EverSD – How to Run More Games from Stock UI

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
Hello Evercade+EverSD users!

If you’re anything like me, you absolutely LOVE your Evercade and what it stands for, but you also want to run your own roms to fill out your library while you wait for your favorites to come on future carts you can buy to support the awesome developers who made them. Unfortunately, while the EverSD allows that to happen, it does so using vanilla Retroarch as the front end. IMHO this takes away from the experience a bit as the clean and simple stock UI of the Evercade is part of its pickup and play charm. Even as someone fairly well versed in using Retroarch as a frontend and configuring its vast number of options, I find myself preferring a basic interface like the stock UI offers.

With that idea in mind, I present to you my custom changes to the EverSD software, which allows you to launch supported systems & rom types directly from the stock UI while still using the updated version of Retroarch that is optionally provided as part of the EverSD downloads.


Here is a 2min video showing some of the systems not supported by the Stock UI normally, working in the Stock UI after applying my changes: Linky

EDIT (2021.08.16)
Here is a 5min video showing off most of the rom extensions supported by my work launching from the Stock UI: Linky


Prerequisites:

  • You need to have an EverSD so you can load roms from an SD card (duh!)
  • Your Evercade needs to be either on firmware 1.2.0 or 1.3.1 (current as of this post)
  • You need to have followed this thread to get Retroarch setup and running on your SD card which includes downloading Retroarch itself from the Gdrive mirror in the thread or the EverSD website.


How To Make the Magic Happen:

Consider using a different SD card to test with if you already have built a large library of games on your EverSD. While everything here works great for me, you are not me – and while that’s great for you, it may not be for your SD card since I’m not a skilled code writer AT ALL. You won’t break anything trying my work but you might screw up the contents of your SD card enough to frustrate you into reformatting it and having to redo all of your own hard work setting it up again.
  • If you haven’t already, download the libretro “armv7-neon-hf” cores from here and extract the zips on to your SD card in the /retroarch/cores/ folder (must be unzipped so the contents are all ‘.so’ files!)
  • Delete or rename your existing /game/ folder on your SD card so you can use the one I provide. Nothing in your current /game/ folder will work as-is with my setup.
  • Delete or rename the existing ‘launch.sh’ file on the root of your SD card.
  • If you have a folder on the root of your SD card called ‘roms’ that you created previously, you’ll need to delete or rename that as well.
  • Download my ‘Starter Pack (v1.0b).7z’ and extract it to the root of your SD card. This will add the following folders: ‘game’, ‘roms’ & ‘tools’. It will also add ‘launch.sh’ and “Cores and Extensions.txt’ on the root of your SD card.
  • Take a second to look at the ‘Cores and Extensions.txt’ or the second post in this thread to see a listing of the libretro cores used to play games from the stock UI and the supported extensions the rom files must have. Unless the rom is for FBNeo (arcade/neogeo) they must not be archived (ie: no .zip or .7z) and should have one of the extensions listed in the document for the given core that will be used. Required bios files for each core should be placed in the /retroarch/system/ folder.
  • Place your rom files in the /roms/ folder on your SD card. I have not tested the limit (if any) that the stock UI can handle or if any slowdown occurs above a certain number of games. If you plan to store vast quantities of roms on your SD card then perhaps you’re better off with the vanilla Retroarch front end and its integrated playlist feature. You could always just populate the stock UI with your favorite games you play the most and use Retroarch’s UI for the bulk of your collection. PLEASE NOTE: ROM file extensions MUST be lowercase. Also, your rom files must NOT have a period '.' anywhere in the filename. The only period should separating the filename from the extension of the rom. Having extra periods in the rom file will break the logic used to make this method work. (Sorry about that)

Now that you have your roms in the right place, we need to create pointer files to them in the /game/ folder. The purpose of this is to fool the stock UI into thinking that all your roms are supported so they will be displayed as well as tell the launch.sh file where they actually are and what libretro core they should load with. The following steps will work only on a windows PC since it uses my provided batch file to create the pointer files. If you’re not using windows, you can create the files by hand, wait for me to figure out how to write a bash script for linux/macOS, or write your own.
  • First open up two separate file explorer windows on your computer – one showing the contents of your SD card /roms/ folder, and the other showing the contents of your SD card /tools/ folder.
  • Select all the CARTRIDGE rom files you want to display in the stock UI – DO NOT select any CD format games like .cue/.iso/.img/.chd/.m3u (an exception being .pbp files, which you can select now). At the moment I don’t have a batch file to handle these CD formats automatically – you’ll see why they’re special soon.
  • Drag & drop the selection of cart roms (and .pbp files) on to the script in the /tools/ folder called ‘Make_Rom_Pointers’. The files will be created and placed in /game/ automatically.

Artwork files go in the /game/ folder as always. You can use the EverSD artwork tool or some quick and dirty windows batch files I provide to convert existing box/screenshot/wheel art from a scraper to the necessary size and naming convention. If you decide to use my scripts, see the artwork section of the second post for detailed info about them.



Setting up CD games:

If you have not already copied your CD games over to your SD card /roms/ folder, do so now.
PLEASE NOTE: ROM file extensions MUST be lowercase. Also, your rom files must NOT have a period '.' anywhere in the filename. The only period should separating the filename from the extension of the rom. Having extra periods in the rom file will break the logic used to make this method work. (Sorry about that) If you rename a CD image file that has a matching .cue file, make sure to open the .cue file in a text editor and rename the image there as well!!

For each CD game, we need to create a pointer file in the /games/ folder on the SD card. To do this with a CD game that has multiple files for a single game, we first need to determine which one file the game will be opened with. For single disc games, this will always be the .cue file if it exists. If it doesn’t then it would likely be a .chd, .img, .iso, or possibly even a .ccd or .sub if it’s a playstation game that requires special data to work correctly. For single file, single disc games we clearly already know which file the game opens with, right? ;)

Copy or make note of the FULL FILE NAME of the file the game should open with, including its extension (ie: game.iso). In the /game/ folder, create a new blank file and change its ENTIRE NAME AND EXTENSION to ‘game.iso.??.sub’ where ‘??’ is replaced with either ‘tg’, ‘md’, or ‘ps’ if it’s a TG16/PCE CD, Sega/Mega CD, or PSX game respectively. EXAMPLE: [Rom]: Super Air Zonk.chd [Pointer]: Super Air Zonk.chd.tg.sub

If your CD game is a multi-disc Playstation game, you can either use a single .pbp file (which would have been handled the same as a cart rom earlier in this guide) or create a .m3u playlist and use this as your launch file. Your pointer for ‘game_name.m3u’ would simply be ‘game_name.m3u.ps.sub’

If your CD game is a multi-disc Sega CD/Mega CD game, you unfortunately (for now) need to treat each disc as a separate game due to lack of .m3u support in the libretro core available for this system. (If you know how to build libretro cores from source for armv7-neon-hf – please contact me). Follow the single disc game steps above.
EDIT (2021.09.30) If you download the newer build of Genesis Plus GX from the attached files below and use that instead of the older one provided on Libretro's buildbot server, you will have full CHD and m3u support!! Just grab 'gen+gx_chd_compatible.7z' below and extract it to your SD card's '/retroarch/cores/' folder! If you create a .m3u playlist for a multi-disc game, your pointer file for ‘game_name.m3u’ would simply be ‘game_name.m3u.md.sub’



Custom Retroarch Configuration File:

Optionally
, you can download my customized Retroarch configuration attached ‘Custom Retroarch.7z’ to get a few quality of life features setup for you if you’re a Retroarch novice or just lazy (no judgement here). This extra download is not required at all for getting games running in Retroarch from the stock UI, but they definitely go along with the idea of “Pickup and Play” convenience. Mostly is configures the Evercade’s inputs to the most rational layout I could think of, setup the most needed hotkeys as well as tweak some core performance settings and relocate game saves and states to the root of the SD card in the /saves/ and /states/ folders respectively for easy access when backing up and/or jumping from device to device with your game saves. Just make sure to backup or rename your existing SD card /retroarch/config/retroarch.cfg file before extracting my download to your SD card if you made any previous changes on your own that you don’t want to delete forever so you can switch back later.


:toot: You're all done! :yay:



Well, this was a VERY long post. Much longer than I thought it would be. I suck at writing out directions so I hope they came out understandable. With any luck I will be able to reserve post#2 to put detailed info about libretro cores used, file extensions needed, and retroarch hotkeys for those that also use my retroarch.cfg

If you need any help with my work, reply to this thread or message me here on GBATemp and I'll do my best to help out.

If you have any suggestions for additions or changes please let me know as well.

PLEASE don’t ask for support to be added for new rom types or systems unless they already work in the vanilla Retroarch UI. Nothing I’ve done here changes what retroarch can do on the Evercade in any way. I’ve just tried to make most of the rom types accessible from the Evercade’s stock user interface.



CHANGELOG
  • 'gen+gx_chd_compatible.7z' - Newer/custom build of Genesis Plus GX core that allows for use of the .CHD format as well as support for .m3u playlists for multi-disc games. Add it to you SD card's '/retroarch/cores/' folder, making sure to overwrite the older Libretro official version if present.
  • Tools Pack (Update 1) - Delete existing /tools/ folder first and then extract this one to the root of your SD Card. Rewrote & renamed the artwork scripts. Now comes with 4 flavors included. Stretched & Scaled direct to SD /game/ folder as well as Stretched & Scaled to a /converted/ folder at source location for use on your PC without your EverSD Card inserted in your PC.
  • Starter Pack (v1.1b) - Added support for PrBOOM. WAD files are treated as rom files and as such go into SD card /roms/ folder. Pointer files can be made with included batch file.
  • Starter Pack (v1.0b) - Initial release.
 

Attachments

  • Custom Retroarch.7z
    8.9 KB · Views: 140
  • Starter Pack (v1.1b).7z
    5.6 MB · Views: 148
  • Tools Pack (Update 1).7z
    5.4 MB · Views: 157
  • gen+gx_chd_compatible.7z
    471.5 KB · Views: 64
Last edited by esmith13,

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
Artwork Scripts Info: *Current version is: Tools Pack (Update 1)

There are scripts for each Evercade artwork type: Banner, Box & Screenshot (plus a 4th special one - Spine_Banner, made for use with "Box2D Side" which needs rotating 90° counter-clockwise)
There are 4 flavors of the artwork scripts, named as follows:

  • PC_{art-type}_Scale
  • PC_{art-type}_Stretch
  • SD_{art-type}_Scale
  • SD_{art-type}_Stretch
Keeping the /tools/ folder open in one window, open another with either the box, screenshot or wheel images you want to process with my batch files. These files, in typical scraper fashion, must already be named identically to your roms in the SD card /roms/ folder. Select all the images you need (from one of the three types) and drag & drop them to the appropriate batch file. The batch files are non-destructive. They will make copies of your source art to the SD card in the /game/ folder (if you use 'SD' scripts) or will create a new /converted/ folder next to your source art (if you use the 'PC' scripts), then resize & rename them as needed. Please note that you do not need to use all three art types to make your game appear on the menu. In fact, games will be listed even with no art available, but you will have no idea what game each entry is unless you provide at least one piece of art to display. Feel free to experiment with different art in different positions of the stock UI.

NOTE: It is safe to delete any individual scripts you don't plan to use. You can also now keep a copy of the /tools/ folder on your PC and use the appropriate scripts to build your artwork separate from your evercade, directly on your hard drive - for speed, archival purposes, or fear that you'll override something important on your SD card. Whatever way you prefer to do it - now you can.

The below samples illustrate how stretched vs scaled looks on the Evercade (green borders are to show overall dimensions):

BR-Box-Stretch.png
BR-Banner-Stretch.png

BR-Stretch.jpg

BR-Box-Scale.png
BR-Banner-Scale.png

BR-Scale.jpg

Using an art source such as screenscraper.fr (via the SkraperUI application) any my scripts, you can experiment with various art styles to suit your individual tastes. This example uses "Box2D Spine" as a banner, a "3D Box" Boxart, and the CD Label (know as a "Support" image in SkraperUI) as the screenshot:
BR-ALT.jpg


Retroarch Hotkey Configuration: (only applies if you used my optional custom retroarch config)

Retroarch Menu: L + R + Select + Start
Quit Game (press twice): Menu + Start
Show/Hide FPS Display: Menu + Select
Save State: Menu + R
Load State: Menu + L
Increase State Slot #: Menu + Up
Decrease State Slot#: Menu + Down
Eject CD (.m3u playlists): Menu + Y
Next Disc (.m3u): Menu + B
Previous Desc (.m3u): Menu + X



Supported Cores & Extensions: (info also included in the Starter Pack download)
*NOTE: In Starter Pack 1.1b and older, 'Cores and Extensions.txt' mistakenly lists the SNES core as 'snes9x2010_libretro.so' when in fact by default 'snes9x_libretro.so' is used/needed. This typo will be corrected in the next version of the starter pack. The list presented here is correct. May this also serve as a reminder that you can edit 'launch.sh' to define whichever core you personally prefer for each supported system.

ARCADE GAMES
core:
fbneo_libretro
extensions: zip
bios: neogeo.zip (only needed for neogeo games)

NINTENDO NES/FAMICOM/FAMICOM DISK SYSTEM
core:
fceumm_libretro
extensions: fds nes
bios: disksys.rom (only needed for fds games)

SUPER NINTENDO/SUPER FAMICOM
core:
snes9x_libretro
extensions: sfc smc

GAME BOY/GAME BOY COLOR/GAME BOY ADVANCE
core:
mgba_libretro
extensions: gb gbc gba
bios: gba_bios.bin (only needed for gba games)

SEGA 32X
core:
picodrive_libretro
extensions: 32x

SEGA MEGA DRIVE/MEGA CD/MASTER SYSTEM/GAME GEAR/SG-1000
core:
genesis_plus_gx_libretro
extensions: md smd gen bin cue iso sms gg sg chd m3u *if you download new version of core in 1st post
bios: bios_CD_E.bin, bios_CD_U.bin, bios_CD_J.bin (only needed for CD games)

NEC PC ENGINE/PC ENGINE CD & TURBOGRAFX-16/TURBOGRAFX-16 CD
core:
mednafen_pce_fast_libretro
extensions: pce cue ccd iso img chd
bios: syscard3.pce (only needed for CD games)

SONY PLAYSTATION
core:
pcsx_rearmed_libretro
extensions: cue iso img pbp ccd sub chd m3u
bios: scph5500.bin, scph5501.bin, scph5502.bin

BANDAI WONDERSWAN/WONDERSWAN COLOR
core:
mednafen_wswan_libretro
extensions: ws wsc

NEOGEO POCKET/NEOGEO POCKET COLOR
core:
mednafen_ngp_libretro
extensions: ngp ngc ngpc

ATARI 2600
core:
stella2014_libretro
extensions: a26

ATARI 7800
core:
prosystem_libretro
extensions: a78

ATARI LYNX
core:
handy_libretro
extensions: lnx

PRBOOM/DOOM *added in v1.1b
core:
prboom_libretro
extensions: wad
bios: prboom.wad (included in Starter Pack)
 
Last edited by esmith13,
  • Like
Reactions: MiCv2 and HtheB

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
Thank you VERY VERY MUCH!!!!

On a side note, is PrBOOM / DOOM doable?
I've not really messed with PrBOOM/DOOM via Retroarch... Do you launch it by choosing a .wad file to play or does it "just run" without doing the equivalent of picking a ROM/content to open first?


EDIT: Added PrBOOM support in v1.1b. Download is in first post.

PLEASE TEST AND REPORT BACK. I AM NOT EXPERIENCED IN PRBOOM USAGE.
 
Last edited by esmith13,
  • Like
Reactions: MiCv2

XDel

Author of Alien Breed: Projekt Odamex
Member
Joined
Jul 25, 2012
Messages
2,714
Trophies
1
Age
47
Location
Another Huxleyian Dystopia
XP
3,503
Country
United States
Hell yes, thank you!!!!

What did you have to alter to make this work from the menu? I tried tinkering last night but failed.

Anyhow it launches as it should and I am going to try some MODs on it later this evening. All that I needed to correct from the default setup was to assign the (strafe button) to (next weapon) since the trigger buttons already strafe them selves and for the fact that there was no next weapon select button assigned by default. That aside, I adjusted the Gamma a notch in the options and all seems well!!!!

I want to have your baby!!!
 

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
Hell yes, thank you!!!!
What did you have to alter to make this work from the menu? I tried tinkering last night but failed...

so, let's take an imaginary scenario with the following information:
Retroarch Core: spinich_boy_libretro.so
Rom Extension: sb
Sample Game Rom: Super Plumber Land.sb

Uncompressed rom files go in SD Card /roms/ folder
Pointer file to rom goes in SD Card /game/ folder (in this case, the name would be: Super Plumber Land.sb.sub)
Art files should be self explanatory by now...

In your launch.sh file, you need to an entry to identify the new extension under the case $EXTENSION in statement as follows:

wad.sub | WAD.sub) # This line lists the possible complete extension(s) of the pointer, is CASE SENSITIVE, and MUST end with ')'. I added upper and lower cases for wads since they are commonly found both ways
GAME_LIB=prboom_libretro.so # This is the full name of the libretro core to launch the game with. Must be in SD Card /retroarch/cores/ folder
RUNRA=2 # Variable to tell script how to launch different types of pointer files. Currently 0 & 2 are identical (future use), 3 is for CD games (handles the ?? to identify console), and 1 is only for Retroarch vanilla
;; # Closes this entry in the 'case' statement

Please keep in touch with anything you add yourself so it can be merged into the work as a whole for everyone to share.

...I want to have your baby!!!
Um, thanks? :unsure::shy::blush::rofl2:
 
Last edited by esmith13,
  • Like
Reactions: MiCv2 and XDel

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
NEW UPDATE!! SEE THE 1ST & 2ND POST!!
  • Tools Pack (Update 1) is available to download at the bottom of the 1st post with newly rewritten artwork scripts. (DELETE OLD /tools/ FOLDER FIRST!)
  • Artwork Script examples and information are now available at the top of the 2nd post.
 
Last edited by esmith13,

XDel

Author of Alien Breed: Projekt Odamex
Member
Joined
Jul 25, 2012
Messages
2,714
Trophies
1
Age
47
Location
Another Huxleyian Dystopia
XP
3,503
Country
United States
Do you get graphical corruption with Metroid Fusion and Zero? I tried the other GBA emulators but they experience some slow down.

(EDIT: It was a mere case of a bad bios file) FIXED
 
Last edited by XDel,
  • Like
Reactions: esmith13

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
This may sound ultra stoopid, do I need to run the Everpatch on 1.2.0? Should I just upgrade?
EverPatcher is only needed if you want to upgrade to FW 1.3.1, which I recommend for the controller tweaks (relevant for retail carts) and max brightness setting that was added.

How I understand it is FW 1.3.x blocked flash carts and EverPatcher unblocks them. If you stay on FW 1.2.0 it isn't needed.
 

mister j-y

Member
Newcomer
Joined
Aug 19, 2015
Messages
23
Trophies
0
Age
50
XP
309
Country
EverPatcher is only needed if you want to upgrade to FW 1.3.1, which I recommend for the controller tweaks (relevant for retail carts) and max brightness setting that was added.

How I understand it is FW 1.3.x blocked flash carts and EverPatcher unblocks them. If you stay on FW 1.2.0 it isn't needed.

Ah thanks man that's cool
 

vonfnas

Well-Known Member
Newcomer
Joined
Jun 24, 2010
Messages
89
Trophies
0
XP
304
Country
@esmith13 not sure if you have ever heard of anyone having this problem, but here it is.
I have been following your guide, and for some reason, SNES games won't start from the main menu. Everything else does start (GBA, NES, MD, NGP and so on), but SNES is a no go.
I can make SNES games run if I go through RetroArch, so it's not a core problem. At first I was wondering if the filetype was the problem, but SFC or SMC give me the same result.

Any idea what the problem might be?
 

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
@esmith13 not sure if you have ever heard of anyone having this problem, but here it is.
I have been following your guide, and for some reason, SNES games won't start from the main menu. Everything else does start (GBA, NES, MD, NGP and so on), but SNES is a no go.
I can make SNES games run if I go through RetroArch, so it's not a core problem. At first I was wondering if the filetype was the problem, but SFC or SMC give me the same result.

Any idea what the problem might be?
I have a few SNES games on mine without issue. Assuming you made the correct .sub file for each SNES rom, My next guess is that there is at least one '.' in the rom name that is not part of the double extension (ex: Dr. Mario.smc.sub needs to have the period after the 'Dr' removed or changed on both the rom and pointer file).

If that isn't the issue, please post a screenshot of both the .sub file in the 'game' folder as well as the rom itself in it's directory.

I'll be with my gear again tomorrow, so if it requires testing on my part it will unfortunately have to wait about 18hrs from now. Sorry.
 
  • Like
Reactions: MiCv2

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
For those who are curious AND too lazy to scroll to the top (I would be)...

Edited first post to add the following 5min video showing off most of the currently supported ROM formats launching from the Stock UI via my scripts: Linky
 
  • Like
Reactions: MiCv2

vonfnas

Well-Known Member
Newcomer
Joined
Jun 24, 2010
Messages
89
Trophies
0
XP
304
Country
I have a few SNES games on mine without issue. Assuming you made the correct .sub file for each SNES rom, My next guess is that there is at least one '.' in the rom name that is not part of the double extension (ex: Dr. Mario.smc.sub needs to have the period after the 'Dr' removed or changed on both the rom and pointer file).

If that isn't the issue, please post a screenshot of both the .sub file in the 'game' folder as well as the rom itself in it's directory.

I'll be with my gear again tomorrow, so if it requires testing on my part it will unfortunately have to wait about 18hrs from now. Sorry.
No extra periods or anything like that. It's like 8 SNES games, and none of them start from the main menu.
 

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
No extra periods or anything like that. It's like 8 SNES games, and none of them start from the main menu.
Can you list for me the EXACT names of a couple (or all) non-launching games, including their extension?
Also the pointer files' exact names that go with them as well please?

Copy/Paste or screenshots are fine.
 
  • Like
Reactions: MiCv2

vonfnas

Well-Known Member
Newcomer
Joined
Jun 24, 2010
Messages
89
Trophies
0
XP
304
Country
Can you list for me the EXACT names of a couple (or all) non-launching games, including their extension?
Also the pointer files' exact names that go with them as well please?

Copy/Paste or screenshots are fine.
This is what they look like!

EDIT: All SFC/SMC do not work, the rest work just fine. I can run all SFC/SMC through RetroArch though, it's running them from the main menu that doesn't work.

snesroms.jpg

snessub.jpg
 
Last edited by vonfnas,

esmith13

Well-Known Member
OP
Member
Joined
Aug 19, 2006
Messages
466
Trophies
0
Age
46
Location
South Jersey
XP
1,222
Country
United States
This is what they look like!

EDIT: All SFC/SMC do not work, the rest work just fine. I can run all SFC/SMC through RetroArch though, it's running them from the main menu that doesn't work.

Are you trying to use snes9x_libretro.so or snes9x2010_libretro.so as your retroarch core? The script is set to snes9x_libretro.so by default.

If you're trying to use snes9x2010_libretro.so, you will need to edit line #24 in launch.sh:
Code:
    GAME_LIB=snes9x_libretro.so

and change it to:
Code:
    GAME_LIB=snes9x2010_libretro.so


EDIT: This is probably my fault. I see in post #2 here (as well as in the 'Cores and Extensions.txt' included in the starter pack) I mistakenly listed 'snes9x2010_libretro.so' as the default core for SNES. I will be correcting that post now. My apologies if I caused this issue for you with a stupid typo and of course, feel free to just edit 'launch.sh' (line #24) to use 'snes9x2010_libretro.so' if you prefer.
 
Last edited by esmith13,
  • Like
Reactions: MiCv2
General chit-chat
Help Users
  • No one is chatting at the moment.
    F @ Freqman: lone_wolf323 is such a good backseat moderator simp boi