Homebrew RELEASE Development Thread - RetroArch libnx

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Alright, who can help us test latest changes?

snes9x2010 with latest threading
beetle-vb with latest threading
mame2003 with latest threading
gambatte with latest threading

Don't delete the configuration files. It should work with them. Video threading is enabled by default but vsync is off. Please test both with vsync off and with it on, and report any findings. We are particularly interested in whether the vsync affects the audio.

Edit: So just to clarify, delete any previous snes9x2010 folder you had, then use all the files in the zip. DO NOT MIX previous and new files.

BEST NEWS OF THE DAY.

Any chance for a VBA-Next Build with the new changes.

That would definitely make my day.

Great work I applaud this MILESTONE and advancement from all the hard work and dedication.

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Will test most builds on 4.1.0 and now 5.1.0 updated my one switch for compatability.
 
What ROM - if you don't mind me asking?

Any. My main tests are the intro to SMW2, the select screen of Wild Guns, and some DBZ Super Butouden 2.
The former was the only control between me and m4. But this happens in nearly any game (like MMX3, which I'm playing as I type this -- kind of hoping dropped inputs gets solved sometime soon-ish).

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Side note: still hard to test Gambatte since games like Super Mario Land don't even make it past the title screen.
 
gambatte with latest threading

--Switch Speakers-- 5.0.2 OS

Game Tested - Who framed Roger Rabbit (U)
  • VSync off - Audio sounds fine through intro music and first ingame scene
  • VSync on - No difference vs VSync off audio
So hard to post and not get the (looks like spam) when your a new user apparently lol
 
BEST NEWS OF THE DAY.

Any chance for a VBA-Next Build with the new changes.

That would definitely make my day.

Great work I applaud this MILESTONE and advancement from all the hard work and dedication.

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

Will test most builds on 4.1.0 and now 5.1.0 updated my one switch for compatability.

I'll create a VBA one, but it'll take me a couple of hours.
 
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@m4xw I found a LibNX fork/repo thingy in your GitLab, should I use that for compiling LibRetro cores?
I already have the original LibNX installed from the DevKitPro updater.
 
About time for me to hit the hay, hoping that we'll see some other cores get these updates.
I anticipate the same kind of results for the rest of the cores, but regardless I'll be there to whine about popping~
 
About time for me to hit the hay, hoping that we'll see some other cores get these updates.
I anticipate the same kind of results for the rest of the cores, but regardless I'll be there to whine about popping~
"It's a dirty job... but you like getting dirty, right?".... :P
 
Last edited by l_steve_l,
Disabling threading in snes9x2010 does seem to prevent video output freezing and crashing, but also brings back the audio micro-pops

On the bright side, while testing I was able to pull off the cloud glitch with liberal savestate abuse, despite inputs still getting eaten!

2018060721095500-DB1426D1DFD034027CECDE9C2DD914B8.jpg
 
I'll create a VBA one, but it'll take me a couple of hours.

Not a problem at all and fully understandable.

Much appreciated and all the best, nice game collection between SNES and VBA-Next. Impressed with today's progress and work from all parties involved.
 
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VB - Wario Land
-- threaded off, vsync on - unplayed
-- threaded off, vsync off - playable, sound's a little scratchy
-- threaded on, vsync on or off - sound's pretty good, feels fullspeed, maybe a bit choppy

SNES - DKC2 (Level map is the easiest way to hear the pops)
-- threading off, vsync off - record album sounding crackle, thought it was working fine without vsync before?
-- threading on, vsync off - flawless audio
-- threading on, vsync on - still crackling, actually...

Woah, wait, no, sound errors while vsync is on only happen after loading a state, and don't clear up... Emulator's actually freezing quite a bit so it's kind of hard to test, let me see... Bah, just got a full crash.

It was actually pretty random whether it played smoothly or not, the last time there felt more like 30fps, the time before was smooth, but had visual artifacting.
 
FINALLY managed to get Saturn games running after I compiled Yabause with the latest threading, although they still run like crap as they always do.
Up next, let's try and get Beetle-PSX compiled as long as I can get through that CD compilation error...
 
Hmm something is up with this latest threading build - Threading on Vsync off - back to back lockups (2345-0021) while idling (Chrono Trigger (U) and Final Fantasy II (U))

I will duplicate the tests with threading off... - will post another post with results
 
Last edited by l_steve_l,
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I having a hard time isolating anything, made a new save state and loading that one doesn't seem to crackle. I THINK that turning threading on after loading the game doesn't work (sorry if this was mentioned before)?
 
Beetle-PSX STILL DOESN'T COMPILE! Even when I tried simias's Switch repo and patched the Makefile!
aarch64-none-elf-g++ -c -omednafen/cdrom/CDAccess_CCD.o mednafen/cdrom/CDAccess_
CCD.cpp -DSWITCH=1 -U__linux__ -U__linux -DRARCH_INTERNAL -g -O2 -fPIE -I/opt/d
evkitpro/libnx/include/ -ffunction-sections -fdata-sections -ftls-model=local-ex
ec -Wl,--allow-multiple-definition -specs=/opt/devkitpro/libnx/switch.specs -
D__SWITCH__ -fno-rtti -fno-exceptions -std=gnu++11 -DHAVE_PBP -DWANT_THREADING -
DHAVE_THREADS -DNEED_DEINTERLACER -DWANT_32BPP -DWANT_NEW_API -DFRONTEND_SUPPORT
S_RGB565 -DNEED_CD -DHAVE_CHD -D_7ZIP_ST -DPACKAGE_VERSION=\"1.3.2\" -DFLAC_API_
EXPORTS -DFLAC__HAS_OGG=0 -DHAVE_LROUND -DHAVE_STDINT_H -DHAVE_STDLIB_H -DHAVE_S
YS_PARAM_H -DNEED_TREMOR -fwrapv -fsigned-char -O2 -DNDEBUG -I. -I./mednafen
-I./mednafen/include -I./mednafen/intl -I./mednafen/hw_sound -I./mednafen/hw_cpu
-I./mednafen/hw_misc -I./libretro-common/include -I./deps/zlib -I./deps/crypto
-I./deps/flac-1.3.2/include -I./deps/flac-1.3.2/src/libFLAC/include -I./deps/lzm
a-16.04/C -I./deps/libchdr -DSIZEOF_DOUBLE=8 -Wall -Wno-sign-compare -Wno-unuse
d-variable -Wno-unused-function -Wno-uninitialized -Wno-strict-aliasing -DMEDNA
FEN_VERSION=\"0.9.38.6\" -DPACKAGE=\"mednafen\" -DMEDNAFEN_VERSION_NUMERIC=9386
-DPSS_STYLE=1 -DMPC_FIXED_POINT -DWANT_PSX_EMU -DSTDC_HEADERS -D__STDC_LIMIT_MAC
ROS -D__LIBRETRO__ -D_LOW_ACCURACY_ -D_FILE_OFFSET_BITS=64 -D__STDC_CONSTANT_M
ACROS
mednafen/cdrom/CDAccess_CCD.cpp: In instantiation of 'T CCD_ReadInt(CCD_Section&
, const string&, bool, int) [with T = unsigned int; CCD_Section = std::map<std::
__cxx11::basic_string<char>, std::__cxx11::basic_string<char> >; std::__cxx11::s
tring = std::__cxx11::basic_string<char>]':
mednafen/cdrom/CDAccess_CCD.cpp:175:74: required from here
mednafen/cdrom/CDAccess_CCD.cpp:44:70: error: exception handling disabled, use -
fexceptions to enable
throw MDFN_Error(0, _("Missing property: %s"), propname.c_str());
^
make: *** [Makefile:587: mednafen/cdrom/CDAccess_CCD.o] Error 1
I'm going to try again with the CD turned off and see what happens.
 
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