Homebrew RELEASE Development Thread - RetroArch libnx

  • Thread starter Thread starter m4xw
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This is awesome! So much progress in just a couple of hours.
SInce everything seems to be working just fine now with snes9x2010 I might try to port over some other cores.
Nice work!
 
This is awesome! So much progress in just a couple of hours.
SInce everything seems to be working just fine now with snes9x2010 I might try to port over some other cores.
Nice work!

I just updated the github branch.

Feel free! (Still need to revisit double buffered gfx/vsync and audio)

Thats what is needed to port (most) cores I guess:

Code:
# Nintendo Switch (libnx)
else ifeq ($(platform), switch)
    include $(DEVKITPRO)/libnx/switch_rules
    EXT=a
    TARGET := $(TARGET_NAME)_libretro_$(platform).$(EXT)
    DEFINES := -DSWITCH=1 -U__linux__ -U__linux -DRARCH_INTERNAL
    CFLAGS    :=     $(DEFINES) -g \
                -O2 \
                -fPIE -I$(LIBNX)/include/ -ffunction-sections -fdata-sections -ftls-model=local-exec -Wl,--allow-multiple-definition -specs=$(LIBNX)/switch.specs
    CFLAGS += $(INCDIRS)
    CFLAGS    +=    $(INCLUDE)  -D__SWITCH__
    CXXFLAGS := $(ASFLAGS) $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
    CFLAGS += -std=gnu11
    STATIC_LINKING = 1
 
Last edited by m4xw,
Is it a lot of work to get overlays implemented? Not proper shaders but basic png overlays like simple scanline images that can be placed over the gameplay image.
 
Last edited by m4xw,
I'll research it. Seems like they got dynamic cores running too (soon)!

Still missing that on my port, but should be possible as well.

Edit: looks like its only makesfile stuff for dyn cores... well thats easy
"Dynamic" cores? Are those like the 3D console cores?
 
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