Homebrew Official Retroarch WiiU (wip.)

krueger96

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Does ANYONE care about the Wii U homebrew scene at this point?! Funny how the PlayStation Vita of all devices is still get homebrew love and support for a dead on arrival system! kinda sad honestly...
Well, both the vita and thr wii u sold poorly, but the vita is a handled, and that by itself is much more appealing, having retroarch fully working on such a good portable console is a nice prospective, don't you think? But for home consoles, whichever you choose you're going to have a similiar experience, just with a different controller. I personally prefer playing emulators on wii u because of the various controller options, i just started snatcher on it and it works great, but it's easy to see why people prefer other platforms, they're more convenient
 

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Okay so if anyone can help me with this that would be super appreciated, I just setup Retroarch on my Wii U, and I can run all the Rooms using their respective cores just fine, but when I try creating a Playlist for my Rooms (to make it more organized and pleasant to look at), they don't work, here is what I did:
I used the RetroArch Playlist Buddy just like it says on the thread's first page, I even rename the folders the exact same way (like Nintendo - Nintendo Entertainment System), after compiling and making the .lpl file, I put then on the SD card, configure the directory in which Retroarch will find the files. And that is all good, but when I went into the Playlist itself to run the game, it does't work, it just says "file could not be loaded from playlist", can someone please help me with this?

And another thing, when making the thumbnails, it just creates 1kb png files which don't work, is there something else I have to do as well?
 

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xLothwenx

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Hi.
I'm trying to run Retroarch on the Wii U. So far so good. I'm only missing the shaders support.

From what I've read there is still no support. Is this correct?

MF

Until I see proof, including a working directory structure for the shader files, this "– WIIU: Shader support" is bullshit: https://www.libretro.com/index.php/retroarch-1-7-1-released/

https://github.com/libretro/RetroArch/issues/7217

A feature can't be considered "released" if there is absolutely no indication of how to use it. If they were afraid of compiler copyright infringement, they shouldn't have wasted everyone's time and instead kept the feature to themselves on a private branch. This half-assed, relativistic, grey-area ghost release is a pure stupidity.

inb4 hurt feelings and censorship.
 

the_randomizer

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Until I see proof, including a working directory structure for the shader files, this "– WIIU: Shader support" is bullshit: https://www.libretro.com/index.php/retroarch-1-7-1-released/

https://github.com/libretro/RetroArch/issues/7217

A feature can't be considered "released" if there is absolutely no indication of how to use it. If they were afraid of compiler copyright infringement, they shouldn't have wasted everyone's time and instead kept the feature to themselves on a private branch. This half-assed, relativistic, grey-area ghost release is a pure stupidity.

inb4 hurt feelings and censorship.

Maybe if you read a bit further into the reason why,

https://www.reddit.com/r/RetroArch/comments/9fv1at/help_using_shaders_for_retroarch_wii_u/

he Wii U shaders have to be compiled separately using the official Wii U SDK, so we can't provide them. It's a drag.

And from Twitter
https://twitter.com/libretro/status/950848252450168832?lang=en

There's your proof, you have to compile them yourself, get the Wii U SDK yourself, and there's no need to be an smarmy punk about it, either.

Blame Nintendo for using shitty tools on their consoles, not Libretro.
 
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xLothwenx

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Read a bit more closely: I'm on your side. By the way, I already have the stupid compiler. And compiled shaders. Just like I already have the ROM for Super Mario Bros. NES.

Controversial, I know.
 

the_randomizer

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Read a bit more closely: I'm on your side. By the way, I already have the stupid compiler. And compiled shaders. Just like I already have the ROM for Super Mario Bros. NES.

Controversial, I know.

Then maybe ask the Libretro guys on Twitter..?
Blame Nintendo's shitty tools for not allowing shaders to be made in another way.

No wonder the RA team abandoned this port -_-
 
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ShadowOne333

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Until I see proof, including a working directory structure for the shader files, this "– WIIU: Shader support" is bullshit: https://www.libretro.com/index.php/retroarch-1-7-1-released/

https://github.com/libretro/RetroArch/issues/7217

A feature can't be considered "released" if there is absolutely no indication of how to use it. If they were afraid of compiler copyright infringement, they shouldn't have wasted everyone's time and instead kept the feature to themselves on a private branch. This half-assed, relativistic, grey-area ghost release is a pure stupidity.

inb4 hurt feelings and censorship.
Dude the shaders are no shared because they require the leaked SDK, which is illegal.

You could get the shaders through one of those warez sites, just by searching around, but dont hope to find them here.
 
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xLothwenx

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Dude the shaders are no shared because they require the leaked SDK, which is illegal.

You could get the shaders through one of those warez sites, just by searching around, but dont hope to find them here.

Read a bit more closely: I'm on your side. By the way, I already have the stupid compiler. And compiled shaders. Just like I already have the ROM for Super Mario Bros. NES.

Controversial, I know.
 
D

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Hmm, I'm more speaking of certain aspects of the emulator, specifically dynarec (which would speed up N64 and PSX), but have shifted to Switch instead.

Reason number ten thousand I hate the switch. I'd rather have retro for everything and not have to rely on these other long winded setups that can barely pass as useable.
 

the_randomizer

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Reason number ten thousand I hate the switch. I'd rather have retro for everything and not have to rely on these other long winded setups that can barely pass as useable.

It's not that I hate the Switch, I just hate the fact that the Wii U port had so much potential, as at the time, it was very capable of running everything from Atari 2600 to Arcade (MAME, CPS1/2, etc) and I was banking on PSX/N64, but nooooooooo, the Switch HAD to be the main focus. :glare::nayps3::gun:

It's BS like that is the reason why one should never place their faith in any hacking scene, get your hopes up only to experience soul-crushing defeat.
 
D

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I can't believe I spent months trying to get Wiisxr to even run thinking either a.) It was shit and didn't work at all or b.) The proper setup for it is a classified top military secret.

As it turns out the answer was so stupid I banged my head against the wall for an hour. The games I was trying to play only work using interpreter.
 
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krueger96

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By the way, the shaders do work if anyone's interested. I briefly tested the nes classic crt scanlines filter, it runs fine
 

krueger96

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Please show me the directory structure for a shader that works! And does bandlimit-pixel.slangp work?
What i did is i put the normal shader-slangs (how was it called? I don't have my pc on right now so I can't check, but it's the shader folder you can get from the official retroarch resources) in my sd card root, then put the compiled wii u shaders in the same folder. Then I opened RA on wii u and manually set the folder as the default shader directory in the settings, then i was able to use them. Regarding that bandlimit shader i'm not familiar with shaders in general, so i haven't tested that one
 
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xLothwenx

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Confirmed, the collection of Wii U shaders works. Like I thought, the SLANGP file has to point to the SLANG file, which must have the GSH precompiled shader (for example, "sharp-bilinear.gsh") in the same directory but with the "gsh" extension.

My hand-ported and compiled shaders do not work. Apparently I really do need to run that SLANG parser in the Retroarch/wiiu source tree to get a compatible GLSL shader first. I skipped all of that because it requires me to compile the parser. Which requires yet another dependency to be compiled... whose build scripts don't work with my compiler. The fun never ends.

To my dismay, the collection of Wii U shaders lacks "bandlimit-pixel.slangp". Apparently it's too new to have made the cut: http://themaister.net/blog/2018/08/29/why-coverage-based-pixel-art-filtering-is-terrible/
 

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