Homebrew RELEASE Development Thread - RetroArch libnx

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Is there any problem with mame2003 core? why can't find it in the list?
include $(DEVKITPRO)/libnx/switch_rules
EXT=a
TARGET := $(TARGET_NAME)_libretro_$(platform).$(EXT)
DEFINES := -DSWITCH=1 -U__linux__ -U__linux -DRARCH_INTERNAL
CFLAGS := $(DEFINES) -g \
-O2 \
-fPIE -I$(LIBNX)/include/ -ffunction-sections -fdata-sections -ftls-model=local-exec -Wl,--allow-multiple-definition -specs=$(LIBNX)/switch.specs
CFLAGS += $(INCDIRS)
CFLAGS += $(INCLUDE) -D__SWITCH__
CXXFLAGS := $(ASFLAGS) $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
CFLAGS += -std=gnu11
PLATCFLAGS += -Dstricmp=strcasecmp
STATIC_LINKING = 1
 
Last edited by FlexingTiger,
Whoops added O2EM icon to the album
https://imgur.com/a/CLbOKbY

And as for stella I just recloned it and built it ("make platform=switch") just fine.

It was an error in my CICD script, I picked a name for the package folder that was also used for sources so I was removing some code during the build process haha. Sent MR for Stella just now. Soon we will have automatic builds for all the cores you ported @Melon__Bread, cheers.
 
Soooooo now.

Put a title between each link and add a space between.

Two many links stacked

I gave an example in the quote

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

@m4xw

SNES AND VBA NEED TO BE REVERTED BACK to the previous builds on the OP until the freeze/hang bug is resolved.

Unless you have a fix instead for now I feel reverting back a build is the way to go

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

On this note I will be WILLINGLY updating to 5.1.0 lmfao dont hear that too often :toot::toot::yaypsp:

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

You guys all BETTER be right about Homebrew on 5.1.0 lmfao jokes obv

Thanks for Testing. It shouldn't be because code changes, so either its because the updated hekate version (since then I get the Issues, not only sdfiles) or somethings still odd about CI, but that will resolve itself

Once I accepted all the Pull requests we will have lots of automated up2date builds thanks to @Starcarr

I guess I set a IRC up soon

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

Is there any problem with mame2003 core? why can't find it in the list?
I compiled it, but its still on my pc at home

didn't publish code yet

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

Virtual Jaguar LibNX Github fork is up.

Also, @m4xw:
Sorry to burst your bubble, but how far have you gone in the threading support progress?
Also, side note: from what I have learned, threading paves way for multi CPU core support, am I right? How will threading affect perfomance of certain cores that require it?
https://git.m4xw.net/Switch/RetroArch/RetroArch/boards
 
how would suggest keyboard to work


i'm sorry , i don't have a clue.


MSX used to be a small computers. The emulators in phones, tablets, etc use a virtual keyboard included bluemsx.

why this is important ? it's because some games, wait 0,1 or a Fonction key to start and after the stick is enough.

i agree a complete keyboard is useless for this emulator in switch it's not the purpose, but we miss many games if wee can't assign "0" to L1 and "1" to R1 "enter" r2 etc ...

btw nice work

i will test as much as i can msx roms , msx1 and msx 2 .

PFBA have a msx emulation too but with the same keyboard problem and only msx1 thant's why this one seems a good news.


thanks for reading.
 
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i'm sorry , i don't have a clue.


MSX used to be a small computers. The emulators in phones, tablets, etc use a virtual keyboard included bluemsx.

why this is important ? it's because some games, wait 0,1 or a Fonction key to start and after the stick is enough.

i agree a complete keyboard is useless for this emulator in switch it's not the purpose, but we miss many games if wee can't assign "0" to L1 and "1" to R1 "enter" r2 etc ...

btw nice work

i will test as much as i can msx roms , msx1 and msx 2 .

PFBA have a msx emulation too but with the same keyboard problem and only msx1 thant's why this one seems a good news.


thanks for reading.

You can just bind normal keyboard keys to joycon buttons!

Check out your input settings, that might be enough for this!

Does it require a certain bios? If so, where do we put it?

You have to research that yourself, hes on vacation
 
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You can just bind normal keyboard keys to joycon buttons!

Check out your input settings, that might be enough for this!



You have to research that yourself, hes on vacation
I'll f around a bit and see if I can figure it out, as it stands now, it doesn't boot past the initial "press a" screen
 
Very happy with all the work that's being done by @Starcarr, going above and beyond!
All merged, new builds soon! (Nearly) full repo List: https://git.m4xw.net/Switch/RetroArch

5f43e978-b28c-4a92-98ff-94ed2db6086f.png
 
Happy testing!
Edit: Seems configs (the standard ones I use) are problematic. Just delete them, Analog DPAD is still default, even w/o config!
 
Last edited by m4xw,
You can just bind normal keyboard keys to joycon buttons!

Check out your input settings, that might be enough for this!



You have to research that yourself, hes on vacation

thank you so much to take time to nicely answer

before asking this i did try to edit the config file like this.


input_player1_l2 = "1"
input_player1_l2_btn = "1"
input_player1_l2_axis = "1"
input_player1_l2_mbtn = "1"
input_player1_r2 = "0"
input_player1_r2_btn = "0"
input_player1_r2_axis = "0"
input_player1_r2_mbtn = "0"
input_player1_l3 = "F5"
input_player1_l3_btn = "F5"
input_player1_l3_axis = "F5"
input_player1_l3_mbtn = "F5"

starting athletic land asking for this
1 for 1 player joystick
2 for 2 player joystick
3 for 1 player keyboard
4 for 2 players keyboard

hitting the L2 button R2 ans so on don't make any effect.
that's why i asked...



beside this it's just a comment to point some problems with this core. Because i though... if someone ask tests, maybe he want's some returns...
 
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thank you so much to take time to nicely answer

before asking this i did try to edit the config file like this.


input_player1_l2 = "1"
input_player1_l2_btn = "1"
input_player1_l2_axis = "1"
input_player1_l2_mbtn = "1"
input_player1_r2 = "0"
input_player1_r2_btn = "0"
input_player1_r2_axis = "0"
input_player1_r2_mbtn = "0"
input_player1_l3 = "F5"
input_player1_l3_btn = "F5"
input_player1_l3_axis = "F5"
input_player1_l3_mbtn = "F5"

starting athletic land asking for this
1 for 1 player joystick
2 for 2 player joystick
3 for 1 player keyboard
4 for 2 players keyboard

hitting the L2 button R2 ans so on don't make any effect.
that's why i asked...



beside this it's just a comment to point some problems with this core. Because i though... if someone ask tests, maybe he want's some returns...

No worries, I would help you more but I am at work currently.

The "research yourself" part, wasn't for you.
 
The beetle vb core hangs on loading games, I tried them all, and the only one that I saw a difference was

Galactic Pinball - Hangs on "Read Instructions" screen, it only faintly shows up though

Insane Mouse Mansion - Same, only the words are not faint
 
The beetle vb core hangs on loading games, I tried them all, and the only one that I saw a difference was

Galactic Pinball - Hangs on "Read Instructions" screen, it only faintly shows up though

Insane Mouse Mansion - Same, only the words are not faint

U mean all cores with that?

I really need a public issue tracker
 
Do you know if a earlier build worked? I know we had a nro floating around somewhere
I'd have to find it and test it to be sure, do you know in a ball park what page it is on so I don't have to look through all the pages?

Found it, page 23, I'll try it to see if there is any differences.
 
Last edited by wicksand420,
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