Homebrew RetroArch Switch

mikifantastik98

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i have old 1.7.5 nightly version of retroarch ... with the savestate ...
but I can't find them to be able to import on retroarch 1.7.6
any solution ?
edit:
lol I found in :
retroarch/cores/savestates
 
Last edited by mikifantastik98,

lordelan

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i have old 1.7.5 nightly version of retroarch ... with the savestate ...
but I can't find them to be able to import on retroarch 1.7.6
any solution ?
edit:
lol I found in :
retroarch/cores/savestates
Always look in settings -> directory settings if you face such "issues". ;)
I have some things in a folder outside of the retroarch folder. This way I can always update RetroArch by doing a clean new install while some things don't get touched. Afterwards I just need to relink RetroArch to those folders in directory settings:
  • sd:\ra\thumbnails\
  • sd:\ra\cheats\
  • sd:\ra\savegames\
  • sd:\ra\savestates\
  • sd:\ra\playlists\
Works wonderfully. :)
 

OMAW3D

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I'm not sure how the rest of it got cut off. But yeah, I'll definitely be throwing you some coin tomorrow. You've made my week getting N64 and PS1 working as well as they do on the Switch.

Hi there, i have recently been trying to get PSX and N64 going on my switch. I have gotten as far as running Genesis and SNES (awesome!) - but i cannot seem to boot anything PSX or N64 without a crash/reboot on my switch. I know this area is still under heavy development but... SM64 should be playable right? - could you please tell me what PSX ROMs work and what format they need to be in, ISO/BIN/CUE. I have been trying Sm64 and Gran Turismo amongst others, thinking these should at least boot - but I crash every time.

I know i must be borking something up so i will go back and start over but knowing i have known good/supported ROMs is a good start i think.

thank you!
 

bad361

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Hi there, i have recently been trying to get PSX and N64 going on my switch. I have gotten as far as running Genesis and SNES (awesome!) - but i cannot seem to boot anything PSX or N64 without a crash/reboot on my switch. I know this area is still under heavy development but... SM64 should be playable right? - could you please tell me what PSX ROMs work and what format they need to be in, ISO/BIN/CUE. I have been trying Sm64 and Gran Turismo amongst others, thinking these should at least boot - but I crash every time.

I know i must be borking something up so i will go back and start over but knowing i have known good/supported ROMs is a good start i think.

thank you!
firstly, turn on threaded video (if its off) in ra video settings, psx core supports various formats such as:
  • bin
  • .cue
  • .img
  • .mdf
  • .pbp
  • .toc
  • .cbn
  • .m3u
For n64 to work you have to let your switch use full ram when launching ra (you can search here how to do it), and if you want the latest n64 core to work, follow this

SM64 runs full speed for me...and you better use Atmosphere(Kosmos) for all that stuff, just sayin
 
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Deleted-351540

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firstly, turn on threaded video (if its off) in ra video settings, psx core supports various formats such as:
  • bin
  • .cue
  • .img
  • .mdf
  • .pbp
  • .toc
  • .cbn
  • .m3u
For n64 to work you have to let your switch use full ram when launching ra (you can search here how to do it), and if you want the latest n64 core to work, follow this


SM64 runs full speed for me...and you better use Atmosphere(Kosmos) for all that stuff, just sayin
Basically, this. A few N64 games I play still aren't running full speed yet though. (Smash, ExciteBike 64, and OoT Master Quest all have spots that lag but are moderately better with a slight CPU/GPU overclock)

PSX is mostly full speed. Even with compressed PBP's.
 

m4xw

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Basically, this. A few N64 games I play still aren't running full speed yet though. (Smash, ExciteBike 64, and OoT Master Quest all have spots that lag but are moderately better with a slight CPU/GPU overclock)

PSX is mostly full speed. Even with compressed PBP's.
Try 460MHz GPU (or docked), Smash is def. fullspeed for me
 

Beware

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Basically, this. A few N64 games I play still aren't running full speed yet though. (Smash, ExciteBike 64, and OoT Master Quest all have spots that lag but are moderately better with a slight CPU/GPU overclock)

PSX is mostly full speed. Even with compressed PBP's.

Smash and OoT are def full speed. Smash is almost better than on hardware.
 
D

Deleted-351540

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Try 460MHz GPU (or docked), Smash is def. fullspeed for me
Can do when I get home. I only went with a slight overclock because I worry about the longevity of my Switch being overclocked. Particularly the battery. I suppose running docked clocks in handheld couldn't be that bad though.
 

OMAW3D

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firstly, turn on threaded video ...
- thank you for the tips :)

Full RAM? i find this thread:- "use-atmosphere-to-access-full-ram-with-homebrews-without-nsp.521240" - I cannot post links, still a newb.:blush:
But I'm on SXOS so i guess i switch to Atmosphere or wait for an SXOS update.

I don't mind giving Atmos a go, i think i have a dongle for that somewhere.

Sorry, I'm just piecing together all the switch hackery, its a lot for my tiny little mind to get around. Its pretty awesome what can be done with it now.:yayswitch:
 

EmulateLife

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- thank you for the tips :)

Full RAM? i find this thread:- "use-atmosphere-to-access-full-ram-with-homebrews-without-nsp.521240" - I cannot post links, still a newb.:blush:
But I'm on SXOS so i guess i switch to Atmosphere or wait for an SXOS update.

I don't mind giving Atmos a go, i think i have a dongle for that somewhere.

Sorry, I'm just piecing together all the switch hackery, its a lot for my tiny little mind to get around. Its pretty awesome what can be done with it now.:yayswitch:

For SX OS you don't need the Atmosphere method, just start any game on your Switch menu while holding R.

I don't believe there's a current way to use SX OS and get the newest Hekate features though, but this method a lot of games work.
 
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OMAW3D

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For SX OS you don't need the Atmosphere method, just start any game on your Switch menu while holding R.

I don't believe there's a current way to use SX OS and get the newest Hekate features though, but this method a lot of games work.

OK, so just launch Zelda or whatever whilst holding 'R' and ill be bumped into HBMenu with full RAM?

thanks - i should be able to get this sorted this evening!
 

CrazyRach82

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For SX OS you don't need the Atmosphere method, just start any game on your Switch menu while holding R.

I don't believe there's a current way to use SX OS and get the newest Hekate features though, but this method a lot of games work.
tried this with Mario kart 64 but still no luck :-(
 

EmulateLife

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Give details did you use Mupen64plus-next? That's the core you need to use not Mupen64plus. Also try toggling framebuffer if it's on turn it off if it's off turn it on. You have to restart retroarch from the beginning when you make a change like that as well.
 

Kaiosten

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I'm not sure if this has been reported yet, but I started using the Switch version of RetroArch for the first time a few days ago (however I'm very familiar with the PC versions) and was experiencing random stuttering on the SNES9x and Genesis Plus GX cores (the only two cores that I've tried so far).

The stuttering would last for 2 - 6 seconds before getting triggered again and would not affect the framerate counter that's been claiming a consistent 59.9 - 60FPS.

I only experimented with Sonic 3 and Super Mario World. In Sonic 3 the stuttering seemed to primarily (but not exclusively) occur when waterfall and fire effects were on-screen. In Super Mario World the problem seemed to be completely random, but would always appear at least once per level.

I tried the latest nightly build, the latest stable build, whatever version the homebrew store pulls down, different CFW's, SD cards, exFAT, FAT32, ROM versions, overclocking, underclocking, etc. and nothing made a difference.

I'm not using any shaders, and the only option that I've been changing has been disabling bilinear filtering.

So when I realized that the only consistent change that I would make upon a fresh installation was disabling bilinear filtering, I tried leaving it on and that fixed the problem. However that wasn't good enough for me since I hate the blur effect.

Next I disabled bilinear filtering again and turned on integer scaling, which forced a true 1:1 aspect ratio, which also fixed the problem. I'm not a fan of the horizontal borders and larger vertical borders caused by the windowed game though, and there's no way to stretch the window to scaled full screen 4:3 without overscan when using integer scaling (as far as I can tell anyway), so I kept messing around.

Finally I left bilinear filtering off and set RetroArch to allow the core to enforce the aspect ratio (scaled full screen 4:3) and that seems to have fixed the problem as far as I can tell from my test on Sonic 3. I haven't had time to test Super Mario World yet (it's late), but I will try it tomorrow when I have free time.

In the end the display type is exactly the same, but the configuration used to get to this point is different. That has to be a bug, right?
 
Last edited by Kaiosten,

m4xw

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I'm not sure if this has been reported yet, but I started using the Switch version of RetroArch for the first time a few days ago (however I'm very familiar with the PC versions) and was experiencing random stuttering on the SNES9x and Genesis Plus GX cores (the only two cores that I've tried so far).

The stuttering would last for 2 - 6 seconds before getting triggered again and would not affect the framerate counter that's been claiming a consistent 59.9 - 60FPS.

I only experimented with Sonic 3 and Super Mario World. In Sonic 3 the stuttering seemed to primarily (but not exclusively) occur when waterfall and fire effects were on-screen. In Super Mario World the problem seemed to be completely random, but would always appear at least once per level.

I tried the latest nightly build, the latest stable build, whatever version the homebrew store pulls down, different CFW's, SD cards, exFAT, FAT32, ROM versions, overclocking, underclocking, etc. and nothing made a difference.

I'm not using any shaders, and the only option that I've been changing has been disabling bilinear filtering.

So when I realized that the only consistent change that I would make upon a fresh installation was disabling bilinear filtering, I tried leaving it on and that fixed the problem. However that wasn't good enough for me since I hate the blur effect.

Next I disabled bilinear filtering again and turned on integer scaling, which forced a true 1:1 aspect ratio, which also fixed the problem. I'm not a fan of the horizontal borders and larger vertical borders caused by the windowed game though, and there's no way to stretch the window to scaled full screen 4:3 without overscan when using integer scaling (as far as I can tell anyway), so I kept messing around.

Finally I left bilinear filtering off and set RetroArch to allow the core to enforce the aspect ratio (scaled full screen 4:3) and that seems to have fixed the problem as far as I can tell from my test on Sonic 3. I haven't had time to test Super Mario World yet (it's late), but I will try it tomorrow when I have free time.

In the end the display type is exactly the same, but the configuration used to get to this point is different. That has to be a bug, right?
vsync
 

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