbable. Also - there are still quite a few posts popping up when you search for this issue on google. It seems not to be related to the switch platform specifically.
Notinp you crazy person how do you tell someone they are wrong when you don’t read what they say you tell me I’m wrong for suggesting fat32 because someone should use fat32???!! Why are you writing these long replies if you are not reading what you are responding to??!!!
look if you want stability for fat32 you want problems and headaches occasionally? go exfat it's pretty simples.
My head hurts. Probably because I'm crazy and cant read - because thats what seanp2500 tells me.

Also - why do I not read correctly? (Now flaming for "read someting I never wrote" (Punctuation seems to be the issue here.) 2018 edition. Everyone in here is a champion. In their own right.)

So this (setting aside the last part) is, what we want this thread to be all about? Interesting.
 
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notimp

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There was a trend in the SNES classic mini emulation "community" to post with every retroarch release "new games that now work" in the release log. I never figured out what that was all about.

Presumably the programmer went into the source code for that emulator and managed to do optimizations for low power arm based systems. Why they were then announced on a "game by game" basis, I dont know.

On almost every retroarch port - unless something groundbraking changes (OpenGL is implemented, we get a 64bit dynarec, ....) compatibility usually stays the same, once the ports are somewhat optimized. The platform development (switch), and the core development (emulator advancements) are usually "two different groups".

At one point it made me tare my hair out, because it would encourage people to ask weekly "if their favorite rom now runs", mixed with "usererror - it already runs" mixed with selfentitlement "make this work for me - please".

If you look at what it usually takes to "make a game run" in an emulator or interpreter, that didnt support it before - you can look at the Scummvm project - because they mostly work that way - and the answer is 6 months to 5 years per game. So imagine how much a "make this work for me" posting means to those guys there. (Nothing, if they arent motivated to do it - mostly on their own.)

Its also part of the fascination of emulators, because if you do system specific work once - you may as a result have thousands of games run "just like that". Then people come in and tell programers which ones experience issues, and they can go back in and tweak the emulation of certain subsystems. That might then make tens, or hundreds of games work better at once. But thats core (emulator) development, not porting. Porting is taking that work and make it run on on a different hardware platform. Generally speaking. There will be developers that work on both, but those are, the exception and not the rule. (= repeatedly asking if "certain game now runs" - maybe not such a good idea.)
 
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CRW23

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I am trying to create some overlays (with scanlines included) for common cores. Is RetroArch running at 720p in handheld mode so I can take 1280x720 wallpaper and calculate the rest?
 

notimp

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I am trying to create some overlays (with scanlines included) for common cores. Is RetroArch running at 720p in handheld mode so I can take 1280x720 wallpaper and calculate the rest?
You'd probably be better off using a filter thats already in retroarch. Or creating a filter. Reason being, retroarch supports "non integer scaling" and has it enabled by default. Meaning:

Some rows in games will be lets say doubled - and others will be trippled. Then there might be filters that impact the look as well. So your overlay would add "scanlines" that in effect might land "somewhere" (in regards to original line placement), but not where intended.

Thats me assuming that the filters in retroarch might already do that more intelligently. I presume that thats the case (as they are adding the scanlines at the "video signal" level) - but I'm not sure. :)
 
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CRW23

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You'd probably be better off using a filter thats already in retroarch. Or creating a filter. Reason being, retroarch supports "non integer scaling" and has it enabled by default. Meaning:

Some rows in games will be lets say doubled - and others will be trippled. Then there might be filters that impact the look as well. So your overlay would add "scanlines" that in effect might land "somewhere" (in regards to original line placement), but not where intended.

Thats me assuming that the filters in retroarch might already do that more intelligently. I presume that thats the case (as they are adding the scanlines at the "video signal" level) - but I'm not sure. :)
I have read about performance issues with shaders and the possibility of creating overlays with scanlines, but can not confirm this (because I did not compared). I know exactly what you want to tell me, but is it still a problem when I use "custom" widths/heights? For example: I take a 720p wallpaper, take the native resolution of the gameboy (and multiply it by 4x) and create an empty space with 640px x 576px for the content. Now I can create my scanlines in the correct measurements. After that, I use the custom video feature for changing the X/Y positions and distances.

I found some examples online but can not find the link right now (can post it later). The examples are showing only 1080p and the scanlines are not correct (it feels and looks like), because 1080p is shrinked to 720p on the switch?!

English isn't my first langage, sorry for mistakes.
 

ciskohansen

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in RetroNX I used to have 720p overlays with scanlines

kL2WhHxm.jpg


IJVWcP6m.jpg


FVsERTHm.jpg
 

pommey

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I'm using this primarily for just a few SNES and TG-16 games. The shaders work but I can't seem to get them set to be pixel perfect. I'm used to applying shaders in Retropie and getting perfect images. Can someone point me in the right direction for getting a good, simple shader set up for SNES?... everything I use seems to be a little off kilter, so every 15 scanlines or so I get an extra-thick one - Regardless of whether I'm using integer scaling or running full screen.
 

FanNintendo

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i tested on 3.0.0 without install nsp it went black i dont like inject nsp on 3.0.0 without it is 100 percent safe. Am I suppose to inject nsp for retroarch switch or can u go thru homebrew menu??
 

notimp

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You are supposed to back up your savegames and savestates, delete the old /retroarch/ and /switch/retroarch/ folders and start fresh. (If you had RetroNX installed before) Then copy your savefiles/savestates/biosfiles back over.

Thats stated in the release blog post as well - so reading it would have been a good start.

Also - if you are still on exfat - support ends exactly at you being on exfat. We cant support people possibly experiencing file system corruption.

Thats the thing with not really knowing whats going on, and listening to "great tips" from one of the most "split" scenes imaginable. (In terms of what people are running.)

The only reason to run from an nsp would be to allow retroarch to run on more ram, with the only cores needing that so far being two for N64 emulation that currently arent full speed. (People are working on it though.) Retroarch still runs fine on 3.0.0 for all the rest.

(I'm on 3.0.0 as well. So first hand knowledge.)
 
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pseudoSue

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For those using exfat - I too was one of you. Last week I backed up my SD card and switched over to FAT32. It took me like an hour to copy/format/split a couple big files/re-add to SD card. Just go through that process and avoid future headaches. Then you don't have to worry about it anymore.
 

FanNintendo

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You are supposed to back up your savegames and savestates, delete the old /retroarch/ and /switch/retroarch/ folders and start fresh. (If you had RetroNX installed before) Then copy your savefiles/savestates/biosfiles back over.

Thats stated in the release blog post as well - so reading it would have been a good start.

Also - if you are still on exfat - support ends exactly at you being on exfat. We cant support people possibly experiencing file system corruption.

Thats the thing with not really knowing whats going on, and listening to "great tips" from one of the most "split" scenes imaginable. (In terms of what people are running.)

The only reason to run from an nsp would be to allow retroarch to run on more ram, with the only cores needing that so far being two for N64 emulation that currently arent full speed. (People are working on it though.) Retroarch still runs fine on 3.0.0 for all the rest.

(I'm on 3.0.0 as well. So first hand knowledge.)
what do you use to install nsp? I dont have SX OS or Hekate so i plan add Hekate to Homebrew also I save all my old retroNX files
 

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