Homebrew RELEASE Development Thread - RetroArch libnx

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Anybody tried to build beetle-psx-libretro core?
I just added Switch support to Makefile (copy from VBA-next, but remove -fno-exceptions flag), build psx core, then RetroArch with mednafen_psx_libretro_switch.a (rename it to libretro_switch.a), but after launch binary won't happen, I just see this screen -
mKFerq6.jpg
 
Last edited by rock88,
Anybody tried to build beetle-psx-libretro core?
I just added Switch support to Makefile (copy from VBA-next, but remove -fno-exceptions flag), build psx core, then RetroArch with mednafen_psx_libretro_switch.a (rename it to libretro_switch.a), but after launch binary won't happen, I just see this screen -

You shouldn't use highly unstable code. Let me fix it before you attempt shit like that.
And this was attempted 3 times in 79 pages. And maybe asked like 3 dozen times
 
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Threaded builds are highly WIP. They might work.. or not.

You could try w/o a config and manually setting video->video_threaded on and vsync on
Yeah, still getting a 2162-0002 immediately after loading a ROM. Tried with and without configs. Tried a few different threaded builds etc. Just doesn't seem to work on 3.0.0 :'(.

I did try the "stable" download link from OP and it works fine, no issues there. So who knows.
 
I can build you a patched hb + retro stuff, but not sure if I find time today. Busy with finishing full screen
Thanks.
I can try in meantime to get my dev env up to scratch and clone the latest sources for libnx, hbl and retro
 
Yeah, still getting a 2162-0002 immediately after loading a ROM. Tried with and without configs. Tried a few different threaded builds etc. Just doesn't seem to work on 3.0.0 :'(.

I did try the "stable" download link from OP and it works fine, no issues there. So who knows.

Well I would guess if it does not happen on the non threaded builds, that threading is at fault ;)
 
Updated Threaded + Fullscreen (optional!) Test Builds:
https://git.m4xw.net/Switch/RetroArch/VBA-Next/-/jobs/585/artifacts/download
https://git.m4xw.net/Switch/RetroArch/libretro-snes9x2010/-/jobs/583/artifacts/download

Use w/o config (as supplied), Integer scaling is off by default (it works but seems to freeze on certain aspect ratios. leave it off for SNES if you want it like it was, for vba enable it to have it as it was [but I like the default more, @SeongGino]).

If you want fullscreen set aspect to Custom, make sure there is no integer scaling

Integer scaling + certain aspect rations will freeze
I capped everything 1270x780 as supersampling isn't there yet.


Def. need feedback on that. @SeongGino @Leonidas87

Edit: Don't forget vsync swap = 4 smoothes things out a bit. I'll use that as default (if it is still needed) at some point!
 
Last edited by m4xw,
Def. need feedback on that.

Not totally sure what you want me to say, but...
Performance seems fine. The scaling seems accurate and working properly on VBA, but Snes9x's integer scaler with 1:1 par is bugged.
No pics, but it's offset and loops over from the right side to the left side of the screen.

EDIT: Ahem...
 
Last edited by SeongGino,
Not totally sure what you want me to say, but...
Performance seems fine. The scaling seems accurate and working properly on VBA, but Snes9x's integer scaler with 1:1 par is bugged.
No pics, but it's offset and loops over from the right side to the left side of the screen.

EDIT: Ahem...

Its a known issue with integer scaling right now. It only works if I tell it to not honor the aspect ratios.
 
Updated Threaded + Fullscreen (optional!) Test Builds:
https://git.m4xw.net/Switch/RetroArch/VBA-Next/-/jobs/585/artifacts/download
https://git.m4xw.net/Switch/RetroArch/libretro-snes9x2010/-/jobs/583/artifacts/download

Use w/o config (as supplied), Integer scaling is off by default (it works but seems to freeze on certain aspect ratios. leave it off for SNES if you want it like it was, for vba enable it to have it as it was [but I like the default more, @SeongGino]).

If you want fullscreen set aspect to Custom, make sure there is no integer scaling

Integer scaling + certain aspect rations will freeze
I capped everything 1270x780 as supersampling isn't there yet.


Def. need feedback on that. @SeongGino @Leonidas87

Edit: Don't forget vsync swap = 4 smoothes things out a bit. I'll use that as default (if it is still needed) at some point!
Same insta-error upon loading a ROM with 3.0.0... definitely doesn't like the threading.
 
This is what happens on Kirby Dream Land 3 with Aspect Ratio set to 16:9/4:3,

Threaded Video = On
Vertical Sync = On
Bilinear Filtering = On

EDIT: It's similarly messed up on custom Ratio too.
20180612_002030[1].jpg
 
Last edited by ploggy,
Updated Threaded + Fullscreen (optional!) Test Builds:
https://git.m4xw.net/Switch/RetroArch/VBA-Next/-/jobs/585/artifacts/download
https://git.m4xw.net/Switch/RetroArch/libretro-snes9x2010/-/jobs/583/artifacts/download

Use w/o config (as supplied), Integer scaling is off by default (it works but seems to freeze on certain aspect ratios. leave it off for SNES if you want it like it was, for vba enable it to have it as it was [but I like the default more, @SeongGino]).

If you want fullscreen set aspect to Custom, make sure there is no integer scaling

Integer scaling + certain aspect rations will freeze
I capped everything 1270x780 as supersampling isn't there yet.


Def. need feedback on that. @SeongGino @Leonidas87

Edit: Don't forget vsync swap = 4 smoothes things out a bit. I'll use that as default (if it is still needed) at some point!

Taking a brake from phone calls, I'll be testing those two builds on 4.1.0 and 5.1.0 immediately
 
Same insta-error upon loading a ROM with 3.0.0... definitely doesn't like the threading.
Nah ,just one of many bugs with my code :P

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

This is what happens on Kirby Dream Course 3 with Aspect Ratio set to 16:9/4:3

Threaded Video = On
Vertical Sync = On
Bilinear Filtering = On


Does bilinear filtering actually cause this, or why did u include it?

And other ratios fine?
 
Nah ,just one of many bugs with my code :P

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



Does bilinear filtering actually cause this, or why did u include it?

And other ratios fine?

Kirby has an aspect ration issue.

I swear it's in that exact part of the game. Even before full screen it would shrink or look mor squished just for specific areas on Kirby. I've witnessed Kirby aspect ration issues before so do consider that.
 
Kirby has an aspect ration issue.

I swear it's in that exact part of the game. Even before full screen it would shrink or look mor squished just for specific areas on Kirby. I've witnessed Kirby aspect ration issues before so do consider that.
Are u shittin me?
 
Nah ,just one of many bugs with my code :P

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



Does bilinear filtering actually cause this, or why did u include it?

And other ratios fine?
It seems to happen on all Aspect Ratio's. Bilinear Filter does have an effect, it switches the display between what you see in the Vid and what it shows in the pic I posted (see my edit above)
 
It seems to happen on all Aspect Ratio's. Bilinear Filter does have an effect, it switches the display between what you see in the Vid and what it shows in the pic I posted (see my edit above)
What if you use default + integer scaling?

I mean I already know the fix, its just weird that some games and some cores act different
 
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