Homebrew RELEASE Development Thread - RetroArch libnx

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Wanted to take a crack at it and I came out with this
v4a0lZy.png

It is a port of the Bandi Wonder Swan & Bandi Wonder Swan Color core beetle-cygne
So far I tested a few Wonder Swan & Wonder Swan Colors games and have not ran into any issue. Not sure how much i am gonna support this just kinda wanted to see how easy it really was. I may add in a overlay or something later. This repo has a couple cool ones that may be worth using
Thanks to m4xw for all his work on porting RetroArch to libnx

---------------------------------
EDIT: I forgot to say I added the new icon to my gallery
https://imgur.com/a/CLbOKbY
WTF? Wow! You OK with telling me how you did it?
I've tried to port Mupen64Plus and didn't know where to start...
 
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Dude, how many times we have to tell you that stuff like Mupen64 (or any Gl stuff) won't work?

is it something that will later? will there be n64? or psp? I am happy with snes etc, but really wanna play wrestling games from those eras.
 
WTF? Wow! You OK with telling me how you did it?
I've tried to port Mupen64Plus and didn't know where to start...
It won't work since...

1. We don't have GPU drivers (so 3D cores would go WAY TOO SLOW).

2. Mupen64PLus is not an option atm. You could try Parallel64 though it won't be worth the try as we don't have GPU drivers yet.

Greetings.
 
Dude, how many times we have to tell you that stuff like Mupen64 (or any Gl stuff) won't work?
Sorry.
is it something that will later? will there be n64? or psp? I am happy with snes etc, but really wanna play wrestling games from those eras.
There's still Lakka though...although that comes with its own flaws.
 
Lakka is Linux

Edit: Ah sorry didn't see you were quoting someone :)
Edit2: We get n64 etc once we have a proper GPU API!

Thats what i thought, that the API had to be figured out, thanks guys for all your work, i am excited
 
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We get n64 etc once we have a proper GPU API!
How long do you think it would take for that to happen?
Also, lest we forget this:
As of Jan 30th, 2018, @Daeken has begun work on a preliminary GPU library for the Switch:
https://github.com/daeken/traNVparency

This could boost the performance of certain cores (3D console cores most likely)

For Gamecube/N64/PS2 cores, a GL driver or Vulkan driver is needed.

An example:
https://github.com/Rinnegatamante/vitaGL

The official Switch's SDK might have Vulkan support in one way or another next to Nvidia's proprietary API, though it is not confirmed.
A homebrew SDK with GL/Vulkan would be the best option to avoid proprietary (copyrighted) code.
 
Wanted to take a crack at it and I came out with this

It is a port of the Bandi Wonder Swan & Bandi Wonder Swan Color core beetle-cygne
So far I tested a few Wonder Swan & Wonder Swan Colors games and have not ran into any issue. Not sure how much i am gonna support this just kinda wanted to see how easy it really was. I may add in a overlay or something later. This repo has a couple cool ones that may be worth using
Thanks to m4xw for all his work on porting RetroArch to libnx

---------------------------------
EDIT: I forgot to say I added the new icon to my gallery
https://imgur.com/a/CLbOKbY
So Everything I said here applies to this core as well. The Atari Lynx core Handy
Just wanted to make sure it was not a fluke
 

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So Everything I said here applies to this core as well. The Atari Lynx core Handy
Just wanted to make sure it was not a fluke

I'll make sure to include them on my list, when I set up continous integration / auto building ;)

I will include them in the Post once I checked them out
 
I made a couple of GBA overlays (well, one I found on DeviantArt, and the other is my effort to add a LCD grid overlay over it). But for some reason when I use them, they both come out pink rather than purple, and the transparent LCD grid can't be seen. Anyone have any idea why? I've attached the two pngs here (one of which has the LCD grid)

NintendoVBA3.png NintendoVBA4.png
 
I made a couple of GBA overlays (well, one I found on DeviantArt, and the other is my effort to add a LCD grid overlay over it). But for some reason when I use them, they both come out pink rather than purple, and the transparent LCD grid can't be seen. Anyone have any idea why? I've attached the two pngs here (one of which has the LCD grid)

View attachment 129204 View attachment 129205

I'll have scanlines in a moment time for lunch
 
I made a couple of GBA overlays (well, one I found on DeviantArt, and the other is my effort to add a LCD grid overlay over it). But for some reason when I use them, they both come out pink rather than purple, and the transparent LCD grid can't be seen. Anyone have any idea why? I've attached the two pngs here (one of which has the LCD grid)

View attachment 129204 View attachment 129205

I write the rendered image OVER the overlay (I know, right?)

This will be changed when I implemented the threads and optimize the rendering ( I have already some ideas, this will help a lot down the road until we get GPU support )

I didn't want to bother with transparency yet.
 
Last edited by m4xw,
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I'm really curious, once again, how do you port these cores from GitHub?
  1. Add the lines for libnx in M4xw's SNES9x2010 makefile to the makefile of whatever core you are trying to port.
  2. Compile and pray
  3. rename the output to libretro_switch.a
  4. move that file to the root of the RetroArch_LibNX repo
  5. Compile and pray
  6. Modify the NRO as you see fit
  7. Copy to switch
  8. Run and pray
Though as you have been told mupen will not work

I am by no means a wiz kid dev, nor do I want to come off as one. I am just someone who codes a little bit and has been using RA for years
 
Last edited by Melon__Bread,
  1. Add the lines for libnx in M4xw's SNES9x2010 makefile to the makefile of whatever core you are trying to port.
  2. Compile and pray
  3. rename the output to libretro_switch.a
  4. move that file to the root of the RetroArch_LibNX repo
  5. Compile and pray
  6. Modify the NRO as you see fit
  7. Copy to switch
  8. Run and pray
Though as you have been told mupen will not work
I can still port something like Beetle_NGP, right?
 
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