Homebrew Official Retroarch WiiU (wip.)

ploggy

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Have you mentioned the compression method to Quark?
Maybe he could apply the compression to the WiiU cores during Buildbot compilation.

Oh btw, I think the ROMs themselves need to have a very specific nomenclature in order for the Thumbnails to be downloaded properly.
If you have a custom name or something slightly different from the Thumbnail as how they are in the RetroArch Thumbnail repository, they won't download.
Here's the Thumbnail repo:
https://github.com/libretro/libretro-thumbnails

Check if the game you're trying to download is named like that, if not, try renaming it in-app and then try downloading the Thumbnail again.
I did @ Quark at the time and Gblues I dunno if they saw it though?

My roms are the same set I use for Switch and thumbnails work correctly there.. It's ok, I'm not too fussed on having thumbnails on WiiU. just strange they dont seem to actually save to the SD/USB after its says its downloaded :P

Here are the compressed Cores I use (from Todays build) if you want to see if it makes any difference for you :)
https://easyupload.io/dxklen



EDIT: Figured out the thumbnail problem, turns out not only does a thumbnail folder have to be created but the other directories inside the thumbnail folder had to be manually created also.. :)

Eg.. for Snes it has to be = thumbnails\Nintendo - Super Nintendo Entertainment System\Named_Boxarts

So it was the folders not being created issue :)


EDIT2: The Ozone UI looks clean after Quarkys new changes :) no more weird clipping on the top of the UI too :D
 
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I did @ Quark at the time and Gblues I dunno if they saw it though?

I did see it, but figured if it didn't help with load times and it's one of the things that would be free with a wut port anyway, I'd hold off on investigating how to actually do that (makefile change is easy, getting a wiiurpxtool binary installed on the buildbot maybe not so much).
That said, if it does help, then I'll look into it.
 
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ploggy

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I did see it, but figured if it didn't help with load times and it's one of the things that would be free with a wut port anyway, I'd hold off on investigating how to actually do that (makefile change is easy, getting a wiiurpxtool binary installed on the buildbot maybe not so much).
That said, if it does help, then I'll look into it.
it shaves off a couple seconds maybe, but the main use is the space saving :P

EDIT: I did upload a pack of compressed Cores in my last post if you want to see if theres any difference your side before adding any changes.
 
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I managed to achieve the mentioned loading times by disabling the "always reload core" this time...

But there's a problem: it never works on the first boot, for example, if you open retroarch from the .rpx launcher (that also applies to the channel version) it always loads 2048 core by default, so if you load any content from a playlist or using the file browser manually it won't load the right core, it will try to load the content using the core that's currently loaded (in that case 2048) even if you have the core associations set correctly.

It only starts to work if you manually change to another core after you boot retroarch, so every subsequent time you use a playlist or the file browser to load a content it will automatically use the correct core.
 

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I managed to achieve the mentioned loading times by disabling the "always reload core" this time...

But there's a problem: it never works on the first boot, for example, if you open retroarch from the .rpx launcher (that also applies to the channel version) it always loads 2048 core by default, so if you load any content from a playlist or using the file browser manually it won't load the right core, it will try to load the content using the core that's currently loaded (in that case 2048) even if you have the core associations set correctly.

It only starts to work if you manually change to another core after you boot retroarch, so every subsequent time you use a playlist or the file browser to load a content it will automatically use the correct core.
This has been an issue since May and I remember the update post said there was nothing they could do about it, but actually if you just delete the file retroarch-salamander.cfg before startup the problem doesn't occur.

This could be related to there being a "libretro_path" entry in both that file and in retroarch.cfg. RA seems to load the core listed in retroarch.cfg but then tries to load the content as if the one in retroarch-salamander.cfg is already loaded, which it's not (on startup at least). It's been a while but I think there's only one instance of that entry in the Wii port if I remember correctly. Not sure if it's supposed to be that way in the Wii U port.

But as you said, an easy workaround is to just manually load any core on startup and then proceed as normal.
 

NinStar

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This has been an issue since May and I remember the update post said there was nothing they could do about it, but actually if you just delete the file retroarch-salamander.cfg before startup the problem doesn't occur.

This is very strange, how are they not able to fix it? it would make a huge difference for the wii u port.
 

ChiefReginod

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This is very strange, how are they not able to fix it? it would make a huge difference for the wii u port.
Yeah, it struck me as kind of strange, too. Maybe I misinterpreted it? I must have.

In any case, we already had the option to disable core reloading in 1.9.0 and it didn't have the conflicting cores problem. The addition of that option wasn't mentioned in a stable update post until I think it was either 1.9.1 or 1.9.2, and that was when they said it introduced some issue and this was also when the core conflict issue started in the Wii U port. So maybe they weren't done implementing it fully in 1.9.0 and wanted to hold off on advertising it, but whatever additional changes they made after that point introduced the bug.

Seems like it should be an easy fix if it's down to the conflicting libretro_path entries.
 
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ploggy

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The WiiU Bounty has been very lively over the past week.. It looks like it really is happening folks!! and work has been progressing nicely. It's looking like embercold isn't just looking to port Pcsx-rearmed Core to WiiU either.. Wii RA is also on the cards :)

Please to all who would like to see native PS1 Core on WiiU RA go send some words of encouragement :) embercold's have been working flatout. :)
https://github.com/libretro/RetroArch/issues/4852
 

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Has anyone tested controllers? Controller connecting and disconnecting no longer appears but my Pro controller doesn't work when changed to input 1. Only gamepad is working. But as soon as I change Pro Controller to Input 1, Pro Controller and Gamepad both stop responding. Turning on Gamepad or Pro controller makes Input 1 Disabled. I don't remember it being like that before controllers broke. Only gamepad seem to work currently.
 

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Has anyone tested controllers? Controller connecting and disconnecting no longer appears but my Pro controller doesn't work when changed to input 1. Only gamepad is working. But as soon as I change Pro Controller to Input 1, Pro Controller and Gamepad both stop responding. Turning on Gamepad or Pro controller makes Input 1 Disabled. I don't remember it being like that before controllers broke. Only gamepad seem to work currently.

The controller support seems to be partially broken (at least some progress in that regard).

The only solution I found for the most recent nightlies is to connect a second controller, load a core and then turn off the player 1 controller (gamepad) manually, so the second controller is automatically reconnected as player 1 without softlocking the frontend.
 
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ploggy

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45fps in WiiU mode on interpreter? that's quite impressive! Especially if that's only on the main CPU core (hard to tell from embercold's comments).
Weren't there people running a PSX core in 2018 that only got 20-ish?
yes, in interpreter :)

I was running the Beetle Core back then but since the Core was so old it didn't have the RA FPS counter so it was a guess, it may have actually been faster than 20FPS?

This was the Beetle Core video, if you want to try to guess the FPS :P



EDIT: just read back through the comments of Zachcook so yeah 20-25FPS :)
 
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yes, in interpreter :)

I was running the Beetle Core back then but since the Core was so old it didn't have the RA FPS counter so it was a guess, it may have actually been faster than 20FPS?

This was the Beetle Core video, if you want to try to guess the FPS :P



EDIT: just read back through the comments of Zachcook so yeah 20-25FPS :)

Certainly looks and sounds worse than half-speed, haha
I do find it interesting how once the PlayStation logo vanishes, the sound becomes clean (suggesting it hit a decent framerate)... but it seems pcsxr is the way forward here.
 

ploggy

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Certainly looks and sounds worse than half-speed, haha
I do find it interesting how once the PlayStation logo vanishes, the sound becomes clean (suggesting it hit a decent framerate)... but it seems pcsxr is the way forward here.
Yip, It seems like PCSX-rearmed is the top choice for WiiU, I wouldn't say no to a Beetle/Duckstation port though if someone wanted to do it :P but I'm more than happy with PCSX-rearmed.
I'm not 100% sure but it looks like embercold is porting a PPC dynarec AND the lightning dynarec? :D
and has plans to offload the GPU to another unused Core? :)
 

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Yip, It seems like PCSX-rearmed is the top choice for WiiU, I wouldn't say no to a Beetle/Duckstation port though if someone wanted to do it :P but I'm more than happy with PCSX-rearmed.
I'm not 100% sure but it looks like embercold is porting a PPC dynarec AND the lightning dynarec? :D
and has plans to offload the GPU to another unused Core? :)

Isn't PCSX ReARMed targeted at ARM devices? Wii U uses PPC, IDK lol. As long as I can use Gaussian and not linear audio, I'm sold.
 

ploggy

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Isn't PCSX ReARMed targeted at ARM devices? Wii U uses PPC, IDK lol. As long as I can use Gaussian and not linear audio, I'm sold.
Pcsx rearmed is modified for arm devices but iirc still has its PPC stuff in there somewhere :P I honestly have no clue about the audio, but Pcsx rearmed is the current upto date Core, so if Pcsx ever had Gaussian audio I guess Pcsx rearmed has it too?
 

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yes, in interpreter :)

I was running the Beetle Core back then but since the Core was so old it didn't have the RA FPS counter so it was a guess, it may have actually been faster than 20FPS?

This was the Beetle Core video, if you want to try to guess the FPS :P



EDIT: just read back through the comments of Zachcook so yeah 20-25FPS :)

pcsx-rearmed running on prboom core?? if that is true... and thats mess up?!
 
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