Homebrew Unofficial 3DS RetroArch builds

kenseiden

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I think you also need to have the core info files installed in the Retroarch directory. I had the same problem a while back until I added the core info files.
 
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MrHuu

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Here's an experimental build of the 'FBAlpha2012_neogeo' core.
These should allow almost every NeoGeo rom to run properly again.

Some roms do need to be converted manually before the file copied to the SD.
I'm hoping to allow this process to be executed by the core itself, but for now these need to be created manually.

kof2002
mslug5
svc
samsho5
kof2003
samsh5sp
matrim
ms5pcb
svcpcb
kf2k3pcb
kof2002b
kf2k2pls
kf2k2plc
kf2k2mp
kf2k2mp2
ms5plus
mslug5b

How to use:

- Copy over the zipped roms

- Use the attached converter, and copy the output to your 'retroarch' directory. *From the converted files only the `vrom` is required.
For example: 'sdmc:/retroarch/cache/mslug5_cache/'

- Launch the .zip as usual. But keep in mind, loading can take minutes.


-----------
Additional links:
Github issue: https://github.com/libretro/fbalpha2012_neogeo/issues/39
romcnv: https://gbatemp.net/threads/large-neogeo-games-support-and-cps3-tests.493767/
 

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  • fbalpha2012_neogeo_libretro_CIA.7z
    954.8 KB · Views: 132
  • fbalpha2012_neogeo_libretro_3DSX.7z
    943.8 KB · Views: 108
  • romcnv_R2-1.zip
    179.8 KB · Views: 106
Last edited by MrHuu, , Reason: Update romlist

placebo_yue

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think you also need to have the core info files installed in the Retroarch directory
where exactly? i tried many folders and it doesn't seem to work.
Also, i never needed to do that with all the other standalone cia cores, why do i need it with this one?
 

UltraSyko

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I said this in the Github issue but I'll say it here as well. Everything works with this cache solution. Including bootleg romhacks! Safe to say that neogeo is 100% compatible now.
 

AlexPV

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Hi everyone!, I get a black screen when I start FFIX in retroarch. It seems strange to me because MGS, Chrono Cross and other games work perfectly.

I'm using chd format.

Please, help!

Icono de Validado por la comunidad
 

UltraSyko

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Hi everyone!, I get a black screen when I start FFIX in retroarch. It seems strange to me because MGS, Chrono Cross and other games work perfectly.

I'm using chd format.

Please, help!

View attachment 277095
CHDs semi-broke for almost half a year. https://github.com/libretro/pcsx_rearmed/issues/534
bulzipke on Github brought up this pull request might being the cause of it, but I dunno if that's confirmed
https://github.com/libretro/pcsx_rearmed/commit/4ee722a52cb0fb56260ccd3962537e5c772800e0
 

Hark0n

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Here's an experimental build of the 'FBAlpha2012_neogeo' core.
These should allow almost every NeoGeo rom to run properly again.

Some roms do need to be converted manually before the file copied to the SD.
I'm hoping to allow this process to be executed by the core itself, but for now these need to be created manually.

kof2002
mslug5
svc
samsho5
kof2003
samsh5sp
matrim
ms5pcb
svcpcb
kf2k3pcb
kof2002b
kf2k2pls
kf2k2plc
kf2k2mp
kf2k2mp2
ms5plus
mslug5b

How to use:

- Copy over the zipped roms

- Use the attached converter, and copy the output to your 'retroarch' directory. *From the converted files only the `vrom` is required.
For example: 'sdmc:/retroarch/cache/mslug5_cache/'

- Launch the .zip as usual. But keep in mind, loading can take minutes.


-----------
Additional links:
Github issue: https://github.com/libretro/fbalpha2012_neogeo/issues/39
romcnv: https://gbatemp.net/threads/large-neogeo-games-support-and-cps3-tests.493767/
Seems to work very well... the only thing I am missing is the ability to launch the converted ROMs via the play list (it just refuses to do it, so you have to launch the .zip) and a little faster load would be nice... but that's just a quality of life thing though!
 

placebo_yue

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Here's an experimental build of the 'FBAlpha2012_neogeo' core.
These should allow almost every NeoGeo rom to run properly again.

Some roms do need to be converted manually before the file copied to the SD.
I'm hoping to allow this process to be executed by the core itself, but for now these need to be created manually.

kof2002
mslug5
svc
samsho5
kof2003
samsh5sp
matrim
ms5pcb
svcpcb
kf2k3pcb
kof2002b
kf2k2pls
kf2k2plc
kf2k2mp
kf2k2mp2
ms5plus
mslug5b

How to use:

- Copy over the zipped roms

- Use the attached converter, and copy the output to your 'retroarch' directory. *From the converted files only the `vrom` is required.
For example: 'sdmc:/retroarch/cache/mslug5_cache/'

- Launch the .zip as usual. But keep in mind, loading can take minutes.


-----------
Additional links:
Github issue: https://github.com/libretro/fbalpha2012_neogeo/issues/39
romcnv: https://gbatemp.net/threads/large-neogeo-games-support-and-cps3-tests.493767/
N3DS only right? most retroarch cores run slowly on O3DS so i assume... but wouldn't hurt to ask, it'd be awesome to have neo geo
 

MarioKartFan

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@justinweiss Justin, it has been ages since we saw you around here. Hope everything is okay.

Should we hold out hope that you will one day return to address the few remaining performance issues with this on N3DS or have you moved on?

Best regards!
 
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MrHuu

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@justinweiss If you're interested in any 3ds related retroarch development, please feel free to contact me. Preferably on github, since i'm not really active on gbatemp anymore.

I've been experimenting with some additional retroarch features which have a rather big impact on the current gfx driver. Due to me having some trouble learning how to properly code stuff, i have a lot of cleaning up to do before ready to commit anything.

I do like to share a few builds. As this seems to be the right thread for that.
The attached builds have a few additional features, some more complete than others, but overall it's very enjoyable i'd say.

- Bottom screen support ( bottom only, clone, dual screen )
- Bottom screen input options ( keyboard, mouse, savestates )
- Dual screen overlay support
- Lightgun support ( no actual lightgun, but through head-tracking (new3DS only), gyro or touchscreen )

There is a lot to explain, but i'm not going to write a full blog here.
Some of these features are highly experimental and may work with a few cores, while it doesn't on others. Testing every feature on each core takes an awful lot of time.

Retroarch's lightgun support is far from consistent. One core uses mouse input while the other use touch or the libretro 'lightgun' implementation. One uses absolute coordinates while other use relative coords. Not every core has been taken in account, but every possibility should be functional more or less. With the main focus on the head-tracking, gyro is just a bare implementation which is currently way to sensitive. Head-tracking of-course works both ways, so you don't have to shake your head while playing duckhunt.

Dual-screen works great with fbalpha2012 and vecx. While rotation is working, setting the texture offset does not on every rotation. For these the 1.5x scaling video filter is a godsend. ( if the top screen doesn't scale properly, reset the rotation )

Included with the attached files are:

- Cores: fbalpha2012, fceumm, pcsx_rearmed, snes9x2010 and vecx.
- Assets: required for the bottom screen controls ( keyboard, mouse, savestates )
- Overlays: just a few Vectrex overlays ( dual screen )

This would only be of interest if you're not the 'i don't understand retroarch options' kind of person. As this adds even more 3DS settings with some options related to the above mentioned features. You HAVE to play around with some settings to have some features working properly. Please do make a backup of your retroarch settings, use common sense since these builds are functional but highly experimental.

For those who have a new3DS and want to use head-tracking for lightgun games ( mainly NES, due to core lightgun implementation ), you can reset the center pressing 'ZL' and adjust sensitivity with 'ZR'.

@UltraSyko I feel bad about the frontend CHD support, so these builds do have it enabled. Having the latest PCSX-ReARMed commits does have a huge positive impact. Let's just say it's f****ing great.
 

Attachments

  • retroarch_assets_30-01-2022.7z
    25.4 KB · Views: 44
  • retroarch_cores_3dsx_30-01-2022.7z
    4.8 MB · Views: 62
  • retroarch_cores_cia_30-01-2022.7z
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  • retroarch_overlays_vectrex_30-01-2022.7z
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MarioKartFan

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Wow, @MrHuu, cannot wait to check it out. Thank you for sharing.

When you mention work on GFX driver is there any chance that translates to performance gains? I ask because Notaz commented yesterday at GitHub that the lingering slowdowns in pcsx_rearmed (which are now few and far between but seem to consistently arise when transparencies are in play) may be down to the GPU rather than dynarec issues (something @justinweiss speculated in 2020).

@justinweiss Glad to hear that all is well. Fingers crossed - maybe a bit selfishly - that you get back into gaming on classic PSX titles!
 

MrHuu

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Wow, @MrHuu, cannot wait to check it out. Thank you for sharing.

When you mention work on GFX driver is there any chance that translates to performance gains? I ask because Notaz commented yesterday at GitHub that the lingering slowdowns in pcsx_rearmed (which are now few and far between but seem to consistently arise when transparencies are in play) may be down to the GPU rather than dynarec issues (something @justinweiss speculated in 2020).

Not really, i guess. Most changes are about moving non gfx related code out of the graphics driver. The current 'official' bottom screen ( save states ) implementation is mostly handled by the graphics driver. I've moved the input handling to the actual input driver for example. The gfx driver now contains only gfx related code, which allowed to be a bit more flexible with the bottom screen rendering. Options like dual screen adds more conditions to check during rendering a frame. Rendering the game or menu is mostly unchanged except for the render target. Dual screen is a bit more complicated, but i didn't notice any regressions performance wise.
You win some, you lose some i guess.

I haven't done any measurements to be honest. But i can't see this improving specific slowdowns with transparency or similar. Is the GPU even being used for calculating and drawing PCSX-ReARMed gfx? The frontend does not expose GPU functions to the core. The gfx driver basicly presents a texture on which the core can draw on. The gfx driver isn't involved with the actual drawing on the texture, this is done by the core. Transparency or not, this shouldn't influence on how the gfx driver presents the texture as far as i know. But i'm not familiar with the core's code, so i could be completely wrong.
 

justinweiss

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pcsx_rearmed is all software-rendered on 3ds. I was able to get some speedup on lighting/blending a while ago by dropping to assembly and avoiding some redundant instructions: https://github.com/libretro/pcsx_rearmed/pull/397

There might be more performance improvements to do there, but it would take some reworking of gpuPolySpanFn and I wasn't successful the last time I tried.

Blending anything is going to be expensive, not just because of the blending functions, but also because you have to process each screen pixel multiple times. It means you're having to do all the calculations for many more pixels per frame.
 
Last edited by justinweiss,

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