Homebrew Official Retroarch WiiU (wip.)

Nick1566

Member
Newcomer
Joined
Sep 15, 2020
Messages
6
Trophies
0
Age
28
XP
90
Country
Ukraine
hello friends. I watched this video and I want to use this method with my retroarch. but which romset is he use, anybody know?



Hi! I watched this video and had the same question. I don't know about his romset, but I have found some on Internet Archive (archive.org). Just search for "FinalBurn Neo ROM set (2021-05-04)" there (I would share a link, but I'm not sure how legal that would be).

I'm yet to try the romset (didn't have enough time, sadly), but I think it should work.
 

upsteady

Member
Newcomer
Joined
Feb 12, 2018
Messages
21
Trophies
0
Age
43
XP
172
Country
Turkey
Hi! I watched this video and had the same question. I don't know about his romset, but I have found some on Internet Archive (archive.org). Just search for "FinalBurn Neo ROM set (2021-05-04)" there (I would share a link, but I'm not sure how legal that would be).

I'm yet to try the romset (didn't have enough time, sadly), but I think it should work.
I find this romset too but it is not work, his romset different. :(
 

ChiefReginod

Well-Known Member
Member
Joined
Jun 11, 2016
Messages
696
Trophies
0
Location
California
XP
2,488
Country
United States
hello friends. I watched this video and I want to use this method with my retroarch. but which romset is he use, anybody know?


FinalBurn Neo uses its own ROM sets. You can get the DAT files to build them (using ROMVault or Clrmamepro) here:

https://github.com/libretro/FBNeo/tree/master/dats

Just note that the Arcade only DAT also includes everything in the Neo Geo only set, so you only really need the Arcade only one.

Also, we're not allowed to discuss where to get ROMs on this site, but your best bet is to get the most recent set you can find and then rebuild it with the DAT file linked above so that everything matches what the current FB Neo build expects.
 

ShadowOne333

QVID PRO QVO
Editorial Team
Joined
Jan 17, 2013
Messages
12,106
Trophies
2
XP
32,407
Country
Mexico
Yes it is , it was added about an hour after I posted :)
I haven't had a chance to try out the build yet, but know you have to enable the setting in Settings/Core ;)
I gave it a quick test today, and I don't notice much change in speed when loading stuff.

As a side issue, highlighting the"Explore" option crashes RetroArch altogether. I'll see if I can hide said option.
 

ploggy

WAKA! WAKA!
Member
Joined
Aug 29, 2007
Messages
4,800
Trophies
2
XP
7,773
Country
United Kingdom
I gave it a quick test today, and I don't notice much change in speed when loading stuff.

As a side issue, highlighting the"Explore" option crashes RetroArch altogether. I'll see if I can hide said option.
Same here, maybe 2 secs faster.. (15 secs instead of 18 secs loading SF3 in FBA2012) but perhaps that's a placebo effect? :P
Explore option not crashing here, try deleting your Retroarch.cfg? :)
 

ploggy

WAKA! WAKA!
Member
Joined
Aug 29, 2007
Messages
4,800
Trophies
2
XP
7,773
Country
United Kingdom
Heres a more detailed rundown on the new core cache function and an option to not restart Retroarch when launching content with the currently loaded core..

Core info file caching
It seems that on platforms with slow disk I/O (mostly all game consoles), it takes the same amount of time to load a file no matter how large it is (within reason) – so ~300 ms to load one info file, and the same ~300 ms to load everything stored in one cache file. Loading ~80 info files takes forever – and basically constitutes almost all the startup time on these systems. This reality is what has led to a new feature called ‘core info file cache’. An anecdotal report from the person who implemented this – previously without core info file caching t took 29 seconds just to boot XMB. With the core info file cache, it only takes 12 seconds. On RGUI, it boots in 3 seconds or less. Significant reductions to be sure.

Things you should know about the core info file caching

  • Core info cache can now be enabled/disabled on all platforms via a new Settings > Core > Cache Core Info Files option
  • Core info cache file are stored as core_info.cache
  • The core info cache file is compressed (rzip) to further reduce disk I/O
  • The presence of a core_info.refresh file in the core info directory will force a one-time refresh of the info cache. This file is generated automatically when toggling on the Cache Core Info Files option, and we will also add it to core info file packaging such that updating info files (either manually or via the online updater) will force a refresh
  • The core info cache no longer contains ‘core is locked’ and ‘firmware missing’ data fields; these are ‘dynamic’ properties that must be determined at runtime
  • The ‘core is locked’ status is now determined on core info initialisation by parsing the core directory listing, rather than by performing individual ‘lock file exists’ checks. This minimises file I/O, and greatly improves performance on devices with slow storage
  • While parsing the core info cache file, we now avoid unnecessary strdup()s when adding entries to the resultant cache list
(Static Platforms) Add option to not restart RetroArch when launching content with the currently loaded core
Before, whenever content was loaded using a static build of RetroArch (i.e. most of the console ports), a new process is forked. This basically means that RetroArch in it’s entirety is reloaded, which can be quite slow.

This kind of ‘reload’ is required when changing cores (since each is a stand-alone application) – but if the core we want to launch is already loaded, then it’s wasted effort.

1.9.3 adds a new Always Reload Core on Run Content option under Settings > Cores on statically built platforms. When enabled (by default on consoles), the current existing behaviour is maintained. When disabled, launching content with a core that is already loaded will skip the process fork/reinitialisation and just load the content directly.

On an o3DS testing setup, this reduces content load times by 60%-70%, depending upon the core.

Important caveats:

  • There is a significant annoyance in the way that static builds work. If you run the ‘top level’ RetroArch app, then everything works as you would expect – but if you run a core directly (e.g. a specific core cia on 3DS), RetroArch doesn’t actually have any way of knowing which core is currently loaded. It ‘assumes’ you are running the last loaded core – which may not be the case. If it isn’t, the first ‘run content’ operation with Always Reload Core on Run Content disabled will cause an unnecessary fork (but the next ‘run content’ will behave correctly). Unfortunately there is nothing we can do about this…

https://www.libretro.com/index.php/retroarch-1-9-3-released/
 

ShadowOne333

QVID PRO QVO
Editorial Team
Joined
Jan 17, 2013
Messages
12,106
Trophies
2
XP
32,407
Country
Mexico
  • Like
Reactions: ploggy

ChiefReginod

Well-Known Member
Member
Joined
Jun 11, 2016
Messages
696
Trophies
0
Location
California
XP
2,488
Country
United States
I tested some load times.

My setup:
Rgui menu driver
Enabled cache core info files
Disabled core reloading
All ROMs are zipped
Everything is on SD

Give or take a second for the times listed below.

RetroArch startup
From Wii U menu to RetroArch menu: 14 seconds

SNES9x (current)
Load core: 6 seconds
Super Mario World: 1 second
Street Fighter Alpha 2: 3 seconds
Super Street Fighter II: 3 seconds

Genesis Plus GX
Load core: 6 seconds
Sonic the Hedgehog: 1 second
Sonic 3 & Knuckles: 3 seconds
Super Street Fighter II: 3 seconds
Virtua Racing: 1.5 second

mGBA
Load core: 6 seconds
Kingdom Hearts - Chain of Memories: 15 seconds
Metroid - Zero Mission: 4 seconds
Pokemon FireRed: 7 seconds

MAME 2003

Load core: 13 seconds
Golden Axe: 3.5 seconds
Marvel vs Capcom: 11 seconds
Ultimate Mortal Kombat 3: 10 seconds
WWF Wrestlefest: 5.5 seconds

FB Neo
Load core: 17 seconds
Golden Axe: 1 second
Marvel vs Capcom: 6 seconds
Ultimate Mortal Kombat 3: 6 seconds
WWF Wrestlefest: 3 seconds

FB Alpha 2012
Load core: 10 seconds
(I don't have this ROM set on my SD card.)

I got about the same times whether loading ROMs manually or from playlists/history.
Closing content drops back to the menu pretty much instantly even with the bigger cores and ROMs.

Overall, I'm really happy with the load times. It's at least as fast as when we had to do all those tweaks before like deleting info files and no playlists, so basically all of those kinks have been worked out. Without checking the old numbers, it feels faster. Thanks to everyone who made this happen. :D
 
Last edited by ChiefReginod,

ploggy

WAKA! WAKA!
Member
Joined
Aug 29, 2007
Messages
4,800
Trophies
2
XP
7,773
Country
United Kingdom
so how do you avoid the memory error from launching the main retroarch rpx?
Just so you know, you can use ANY Core rpx file as the Retroarch.rpx all Cores can act and launch as a Retroarch.rpx file

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

I tested some load times.

My setup:
Rgui menu driver
Enabled cache core info files
Disabled core reloading
All ROMs are zipped
Everything is on SD

Give or take a second for the times listed below.

RetroArch startup
From Wii U menu to RetroArch menu: 14 seconds

SNES9x (current)
Load core: 6 seconds
Super Mario World: 1 second
Street Fighter Alpha 2: 3 seconds
Super Street Fighter II: 3 seconds

Genesis Plus GX
Load core: 6 seconds
Sonic the Hedgehog: 1 second
Sonic 3 & Knuckles: 3 seconds
Super Street Fighter II: 3 seconds
Virtua Racing: 1.5 second

mGBA
Load core: 6 seconds
Kingdom Hearts - Chain of Memories: 15 seconds
Metroid - Zero Mission: 4 seconds
Pokemon FireRed: 7 seconds

MAME 2003

Load core: 13 seconds
Golden Axe: 3.5 seconds
Marvel vs Capcom: 11 seconds
Ultimate Mortal Kombat 3: 10 seconds
WWF Wrestlefest: 5.5 seconds

FB Neo
Load core: 17 seconds
Golden Axe: 1 second
Marvel vs Capcom: 6 seconds
Ultimate Mortal Kombat 3: 6 seconds
WWF Wrestlefest: 3 seconds

FB Alpha 2012
Load core: 10 seconds
(I don't have this ROM set on my SD card.)

I got about the same times whether loading ROMs manually or from playlists/history.
Closing content drops back to the menu pretty much instantly even with the bigger cores and ROMs.

Overall, I'm really happy with the load times. It's at least as fast as when we had to do all those tweaks before like deleting info files and no playlists, so basically all of those kinks have been worked out. Without checking the old numbers, it feels faster. Thanks to everyone who made this happen. :D

Thank you for the thorough test :) in my quick test I didn't notice that big a difference, but I was using the Ozone UI.
 
  • Like
Reactions: september796

ChiefReginod

Well-Known Member
Member
Joined
Jun 11, 2016
Messages
696
Trophies
0
Location
California
XP
2,488
Country
United States
This isn't related to the update, but it's surprising that FB Neo loads ROMs so much faster than MAME 2003. I'm curious to see how FBA 2012 compares now. I always figured older = faster in every regard.
 

ploggy

WAKA! WAKA!
Member
Joined
Aug 29, 2007
Messages
4,800
Trophies
2
XP
7,773
Country
United Kingdom
The crash of PrBoom when saving/loading was reproduced and confirmed on WiiU too, and the WiiU gave a bit more detail on the crash log on-screen

Here's an image of the DSI Error that happens when it crashes, hopefully it will narrow it down :)

IMG_20210517_091215.jpg
 

20100

Well-Known Member
Newcomer
Joined
Nov 22, 2018
Messages
52
Trophies
0
Age
46
XP
168
Country
France
No real improvement in ROM loading times with 1.9.3
For FBNeo Roms, I'm between 20 and 30 seconds (Core + ROM loading)

Everything is on a Sandisk Ultra 32GB SD-Card
ROMs zipped
Cache Core info file enabled
Core reloading Enabled (No crash when enabled, Used to crash randomly when disabled on older version, I will give a try)

THe good news is that everything is quite stable with most common cores (FBneo, Mame2003+, QuickNES, mGBA, Prosystem, Atari800, GenplusGX, Mednafen supergrafx, Mednafen Lynx, Snes9x, Stella2014)

Cannonball still freezing :(
And last but not least, Mednafen PSX and Mednafen Saturn working perfectly ! :P But it's a special version just for me :rofl2:
 
Last edited by 20100,

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    straferz @ straferz: Anybody know why this is happening to my ACWW town...