Homebrew RELEASE Development Thread - RetroArch libnx

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So blueMSX is kinda a mixed bag that I have been toying with for a couple days. ColecoVision, MSX, & MSX2 run (no luck with the SG-1000 games I tested). Yet if you close the game out in rgui and proceed to open another game you get a weird overlay of a frame from the last game you played. You can see it clearly in the video:

(audio is low so you may need to raise volume)


You can close out the emulator as a whole and restart a different game as a work around.

BIOS are required but if you read the docs it explains how to get them and set them up. Instead of putting them in the system directory you just want to put them in the /switch/bluemsxnx/ folder on your microSD card.

SOURCE: https://github.com/Melon-Bread/blueMSX-libretro


can you help me how to setup cores i know how it worked with Libtransistor but not with LibNX
 
Can at least confirm that FCEUMM works (and still drops inputs).

After testing, the dropped inputs definitely feels like a Libretro-NX problem. pFBA handles quick directional input and button mashing perfectly (Again, tested with Megaman).
 
can you help me how to setup cores i know how it worked with Libtransistor but not with LibNX
Some pages back I explained what I did. Basically looked at what was done to the SNES9x2010 core and did them same to other cores. Not very hard.

------------------------------------------------------------

With all that said I think I am done with compiling cores. I posted the ones I care about, and there are still a couple that could be done so I will save those for others to learn from.

Here are all of the Icons I have made (though in the future these will not be needed): https://imgur.com/a/CLbOKbY

and here are my sources (edited makefiles let be real here) to what are not on the GitLab if @m4xw wants to import them
(click the emulators title to be taken to the post about it in this thread)
 
Last edited by Melon__Bread,
Did anything come out of that plan to make a centralized page for all of these builds? Going through >40 pages to find the links is cumbersome.
edit: lol, ninja'd
 
Can at least confirm that FCEUMM works (and still drops inputs).

After testing, the dropped inputs definitely feels like a Libretro-NX problem. pFBA handles quick directional input and button mashing perfectly (Again, tested with Megaman).
It could be worth looking at pFBA's source code and check how it handles inputs compared to how it's done right now in RA NX.
Hopefully something could be made out of it that can help this problem you mention.
Some pages back I explained what I did. Basically looked at what was done to the SNES9x2010 core and did them same to other cores. Not very hard.

------------------------------------------------------------

With all that said I think I am done with compiling cores. I post the ones I care about, and there are still a couple that could be done so I will save those for others to learn from.

Here are all of the Icons I have made (though in the future these will not be needed): https://imgur.com/a/CLbOKbY

and here are my sources (edited makefiles let be real here) to what are not on the GitLab if @m4xw wants to import them
(click the emulators title to be taken to the post about it in this thread)
Absolutely fantastic :)
Thanks for the list!
 
Why do you keep posting this same message every few days? lol

I'd rather have working emulators at full speed than a crappy two frames per second filling up my screen. Performande > Presentation
Why do you care so much what other people want done? Literally no need for that type of reaction. If we can get preformance and presentation into on package, that would be ideal
 
Last edited by baretbh,
Some pages back I explained what I did. Basically looked at what was done to the SNES9x2010 core and did them same to other cores. Not very hard.

------------------------------------------------------------

With all that said I think I am done with compiling cores. I posted the ones I care about, and there are still a couple that could be done so I will save those for others to learn from.

Here are all of the Icons I have made (though in the future these will not be needed): https://imgur.com/a/CLbOKbY

and here are my sources (edited makefiles let be real here) to what are not on the GitLab if @m4xw wants to import them
(click the emulators title to be taken to the post about it in this thread)

so i need to get devkit working again
 
Some pages back I explained what I did. Basically looked at what was done to the SNES9x2010 core and did them same to other cores. Not very hard.

------------------------------------------------------------

With all that said I think I am done with compiling cores. I posted the ones I care about, and there are still a couple that could be done so I will save those for others to learn from.

Here are all of the Icons I have made (though in the future these will not be needed): https://imgur.com/a/CLbOKbY

and here are my sources (edited makefiles let be real here) to what are not on the GitLab if @m4xw wants to import them
(click the emulators title to be taken to the post about it in this thread)

I will be moving to the project's Gitlab all the ones that aren't there yet, so that we can get them integrated in our build pipelines. Thanks a lot for putting them all together, I was planning to go through the thread to do this, but now it'll be easier.
 
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Why do you care so much what other people want done? Literally no need for that type of reaction. If we can get preformance and presentation into on package, that would be ideal

I don't particularly care, I'm just thinking about how the developers feel about a user coming on here nagging about features and contributing nothing in return, not acknowledging the post above them or the previous page(s) full of information.

Leeching isn't cool, yo. Especially if you have a nagging attitude about it.
 
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I don't particularly care, I'm just thinking about how the developers feel about a user coming on here nagging about features and contributing nothing in return, not acknowledging the post above them or the previous page(s) full of information.

Leeching isn't cool, yo. Especially if you have a nagging attitude about it.


Let me teach you how not to care, it's easy actually.




















/Wave
 
It could be worth looking at pFBA's source code and check how it handles inputs compared to how it's done right now in RA NX.
Hopefully something could be made out of it that can help this problem you mention.

Absolutely fantastic :)
Thanks for the list!

I query the joycon input once per frame, as it should. I think the input drops just come because the polling rate is basically the frame rate, and thats unconsistent.
 
The audio in VBA-Next is pretty terrible. If the sample rate is correct (44kHz) then it must be because of slowdown. Also, in testing Pokemon Emerald, I noticed the tiles got fuzzy/jagged when I moved which was weird.
 
The audio in VBA-Next is pretty terrible. If the sample rate is correct (44kHz) then it must be because of slowdown. Also, in testing Pokemon Emerald, I noticed the tiles got fuzzy/jagged when I moved which was weird.
I'm still on the SDL emulators, the libnx ones are still pretty buggy in comparison.
 
The audio in VBA-Next is pretty terrible. If the sample rate is correct (44kHz) then it must be because of slowdown. Also, in testing Pokemon Emerald, I noticed the tiles got fuzzy/jagged when I moved which was weird.
"Pretty terrible" is a freaking huge term. Be more specific
 
"Pretty terrible" is a freaking huge term. Be more specific
I think he is referring to the crackling scratchiness of the the sound. Same happens on the Snes one as well. On the latest SDL ports for those emulators, the sound was flawless, maybe look into those if the sound stuff is similar in coding (I have no idea)
 
I think he is referring to the crackling scratchiness of the the sound. Same happens on the Snes one as well. On the latest SDL ports for those emulators, the sound was flawless, maybe look into those if the sound stuff is similar in coding (I have no idea)

Audio on SNES is flawless for me, which games you talk about on the SNES?
 
Audio on SNES is flawless for me, which games you talk about on the SNES?
Using the latest build that is on the first page of this thread I have tried multiple games including Chrono Trigger, BoF 1 and 2, Mario Kart, Super Mario World and a bunch more. The audio crackles, i'm playing with headphones and i've also tried my studio monitors so maybe it's more noticeable on those and not so much just using the Switchs speakers.

Edit: I'm going to make you a video to show you
 
Last edited by baretbh,
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