Homebrew RELEASE Development Thread - RetroArch libnx

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.ZIPs, yes.

Oh, it works! And I kinda like the aesthetic; sort of a permanent night mode for all games.
But, yeah, obviously not accurate. (Ran fullspeed for what I did test, though)

You could try making a white 1280x720 overlay. It's actually the background right now :p

Not sure how it will turn out!
 
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Edit: Doesn't seem to load the roms I tested, but I have no Idea how to properly use it (bios files and stuff), so if anyone could test it.
I will see if I can play with some cfgs/general setup when I get home.

Sent from my LG-US997 using Tapatalk
 
You could try making a white 1280x720 overlay. It's actually the background right now :P

Not sure how it will turn out!

Not a white background (I just used the first picture I had on my desktop), but here ya go:
2827be6d14.jpg
[For reference, this is what that screen should look like (sourced from Windows)]
 
Last edited by SeongGino,
I feel like this should have a white background rendered by the core

See update; a deeper blue background (assuming you're talking about the game window, not the space outside of it), but yeah. Core only seems to render five colors and only those five.
Weird, since the other cores I've tried today (cygne, VB, etc.) are fine, so it's specifically this core and I've never seen it behave this way on other systems.

I wonder if MAME 2000 also may exhibit these issues from a straight port? I don't have the tools setup to make the changes right now, RIP.

At least we know that it was made by konami, and that we owe it money.

DISCLAIMER: No, I did not test Pachinko.

But the less I get to see of MGS3 pachislots, the better.
 
Last edited by SeongGino,
I mean 2000 and 2003 both have libtransistor ports, so they are already somewhat tailored for the switch. XD
 
So I reinstalled devkitA64 and libnx from the devkitPro Updater this time, and I managed to compile the NGP core into a "mednafen_ngp_libretro_switch.a" file successfully, but when I moved the .a file to the RetroArch LibNX folder and tried to compile it into a .nro, this is what I got:
Code:
config.mk is outdated or non-existing. Run ./configure again.
Makefile:10: config.mk: No such file or directory
make: *** [Makefile:183: config.mk] Error 1
So I tried to compile it using the command "make -f Makefile.switch platform=switch" (rather than simply "make platform=switch", which is what I originally did for the .a file), and guess what? It worked! Now I have a compiled .nro file!
Despite, you know, throwing me up yet another error at the very end:
Code:
linking retroarch_switch.elf
built ... retroarch_switch.nso
built ... retroarch_switch.pfs0
built ... retroarch_switch.nacp
Visiting directories...
Failed to open directory C:/devkitPro/devkitA64/projects/RetroArch/RetroArch_LibNX-develop/romfs!
make: *** [/opt/devkitpro/libnx/switch_rules:69: retroarch_switch.nro] Error 1
I'm going to test it, and if it works, I'll get a download up ASAP.
 
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What Issue?
So I reinstalled devkitA64 and libnx from the devkitPro Updater this time, and I managed to compile the NGP core into a "mednafen_ngp_libretro_switch.a" file successfully, but when I moved the .a file to the RetroArch LibNX folder and tried to compile it into a .nro, this is what I got:
Code:
config.mk is outdated or non-existing. Run ./configure again.
Makefile:10: config.mk: No such file or directory
make: *** [Makefile:183: config.mk] Error 1
So I tried to compile it using the command "make -f Makefile.switch platform=switch" (rather than simply "make platform=switch", which is what I originally did for the .a file), and guess what? It worked! Now I have a compiled .nro file!
Despite, you know, throwing me up yet another error at the very end:
Code:
linking retroarch_switch.elf
built ... retroarch_switch.nso
built ... retroarch_switch.pfs0
built ... retroarch_switch.nacp
Visiting directories...
Failed to open directory C:/devkitPro/devkitA64/projects/RetroArch/RetroArch_LibNX-develop/romfs!
make: *** [/opt/devkitpro/libnx/switch_rules:69: retroarch_switch.nro] Error 1
I'm going to test it, and if it works, I'll get a download up ASAP.
I have a Icon waiting for ya if you want it.
aZRuMrS.png

Was hoping you would get it working on your own, did not wanna steal your thunder
 
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Just tried the FCEUMM core; works beautifully, except for one thing... the controls. The NES is a bit odd when it comes to an SNES style pad. A should not be A, and B should not be B; A should be B, and B should be Y, even Nintendo follows this (except on 3DS for some reason). The default config has A as A and B as B, which isn't too bad because you can just redefine the controls... but it never remembers them, no matter how many times you save it, or even if you edit the default config before putting it on your SD card. Anyone have any ideas?
 
Just tried the FCEUMM core; works beautifully, except for one thing... the controls. The NES is a bit odd when it comes to an SNES style pad. A should not be A, and B should not be B; A should be B, and B should be Y, even Nintendo follows this (except on 3DS for some reason). The default config has A as A and B as B, which isn't too bad because you can just redefine the controls... but it never remembers them, no matter how many times you save it, or even if you edit the default config before putting it on your SD card. Anyone have any ideas?
  1. Open up the retroarch.cfg in text editor on pc
  2. search for "input_player1"
  3. change values as needed
  4. save
  5. transfer to switch (/switch/fceummnx/)
  6. restart switch
 
Last edited by Melon__Bread,
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