Homebrew RELEASE Development Thread - RetroArch libnx

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Awesome work dude, loving the overlay. For the sake of feedback, with vsync on I get slowdown in Tiny Toon Adventures: Buster Busts Loose, with it off performance and sound are perfect.
 
Last edited by Ty_,
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Hmm, having issues with the emu in general. If L, R or the right analog are touched any game I try crashes (even with vsync off)
 
L/R do Save state / load state.

You are invoking crashes if you spam them like that :D
 
Hmm, having issues with the emu in general. If L, R or the right analog are touched any game I try crashes (even with vsync off)

Idk how your managing that did extensive testing with those settings.

Working flawless and never experience those issues.

If you save a state wait about 15 seconds.

If you load a state same thing be patient

If you start pushing L and R over and over it will crash I can confirm that.

Patience as save states are slow loading and saving
 
L/R do Save state / load state.

You are invoking crashes if you spam them like that :D

Yeah, I mean if I use either (tried them in different orders to be on the safe side), or moving the right analog at all
 
Those functions will block in newer functions tho, but thats when I work at the UI stuff

Savestate can sometimes render the core in a unstable state.

I don't think thats related to the port tho, but its a old core!

Edit: Open your SD, delete the state file. If it crashed while writing it might broke some sectors of your sd card.
 
Last edited by m4xw,
Those functions will block in newer functions tho, but thats when I work at the UI stuff

Savestate can sometimes render the core in a unstable state.

I don't think thats related to the port tho, but its a old core!

It's cool, just passing on my findings :)
 
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Narrowed it down further, the emu (on 5.0.2) crashes whenever the right analogue stick is moved specifically to the right. Happens with every game I've tried
 
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I feel like I should have to start porting Mupen64Plus via LibNX to the Switch...if there's anyone that can help me, let me know, because I don't think I'm on my own this time; I might have to collaborate, learn and research a bit to make it happen. Also, let @m4xw know if I can use his Makefile in my port with his permission. :unsure:
I'm 75% sure this is going to fail, and I'll not really be surprised if it does. :P
 
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Narrowed it down further, the emu (on 5.0.2) crashes whenever the right analogue stick is moved specifically to the right. Happens with every game I've tried
Fixed the cnfig file.

Slow motion multi needs to be 1

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

N64 still requires 3D acceleration for its plugins, so it won't work out until we can get that working in Libretro.

First step would be using more than 1 cpu core lol
 
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N64 still requires 3D acceleration for its plugins, so it won't work out until we can get that working in Libretro.
I was thinking a bit about that...
We should try software acceleration for now, which isn't really better, but I just want to see a port of the LibRetro N64 core, even though it would be very slow on the first try.
 
Last edited by m4xw,
Welcome to early homebrew!

Can't say I'm terribly surprised!
Still... huh.

Anyways, VBA build works. Fullspeed in-game on Double Dragon Advance (3fps drop while in menu), Monkey Ball Jr. runs at about ~45fps in-game (hard to tell since the onscreen notifications don't work).
Also probably intended, but it was currently set to using SNES overlays by default. Probs because the build was pushed out so early.
 
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