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.
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.
Yup, there's LOTS of stuff available for these kind of things!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.
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.
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.
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.
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.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.
Just tried out the test build, the FF6 duplicate window/HUD issue is gone, AND the performance has not been affected!
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.
Yes, I think he would be better off to look for FBA roms on google, instead of mame roms.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.
Just tried out the test build, the FF6 duplicate window/HUD issue is gone, AND the performance has not been affected!
Great, that is exactly what I hoped to hear.
There's the scaling option for.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 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.There's the scaling option for.
Well, there's a little problem with some of the emulated games in regard to tv ratio standards.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.There's the scaling option for.
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.