No thanks... xDIf you want n64 and ps1 so badly then just use lakka...
No thanks... xDIf you want n64 and ps1 so badly then just use lakka...
I play them on my phone. Motorola Z Force + Moto Gamepad Mod FTW!No thanks... xD
So... I get this kind of weird bar that pixelates in a weird way the screen.... Any idea why? View attachment 134141
Nice! waiting for results! I didnt notice before until i played in Dock mode!I've been a LOOOOONG time lurker here at GBATemp, but the progress with this build of retroarch compelled me to finally make an account.
Thanks so much mx4w for all of your hard work! This is coming along amazingly!
Also, to answer a question...
m4xw told me on Reddit that this issue was caused by a mixture of being docked and the threading used by retroarch. I see this issue in just about every core I try while I am docked, but haven't had a chance to test it with the most recent nightly yet (I have just finished copying the files over to my Switch, but haven't yet tested it because my kid is hogging the TV).
Hopefully that clarifies WHY it's happening, at least.
Nice! waiting for results! I didnt notice before until i played in Dock mode!
fceumm: Download Link
Does this cause the battery issue?
No, this runs on Horizon.
In case anyone's interested, I got ParaLLEl's threaded Angrylion working. The emulator runs about 20% faster than before. Of course, it's still far from fullspeed; it's still just a fun proof of concept. There are also a few new issues introduced in this build: it crashes the system in docked mode, enabling VI overlay causes the screen to render smushed to the upper half of the screen, and for some reason the new menu UI breaks the core completely, so it uses the old UI. You've been warned! I've attached the build to this post. I'm probably not going to bother continuing work on this core until we have hardware acceleration. At this point, the speed in this build is about the best we're going to get, so there's not much of a point.
¯\_(ツ)_/¯OP, thank you for this ASTOUNDING app! Full screen NES on the go!
PS...if that's you in that orange and black chair, you're cute with gorgeous eyes!
Awesome!Speaking of which here is the FUSE sinclair zx spectrum emulator, recompiled in the stable retroarch branch
If controls do not work (which they wont at first): Load ROM>RetroArch Quick Menu>Controls>User 1 Device Type>Set to whatever joystick the game is asking you for. An on screen keyboard, atleast for the kempston joystick, is bound to select (-)
No, I actually switched to using the libnx thread stuff directly at some point when I was trying to figure out why it wasn't working, and I never ended up switching back. It would be pretty easy to switch back though, if I really wanted to.Are u making sure you use my pthread wrapper funcs?
¯\_(ツ)_/¯
It won't compile thanks to the nuklear GUI stuff.Any change of a C64 core (Vice)?
No sound in lakka (using internal speakers) makes it a no go for me.It won't compile thanks to the nuklear GUI stuff.
Used THIS repo.
Lakka does include C64 though, so...good luck on that
At least there's still support for Bluetooth speakersNo sound in lakka (using internal speakers) makes it a no go for me.
Its too unwieldy and defeats the objective of portability. Hopefully there will be an internal audio fix soon (I guess there was some problems with voltages that blew the audio circuitry during testing)At least there's still support for Bluetooth speakers
Doesn't even run for me, just freezesIn case anyone's interested, I got ParaLLEl's threaded Angrylion working. The emulator runs about 20% faster than before. Of course, it's still far from fullspeed; it's still just a fun proof of concept. There are also a few new issues introduced in this build: it crashes the system in docked mode, enabling VI overlay causes the screen to render smushed to the upper half of the screen, and for some reason the new menu UI breaks the core completely, so it uses the old UI. You've been warned! I've attached the build to this post. I'm probably not going to bother continuing work on this core until we have hardware acceleration. At this point, the speed in this build is about the best we're going to get, so there's not much of a point.
Try it again. I should add that to the list of bugs; sometimes it doesn't want to run and just locks up. Really strange stuff. Again, I'm not really bothered to look into fixing things when we won't be getting reasonable speeds anyways. If you're determined to try it anyways, try launching it a few more times and hopefully it'll work. Maybe try deleting the core options config file in the retroarch folder. That fixed the non-threaded version for me once when it stopped working.Doesn't even run for me, just freezes
Or just start it all over again but with the pthread wrappers.No, I actually switched to using the libnx thread stuff directly at some point when I was trying to figure out why it wasn't working, and I never ended up switching back. It would be pretty easy to switch back though, if I really wanted to.
Not sure what you mean by "start it all over". It's simply a matter of swapping the libnx functions out for the pthread functions. Most of them do the exact same thing anyways. But there's really no pressing need to get a 5 FPS emulator working in docked mode anyways.Or just start it all over again but with the pthread wrappers.
Maybe that could work.
You should probably swap out the functions just for fun and see what happens.Not sure what you mean by "start it all over". It's simply a matter of swapping the libnx functions out for the pthread functions. Most of them do the exact same thing anyways. But there's really no pressing need to get a 5 FPS emulator working in docked mode anyways.
Not really...will salamander also hurt our LCDs with burn-in like lakka?
what if they want to use this instead?If you want n64 and ps1 so badly then just use lakka...