Homebrew RELEASE Development Thread - RetroArch libnx

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I dont think I deleted the thread :wacko:

Maybe a glitch?

Perfect moment for your avatar

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I dont think I deleted the thread :wacko:

Maybe a glitch?

It's up now, probably wasn't approved. Weird it showed [Deleted] tho, justRedditThings
 
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That was definitely going to get me what I wanted but I started to really comb through the menus and found what I needed. All the values I was looking for were in Settings>Input>Input User 1 Binds. I don't know how tf I missed this.

You saw the hotkey section already? Theres where you can bind functions rather than keybinds

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CI is up for the first cores, thanks to @Starcarr and my employer for the free runner :P

Updates soon!
 
You saw the hotkey section already? Theres where you can bind functions rather than keybinds

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

CI is up for the first cores, thanks to @Starcarr and my employer for the free runner :P

Updates soon!

Things should run a lot more smoothly :nayps3::shit::whip:
 
You saw the hotkey section already? Theres where you can bind functions rather than keybinds

Updates soon!
You saw the hotkey section already? Theres where you can bind functions rather than keybinds
Yeah it's right above user 1 binds. But I ultimately wanted the values for all the buttons which were right in front of me lol
 
So I managed to compile Virtual Jaguar, and I tried out two games: Wolfenstein 3D and Fever Pitch Soccer. Wolfenstein just froze on a black screen, but Fever Pitch Soccer managed to load, although it was slow af just as it always was.

If anyone wants the core, it can be downloaded from this post.

Also, icon:

jaguar.png


Also, I tried to recompile Yabause, and included a no-threading flag this time, but still I can't even run anything with it; overall, same result as before.

Also, the white screen issues with Gambatte might not be my fault. They already existed even when Gambatte was compiled with the old LibNX code which didn't include sound, overlays and et cetera. Thanks a lot, @SeongGino.
 

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Quick question, what was the CICD thing you guys have been talking about?
I can't place it for the likes of me lol

continuous Integration / Deployment (basically autocompile on push / events).

Well seems our good friend slowmotion factor is back with the bundled config. Brb
 
continuous Integration / Deployment (basically autocompile on push / events).

Well seems our good friend slowmotion factor is back with the bundled config. Brb

Haha my bad everyone things have been moving at such a rapid pace

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Slow motion makes boss fights a lot easier when needed in Mega Man :toot::grog:
 
Quick question, what was the CICD thing you guys have been talking about?
I can't place it for the likes of me lol

CICD = Continuous Integration - Continuous Delivery -> means that as soon as a change is made in the code, a new version of the app is compiled and published for download. We now have phase 1 for snes9x2010, which is that any change on its own code will trigger a new build and changes in the main branch will generate a new zip with the latest version of the app. We will also add the configuration so that any change in the m4xw's fork of RetroArch triggers all the cores to build – this is important because all the cores are built using the code in RetroArch.

So basically what we are working is to have the ability to automatically create a zip that people can install whenever a change is made to the main branch, and to at least check that everything compiles for other development branches.
 
Last edited by Starcarr,
CICD = Continuous Integration - Continuous Delivery -> means that as soon as a change is made in the code, a new version of the app is compiled and published for download. We now have phase 1 for snes9x2010, which is that any change on its own code will trigger a new build and changes in the main branch will generate a new zip with the latest version of the app. We will also add the configuration so that any change in the m4xw's fork of RetroArch triggers all the cores to build – this is important because all the cores are built using the code in RetroArch.

So basically what we are working is to have the ability to automatically create a zip that people can install whenever a change is made to the main branch, and to at least check that everything compiles for other development branches.
Well said.

@Leonidas87
build with fixed config is avaiable under https://git.m4xw.net/Switch/RetroAr.../-/jobs/artifacts/master/download?job=package

master and develop have been updated. I totally forgot to commit that lol and since I never transfer that file, I never noticed it's still there. Might've been the Issue with the pbdoom(?) port?
 
Last edited by m4xw,
I just looked at the makefile (from my phone), should be portable.

Obviously I can't foresee linker errors, so did you actually try to compile?
Not yet have been out longer than planned. Was gonna look at it more when I get home

Sent from my LG-US997 using Tapatalk
 
That core hasn't been ported to video game consoles yet, so I doubt it would be very possible at all, like the N64 cores I talked about earlier.

Its not 3d, it could just run out of the box and if not, it should be fixable. Not like mupen. Thats just not gonna happen (anytime soon)

But fair argument.
 
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