Hacking The Great Quest for Wiiflow Plugins™ - A call for adventurers!

fledge68

Well-Known Member
Member
Joined
Jan 30, 2012
Messages
2,437
Trophies
2
XP
4,952
Country
United States
"have you ever gone away, only to return to the same place" (Varnaline - Thorns and Such)​

Sometimes I'm stupid. I've tested some of the available nightly builds, and I've found out that in 1.8.8 (2020-05-25-nightly) most of the cores are working good, but the FBA cores are always broken. (I've just tested a few builds, not all of them, as it's very time consuming). However, the most interesting fact about this version is that PC Engine CD games are running wonderfully, even with overlays activated there are no audio or video issues!!! This is the perfect pce_fast core for me!
However, the FBA cores were still my main concern. Then one thing came to my mind:

The RA version I was testing in the OP - 1.8.2 (2020/01/04-nightly) - had issues with several cores, but all the FBA cores are working, and they aren't conflicting in any way with the other cores, including Mame2003+ from 1.7.6 (hex edited to save separate cfg's).

At that time I wasn't aware of this problem with the Fba cores, so I were focusing on all the other cores anf forgot about FBA.

So, basically I can mix these two versions. I could also keep testing the remaining nightly builds for 1.8.8, but I doubt to find one where all the cores are working.

@Wiimpathy
@fledge68
@RunningSnakes

What do you think?
the only question i have is - what about the USB HID controllers? do they work in these builds?
 

Tetsuo Shima

Well-Known Member
OP
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,884
Country
Italy
I still have to try, but as I said I'm not the best one to test USB HID. I know nothing about it, do I require some extra file for PS2 Dualshock?
 

Tetsuo Shima

Well-Known Member
OP
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,884
Country
Italy
Do I also need to change anything in Retroarch settings? I've connected my usb to psx adapter in port1 (the only working port I have) but nothing seems to happen in Retroarch.
Heck I can't even make it work with the standalone Snes9xGX (instant code dump).
Sorry but I really need some help with this.

Edit: I even tried the snes9xRX and I get a code dump as well.
I guess that's enough for me.
 
Last edited by Tetsuo Shima,

Wiimpathy

Well-Known Member
Member
Joined
Mar 3, 2010
Messages
1,013
Trophies
2
XP
3,121
Country
France
the only question i have is - what about the USB HID controllers? do they work in these builds?

It's working in 2020-05-25-nightly. At least the PS3 controller(only 1 I had to test). Few usb pads are supported. Tested with the Snes Test program.

How to :

1. Copy the cfg corresponding to your controller in sd:/apps/retroarch-wii/autoconfig. Here, it's Sony_PLAYSTATION(R)3_Controller.cfg.
2. In Retroarch menu, change the input driver. Go to Settings->DRIVERS->joypad : hid
3.
Restart.

Useful info : https://github.com/libretro/RetroArch/issues/7015


Tested 2020-06-03 too. Black screen/crash with Snes cores too. Pff.
 
Last edited by Wiimpathy,

SuperrSonic

Well-Known Member
Member
Joined
Dec 9, 2011
Messages
807
Trophies
1
XP
2,296
Country
Puerto Rico
RA-HEXAECO tests on Wiiflow were a complete disaster for me.
Of all the cores I've tried (Gambatte, all FBA, PC engine / cd / sgfx, Atari Lynx) the only working one is Fba-cps2!!
All the others give black screen (sometimes returning to wiiflow, sometimes not)
You have to specify the path of the .cfg as the third argument.
arguments={device}:/{path}|{name}|{device}:/wiiflow/gameboy.cfg
or arguments={device}:/{path}|{name}|sd:/wiiflow/gameboy.cfg

Wiiflow was not in the cards, the purpose of specifying a path as an arg is to simplify loading per-game as seen here.
There is no HID or Wii U gamepad support.

@Wiimpathy The 'hexaeco' name is to differentiate it from the older builds that used the classic green interface, this is still the RA-SS you find at github. As of this post there are 59 cores included in the pack. I do not carry the source for 90% of those cores. I realize I could have just forked on github but I didn't, and doing it now would be a huge workload for nothing.
What happens is people tend to barrage me with requests for x core or x update missing, all I do is compile the core, delete the source and only keep the .a file so I can update the RA portion and move on. The source for the RA side is fairly recent, it's missing auto-resolution switching, it hasn't been committed because it's too soon, it's buggy, it's only useful for two cores, and it's been done already by other RA forks. It's not about exclusivity or malice (lazy is more like it) all the 'good stuff' has been made public.

If not being able to provide core sources is unacceptable I can remove them, this is no problem for me.
 

Tetsuo Shima

Well-Known Member
OP
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,884
Country
Italy
You have to specify the path of the .cfg as the third argument.
arguments={device}:/{path}|{name}|{device}:/wiiflow/gameboy.cfg
or arguments={device}:/{path}|{name}|sd:/wiiflow/gameboy.cfg

Wiiflow was not in the cards, the purpose of specifying a path as an arg is to simplify loading per-game as seen here.
There is no HID or Wii U gamepad support.

@Wiimpathy The 'hexaeco' name is to differentiate it from the older builds that used the classic green interface, this is still the RA-SS you find at github. As of this post there are 59 cores included in the pack. I do not carry the source for 90% of those cores. I realize I could have just forked on github but I didn't, and doing it now would be a huge workload for nothing.
What happens is people tend to barrage me with requests for x core or x update missing, all I do is compile the core, delete the source and only keep the .a file so I can update the RA portion and move on. The source for the RA side is fairly recent, it's missing auto-resolution switching, it hasn't been committed because it's too soon, it's buggy, it's only useful for two cores, and it's been done already by other RA forks. It's not about exclusivity or malice (lazy is more like it) all the 'good stuff' has been made public.

If not being able to provide core sources is unacceptable I can remove them, this is no problem for me.
Thanks SuperSonic for the clarification about the arguments. I didn't know you could launch single games from the HBC, very interesting video. You surely know your way around in Retroarch, it's a pity for the source code to be missing. Your efforts combined with other talented devs like Wiimpathy could lead towards a perfect and solid RA experience :)

Thanks @Wiimpathy for the HID how to. I was totally clueless on the matter. I can finally test my PS2 pad properly, and I will include the apps/retroarch-wii/autoconfig folders with all the .cfg files and a Readme with instructions.
 
Last edited by Tetsuo Shima,

kaisersozeh

Well-Known Member
Member
Joined
Mar 21, 2018
Messages
260
Trophies
0
Location
Phobos
XP
1,054
Country
Antarctica
The Wii/wiimote can do loads of stuff the other consoles cannot do - these will never be supported in retroarch because their interest is in stability and universality, and not wii-specific features, solutions or issues.

Here's an idea - @SuperrSonic and @Wiimpathy fork a wii-specific ra. You're worried about nonsense that comes with that? hide behind Wiiflow, call it a wiiflow plug-in pack, no one will bother you*.
Between the pair of you, do you contribute more to the Wii-ness than the people chucking your work?
Most definitely!

A wii specific issue retroarch will never bother to integrate? Mouse emulation - The wii has a front end that can emulate a mouse (or pointer) more accurately than anything on any console
Sorting this and the Wii becomes the standard for every desktop emulator - Cannon Fodder, Lemmings, hugely popular games - not just desktops, anything with a pointer could become best experienced on a Wii.

The Wii can also emulate, physically, the analogue rotary inputs of early home consoles and arcade machines - in a way that nothing else can
I was thinking of a universal key mapping file - something simple so users can edit a file and change the way the wiimote inputs to the emulator, but with a syntax complex enough to take the wiimote data and define ranges of output the emulator is expecting - that's not worth doing for one emulator, but the same format could be used across a suite - like a 'wiiflow plugin pack' - and text can easily be edited from homebrew, without leaving the wii.
Wiiflow already supplies an interface that could be used to launch and invoke these files against different games. It could, potentially, generate on-screen data from what's in a keymap, or display user instructions from embedded text. A homebrew interface to edit them via a simple menu & graphics wouldn't need a filebrowser- you could find the file and launch such an editor, or just edit the text, from within wiiflow, in the context of the game you are about to launch.

Why Bother?
If the goal is emulation - this could, in many instances, emulate the arcade/original experience better than anything else.
(star wars with the wiimote as a yoke - missile command with the pointer - anything with an analogue input that wasn't a joystick)
But, not only that, users could easily, say, play supermario 3 using tilt, or use a balance board to jump, and use the same file to control any game, even across consoles.
You could play thirty-year-old games in really fun, new ways.
Two people playing pong on the same balance board - it could entirely change the nature of some games in ways we can't yet guess - but there are A LOT of possibilities.
Edit:These possibilities are exclusive to the Wii.

*p.s. i'm not suggesting that this should be exclusive to wiiflow, just that provides 'cover' - the functionality is still available if you, perhaps anonymously, tell people how to do it without wiiflow - or they work it out.

p.p.s Obviously, there are other opportunities for integration offered by authoring a suite, other than with wiiflow as a launcher, what's under the home button in-game, for example, perhaps that could be an opportunity to change the key map?

TLDR: - the wii can do what other consoles can't, but these capabilites won't be supported by retroarch because it can do what other consoles can't
 
Last edited by kaisersozeh,

Wiimpathy

Well-Known Member
Member
Joined
Mar 3, 2010
Messages
1,013
Trophies
2
XP
3,121
Country
France
@Wiimpathy The 'hexaeco' name is to differentiate it from the older builds that used the classic green interface, this is still the RA-SS you find at github. As of this post there are 59 cores included in the pack. I do not carry the source for 90% of those cores. I realize I could have just forked on github but I didn't, and doing it now would be a huge workload for nothing.
What happens is people tend to barrage me with requests for x core or x update missing, all I do is compile the core, delete the source and only keep the .a file so I can update the RA portion and move on. The source for the RA side is fairly recent, it's missing auto-resolution switching, it hasn't been committed because it's too soon, it's buggy, it's only useful for two cores, and it's been done already by other RA forks. It's not about exclusivity or malice (lazy is more like it) all the 'good stuff' has been made public.

If not being able to provide core sources is unacceptable I can remove them, this is no problem for me.
First, I'm not a judge. I'm all for freedom. It's more about the community benefit and the open source principle.

You've done a good job. Some buggy code is not a problem, it's part of the game(and I've also wrote a lot of punky code!).
But imagine you stop today. Nobody would be able to add and update anything. Game Over. It would be a real shame.

If uploading clean commits on github is too much which I can understand, why don't you just upload the diff files or even the sources in archives?

@kaisersozeh
Glad you're still there and still having million of ideas per second.

In theory, Wiimote is usable as a mouse now, at least in-game. It's really core dependent though. And about tilt and other wii specific control, vba-gx already does this. But again it means modifying the emulators not only retroarch.
About to move on and simplifying retroarch for the Wii is a huge task. I'll pass my turn....
 
Last edited by Wiimpathy,

Tetsuo Shima

Well-Known Member
OP
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,884
Country
Italy
I tried the PS2-PSX_Controller_Adapter.cfg with 1.8.2 2020/01/04-nightly
After I set the Driver to Hid, it says PSX controller not configured, and then I can't do anything.
I guess it's not normal behaviour, right?
 

Tetsuo Shima

Well-Known Member
OP
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,884
Country
Italy
Tested Sigil on prboom from RA 2020-05-25-nightly.
You have to disable 'Look on parent folders for IWADS' in the Options menu to make it work.
I've used SIGIL_COMPAT_v1_21, DOOMU.wad, prboom.wad and mp3 audio tracks, all in the same folder (roms/doom/sigil)
The game is running with music and for the most part it works perfect, but there are slowdowns in certain areas.
 

Tetsuo Shima

Well-Known Member
OP
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,884
Country
Italy
@Hakaisha @RunningSnakes @xLAKITUx I tried Sonic CD from SD with Genplusgx_libretro from RA 1.8.8 and I think those micro-stutterings are there too. Maybe a little better but I can't swear it, they're not easy to spot. I'm starting to think it's normal behaviour
 
Last edited by Tetsuo Shima,

RunningSnakes

Well-Known Member
Member
Joined
Jun 21, 2018
Messages
1,343
Trophies
1
Age
50
XP
4,700
Country
United States
I tried Sonic on SD also and I agree, it fixes it where you have to be really looking for it. Ran Gate Of Thunder from SD using RA 181, RA 188 & WiiMednafen. All tested positive for the known skip/stutter, so ive ruled out being USB related in this case. I then hooked up my other 2 Wii's, ran the same exact tests & skip/stutter were gone using SD only then USB only while playing through first 2-3 levels of G-O-T and Kaze Kiri. All three Wii's have same setup, just the Wii that skips was Twilight Hacked in (2008-2009) but since updated through ModMii & the other 2 Smash Stacked. The strange thing is my "Test" Wii has been soldered, opened up at least 3-4 other times, torn out SD compartment & non working CD drive but runs PCE CD (HDD) without any problems. I'm not sure what to make of it, a little baffled.
 

xLAKITUx

Well-Known Member
Member
Joined
Aug 19, 2011
Messages
117
Trophies
0
XP
344
Country
United States
I tried Sonic on SD also and I agree, it fixes it where you have to be really looking for it. Ran Gate Of Thunder from SD using RA 181, RA 188 & WiiMednafen. All tested positive for the known skip/stutter, so ive ruled out being USB related in this case. I then hooked up my other 2 Wii's, ran the same exact tests & skip/stutter were gone using SD only then USB only while playing through first 2-3 levels of G-O-T and Kaze Kiri. All three Wii's have same setup, just the Wii that skips was Twilight Hacked in (2008-2009) but since updated through ModMii & the other 2 Smash Stacked. The strange thing is my "Test" Wii has been soldered, opened up at least 3-4 other times, torn out SD compartment & non working CD drive but runs PCE CD (HDD) without any problems. I'm not sure what to make of it, a little baffled.

This blows my mind. It sorta makes no sense lol
 
  • Like
Reactions: Hakaisha

Hakaisha

Well-Known Member
Member
Joined
Sep 17, 2014
Messages
236
Trophies
0
XP
1,456
Country
United States
It seems clear now. The obvious solution to fix the Sega CD stutters is to tear out the SD compartment, dismantle the console a few times and remove the main disc drive from the Wii. :P

@RunningSnakes, out of curiosity, what color and production style were the Wii consoles you used in your tests? Did they all have GC ports/Family Edition/etc?

Did the Wii consoles without stutter load the app/rom directory from USB/USB, SD/SD, SD/USB, or USB/SD?

And did this working combination of storage mediums provide different results from multiple Wii consoles?

I still think, just maybe, what @xLAKITUx mentioned about I/O read speeds being split between different mediums may be responsible for these stutter issues.
 

RunningSnakes

Well-Known Member
Member
Joined
Jun 21, 2018
Messages
1,343
Trophies
1
Age
50
XP
4,700
Country
United States
It seems clear now. The obvious solution to fix the Sega CD stutters is to tear out the SD compartment, dismantle the console a few times and remove the main disc drive from the Wii. :P

@RunningSnakes, out of curiosity, what color and production style were the Wii consoles you used in your tests? Did they all have GC ports/Family Edition/etc?

Did the Wii consoles without stutter load the app/rom directory from USB/USB, SD/SD, SD/USB, or USB/SD?

And did this working combination of storage mediums provide different results from multiple Wii consoles?

I still think, just maybe, what @xLAKITUx mentioned about I/O read speeds being split between different mediums may be responsible for these stutter issues.

All Wii's are white with GC ports, 4.1U. I ran all tests with SD/SD, then ran all tests USB/USB.

My original that has this PCE-CD skip/stutter has never been higher than 4.1 firmware. Boot2 v3.

The other Wii has all working parts (USB/SD/Disc) was a trade that I downgraded from 4.2U to 4.1U. Boot2 v3.

My "Test" Wii I bought from local pawn shop, I downgraded 4.3U to 4.1U. Boot2 v4. This has been my main Wii for the past 5-6 years (non- working SD) which is probably why I've never had the issue here. Just recently (2-3 months) started using my original again & decided to start using SD for plugin pack testing. Its coincidentally, now looking back, around the same time I started noticing RA 181 PCE SGFX problems which I've never had. WiiMednafen was doing the same thing, so I thought maybe my HDD is starting to fail. I'll test more Sega CD & PCE CD tonight with Frankenstein to see if I can reproduce the problem or how often. I get the skip almost Everytime in 1st level of GOT, in either 2 areas, then it doesn't happen throughout next 3-4 levels of play. Just crazy it happens using SD/SD or USB/USB on that particular Wii.
 

Janibol

New Member
Newbie
Joined
Jun 12, 2020
Messages
1
Trophies
0
Age
40
XP
35
Country
Spain
Before of all congratulations for this awesome work, i have tested the rasodii shima theme in the last wekend and is incredible!!

I have some questions:
1: In the search for plugins for this theme, i found this post, in the first coment you put a link with a mediafire download.
Is the last to date?

2: I have problems with nintendo64, found roms but say that roms arent compatibles. I have the roms in zip format.
¿What can be wrong?

3: I use my Wii in a CRT TV, with RGB Cable. But Retroarch dont show an original resolution for the games. I think this config is the best por LCD displays, but for a CRT is better original 240p resolutions, with GL drivers. Do you know how to change this config for show scanlines on CRT tvs?

Sorry for my bad inglish.

Thank you!!!
 

fledge68

Well-Known Member
Member
Joined
Jan 30, 2012
Messages
2,437
Trophies
2
XP
4,952
Country
United States
All Wii's are white with GC ports, 4.1U. I ran all tests with SD/SD, then ran all tests USB/USB.

My original that has this PCE-CD skip/stutter has never been higher than 4.1 firmware. Boot2 v3.

The other Wii has all working parts (USB/SD/Disc) was a trade that I downgraded from 4.2U to 4.1U. Boot2 v3.

My "Test" Wii I bought from local pawn shop, I downgraded 4.3U to 4.1U. Boot2 v4. This has been my main Wii for the past 5-6 years (non- working SD) which is probably why I've never had the issue here. Just recently (2-3 months) started using my original again & decided to start using SD for plugin pack testing. Its coincidentally, now looking back, around the same time I started noticing RA 181 PCE SGFX problems which I've never had. WiiMednafen was doing the same thing, so I thought maybe my HDD is starting to fail. I'll test more Sega CD & PCE CD tonight with Frankenstein to see if I can reproduce the problem or how often. I get the skip almost Everytime in 1st level of GOT, in either 2 areas, then it doesn't happen throughout next 3-4 levels of play. Just crazy it happens using SD/SD or USB/USB on that particular Wii.
Ok I got to ask. why in the world do you stay on 4.1?
 
  • Like
Reactions: Alexander1970

Tetsuo Shima

Well-Known Member
OP
Member
Joined
Oct 29, 2008
Messages
1,874
Trophies
2
Age
45
XP
4,884
Country
Italy
well.. uh... I'm on 4.1 too :shy::rofl:

@RunningSnakes The Pce fast core I'm using is from RA 1.8.8 2020-05-25-nightly, are you sure you're not using 1.8.8 stable? The stable versions should be avoided, like Wiimpathy said.
I keep playing the first level of Gate of Thunder (and part of level 2 until I die) and everything's smooth for me.
No stuttering at all. Another good test for the PCE CD is Castlevania, during the boss fights, when the boss music starts.
In all my previous tests (including non-RA) there were heavy stutterings, but now not anymore.

I'm attaching the dol I'm using for you, it's already hex edited to save its own dol config and core-option config.
Edit: one thing that could be important to note is that I'm using filetypes=.cue in the .ini file.

A little update... thanks to Superrsonic's instructions I was able to use Snes9x_next.dol from Hexaeco as a plugin, with separate settings configs correctly saved... and you know what? It runs Yoshi's Island at full speed!! :grog:
So I'm now ready to test the other cores and see if they have any issues.
If tests will be good, 2 possible roads are opening:
- replacing Retroarch with hexaeco entirely.
- Keep what works from RA and add hexaeco as an alternative - this would require to further add some magic numbers to platform.ini if @fledge68 is ok with it.
 

Attachments

  • Working Pce fast.rar
    1,007.8 KB · Views: 149
Last edited by Tetsuo Shima,

RunningSnakes

Well-Known Member
Member
Joined
Jun 21, 2018
Messages
1,343
Trophies
1
Age
50
XP
4,700
Country
United States
@fledge68 ... I figured long ago if it isn't broke, don't change. With so many Wii's i have modded, i wanted to keep "ALL" the same mod if i could, also to know if they had been updated or altered by someone other than myself.


@Tetsuo Shima ... Yes, i am using the 1.8.8 nightly you provided for PCE Fast and it is the best version i have tested to date (also much smaller than previous builds). I tested 4 different G-O-T dumps with RA 1.8.8 Fast, RA 1,8.1 SGFX, and WiiMednafen.

1. Testing with PCE Fast core exclusively, I cannot reproduce the stutter with any bin/cue dump USB or SD with 2 Wii's. Other Wii will produce stutter randomly. This Wii has "Green" system menu theme as only difference, im going to change the theme as a shot in the dark to see if it fixes the stutter issue.

2. Testing with PCE SGFX core, I can reproduce the stutter (Not Every Play) with all bin/cue dumps using all Wii's.

3. Testing with WiiMednafen, I can reproduce the stutter (More Frequently) with all bin/cue dumps using all Wii's. I'd bet WiiMednafen uses the SGFX core since it can play SGFX games as well as HU/CD.

4. Testing PCE SGFX core 1st and experiencing the stutter, i then test PCE Fast core during the same session & the stutter almost always exists, which makes me think it is (SGFX) core releated, but does not explain why my other Wii stubbornly has me banging my head against the wall.:nayps3:

As for the 1.8.8 nightly PCE SGFX core, it is buggy, code dump every time i tested when loading multiple games in same session. It also still suffers from stutter problem while running CD games.
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    The Real Jdbye @ The Real Jdbye: quite a tight bend on that 8pin->12pin adapter in my case, which is the worst case scenario, but...