Homebrew RetroArch - A new multi-system emulator

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yea, not a problem. glad you like it.

Do you have the source to that forwarder - and in case there isn't, how do you normally make these things?

Might as well include it as part of RetroArch Wii if it's something users really want.
 
yea, not a problem. glad you like it.

Do you have the source to that forwarder - and in case there isn't, how do you normally make these things?

Might as well include it as part of RetroArch Wii if it's something users really want.

There isn't really a "source", its not like something you compile. It's just a few different pictures and a sound effect, etc. I used CustomizeMii 3.11 to put it together.
 
yea, not a problem. glad you like it.

Do you have the source to that forwarder - and in case there isn't, how do you normally make these things?

Might as well include it as part of RetroArch Wii if it's something users really want.

There isn't really a "source", its not like something you compile. It's just a few different pictures and a sound effect, etc. I used CustomizeMii 3.11 to put it together.
Yup, there's LOTS of stuff available for these kind of things!
 
It's a wiki, not a news site. In most cases developers are responsible for creating pages for their apps.

They can wait along time for that to happen then for me to go to the effort of creating my own wiki pages for my own project on a totally separate site from my own. In any other scene, these things get created by the community - Elotrolado creates wiki articles all the time for every emulator release, including RetroArch 360/PS3/Xbox 1/Wii - never have I had to 'create' this stuff for myself.


Hey guys,

In an effort to help out the cause, I started the Wiibrew wiki.

http://wiibrew.org/wiki/Main_Page

You can see it on the front page and I posted the readme on it. I just registered on wiibrew just for this, so that's why it's very rough. I will try to keep it up to date, but anyone else that can help out putting images and nicer formatting, please go ahead. Let's try to make it a good place to check the status of the project, so we don't have to read a million forum posts or bug LibRetroArch with things that have already been requested (I will put up a list there).



-Joseph
 
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Crap, that's what I was afraid of. The game works really well in this version, heck, it no longer slows down when the mosaic effect is show prior to battling. It's a shame there isn't a solution that fixes the menu while keeping the framerate boost. Bollocks.

Well, there could be, but it requires me finding a 'flag' in the RAM map of that game - if the menu is brought up, that flag should be changed to 1, and if the menu is brought down, it should be set to 0.

Unfortunately, I can find nothing like this in any Action Replay/romhacking RAM map.

Ah, bugger. That's what I get for bringing it up. Maybe OV2 should look into it.

OK- found a ROM hacker/TASer on the channel that pinpointed me to the address in RAM that corresponds to 'menu on/off' and I made this speedhack patch -

I've only tested it on PC so far and performance seems pretty much comparable. Tell me if this still performs the same for you on Wii.

http://www.multiupload.nl/2TB1FYH5B7

I'll silently update the previous post(s) as well.

Sweet! Glad you got it figured out! I haven't had a chance to try it out yet, but I will test it tonight
 
So I did a rebuild with clrmame using the latest dat file (0.146), and every CPS1 game as well as NeoGeo (with the exception of Final Fight) gives an error still. I decided to try downloading the latest mame rom set from UG also just to try, but still gives an error. No big loss anyway, all the other cores work swimmingly so it's not a big deal, since CPS2 works.
 
So I did a rebuild with clrmame using the latest dat file (0.146), and every CPS1 game as well as NeoGeo (with the exception of Final Fight) gives an error still. I decided to try downloading the latest mame rom set from UG also just to try, but still gives an error. No big loss anyway, all the other cores work swimmingly so it's not a big deal, since CPS2 works.

Go find ROMs that work with FBA 0.9.27.26 instead - I'm not sure which specific revision of the MAME romset they synced with, but it was fairly recent.
 
I think that version is synched with MAME 0.145u7, so I tried Clrmame with that dat but no luck still, tried using it on 2 different sets just to make sure. Also tried to just delete my old RetroArch folder and doing a clean install but nothing still.

But as I said, it's no big loss, I can play NeoGeo and CPS1 games on my computer if I need.
 
well - it expects that the value it returns from a button press on either L or R trigger is at least above 127 before it 'registers' a key press for those buttons -

state |= (PAD_TriggerL(port) > 127) ? GX_GC_L_TRIGGER : 0;
state |= (PAD_TriggerR(port) > 127) ? GX_GC_R_TRIGGER : 0;

I would have to see what kind of value is being reported by PAD_TriggerL/PAD_TriggerR when you press those buttons on your Genesis pad.
That's a bit silly, if you're going to interpret them as digital values why not just use the state of the L and R digital buttons (PAD_TRIGGER_R/PAD_TRIGGER_L) ? That's most likely what his controller is sending instead of analog values.
 
well - it expects that the value it returns from a button press on either L or R trigger is at least above 127 before it 'registers' a key press for those buttons -

state |= (PAD_TriggerL(port) > 127) ? GX_GC_L_TRIGGER : 0;
state |= (PAD_TriggerR(port) > 127) ? GX_GC_R_TRIGGER : 0;

I would have to see what kind of value is being reported by PAD_TriggerL/PAD_TriggerR when you press those buttons on your Genesis pad.
That's a bit silly, if you're going to interpret them as digital values why not just use the state of the L and R digital buttons (PAD_TRIGGER_R/PAD_TRIGGER_L) ? That's most likely what his controller is sending instead of analog values.

Good suggestion, I guess I could do that - thought I was forced to read analog values from those GC pad triggers but guess not.
 
Or check both, because thinking further about it somebody somewhere is bound to have a controller with a broken microswitch under those triggers and they'll probably turn up here complaining that it no longer works.
 
I think that version is synched with MAME 0.145u7, so I tried Clrmame with that dat but no luck still, tried using it on 2 different sets just to make sure. Also tried to just delete my old RetroArch folder and doing a clean install but nothing still.

But as I said, it's no big loss, I can play NeoGeo and CPS1 games on my computer if I need.

I just got done playing an hour of SF2:CE and Samurai Shodown on the wii via retroarch and my arcade sticks. Everything works flawlessly. It is your romset that is the issue, look for another set.
 
I think that version is synched with MAME 0.145u7, so I tried Clrmame with that dat but no luck still, tried using it on 2 different sets just to make sure. Also tried to just delete my old RetroArch folder and doing a clean install but nothing still.

But as I said, it's no big loss, I can play NeoGeo and CPS1 games on my computer if I need.

I just got done playing an hour of SF2:CE and Samurai Shodown on the wii via retroarch and my arcade sticks. Everything works flawlessly. It is your romset that is the issue, look for another set.
Yes, I think he would be better off to look for FBA roms on google, instead of mame roms.
 
I've been enjoying some CPS-2 with RetroArch over the last couple of days, but I have a question regarding the actual display aspect ratio vs. AR settings.

Ignoring any concerns of what's correct for a given system, can anyone else confirm that RetroArch as a whole (i.e. the menu, and games when set to 16:9 on a 16:9 TV set or 4:3 on a 4:3 set) does not fill the screen, horizontally? I have black bars on either side of the image, resulting in an overall aspect ratio of 8:5 (16:10) in widescreen, or 6:5 in full screen.

Sorry, I know this is too many numbers. It's less complex than it sounds. Essentially, RetroArch is slimmer (or taller, depending on your perspective) aspect ratio than it claims, resulting in the internal AR settings also skewing slimmer than the stated ratio, e.g. titles which are intended for 4:3 look most correct on a slightly wider scale of 3:2.

I've played plenty of widescreen content on the Wii without issue, so this does not appear to be a peculiarity of my hardware. I know the Wii does run some games at less than full widescreen: a good example is Monster Hunter Tri, which in "widescreen" mode is pillarboxed to 8:5, as seems to be occurring here. Perhaps a similar video mode is in use here?

Thanks for any thoughts.
 
I've been enjoying some CPS-2 with RetroArch over the last couple of days, but I have a question regarding the actual display aspect ratio vs. AR settings.

Ignoring any concerns of what's correct for a given system, can anyone else confirm that RetroArch as a whole (i.e. the menu, and games when set to 16:9 on a 16:9 TV set or 4:3 on a 4:3 set) does not fill the screen, horizontally? I have black bars on either side of the image, resulting in an overall aspect ratio of 8:5 (16:10) in widescreen, or 6:5 in full screen.

Sorry, I know this is too many numbers. It's less complex than it sounds. Essentially, RetroArch is slimmer (or taller, depending on your perspective) aspect ratio than it claims, resulting in the internal AR settings also skewing slimmer than the stated ratio, e.g. titles which are intended for 4:3 look most correct on a slightly wider scale of 3:2.

I've played plenty of widescreen content on the Wii without issue, so this does not appear to be a peculiarity of my hardware. I know the Wii does run some games at less than full widescreen: a good example is Monster Hunter Tri, which in "widescreen" mode is pillarboxed to 8:5, as seems to be occurring here. Perhaps a similar video mode is in use here?

Thanks for any thoughts.
There's the scaling option for.
 
There's the scaling option for.
I assume you meant to say something like "That's what the scaling option is for," or "There's the scaling option for that," (though do correct me if you meant something else) but unless I'm misunderstanding, I don't think I agree. I'd imagine the aspect ratio settings are supposed to set the display to the stated aspect, not for fudging "close enough" aspects by using incorrect AR settings to correct for an also incorrect default AR. Surely, that's outrageously unintuitive and not the intended behaviour. Ideally, one should be able to play 4:3 games by setting the aspect ratio to 4:3, not by using a 16:9 screen to display an incorrect 3:2 picture in roughly the 4:3 area.

On a related and hopefully less confusing note, it might be nice to have the internal default customisable rather than based on the Wii's settings (perhaps a three-setting toggle, e.g.: system, 4:3, 16:9). I keep my Wii on 16:9, but when switching to primarily 4:3 applications like emulators, I switch the TV to 4:3 to avoid unnecessary scaling. This gets mildly disruptive in a case like this, where my Wii is 16:9, my TV is 4:3, and setting the AR to 2:1 gets me a windowboxed 4:3 picture.

Damn. That's more confusing than before.
 
There's the scaling option for.
I assume you meant to say something like "That's what the scaling option is for," or "There's the scaling option for that," (though do correct me if you meant something else) but unless I'm misunderstanding, I don't think I agree. I'd imagine the aspect ratio settings are supposed to set the display to the stated aspect, not for fudging "close enough" aspects by using incorrect AR settings to correct for an also incorrect default AR. Surely, that's outrageously unintuitive and not the intended behaviour. Ideally, one should be able to play 4:3 games by setting the aspect ratio to 4:3, not by using a 16:9 screen to display an incorrect 3:2 picture in roughly the 4:3 area.

On a related and hopefully less confusing note, it might be nice to have the internal default customisable rather than based on the Wii's settings (perhaps a three-setting toggle, e.g.: system, 4:3, 16:9). I keep my Wii on 16:9, but when switching to primarily 4:3 applications like emulators, I switch the TV to 4:3 to avoid unnecessary scaling. This gets mildly disruptive in a case like this, where my Wii is 16:9, my TV is 4:3, and setting the AR to 2:1 gets me a windowboxed 4:3 picture.

Damn. That's more confusing than before.
Well, there's a little problem with some of the emulated games in regard to tv ratio standards.
Some games have a "strange ratio" most noticeble in the FBA games.
Also native resoltion of some games would not properly display without the overscan adjusted, manually.
Forcing some of these game to mentioned ratio might result in such black borders or stretched images.
Indeed the custom ratio can be of some help to some extent.

I found it that the best way and to get a near 1:1 pixel display Is to set the ration 1:1 or automatic, anf overscan set to 0 or -0.16.
 
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