I translated Retroarch's internal controls to NeoGeo, you translated the Vita controls to Retroarch's internal controls....Unless I misheard this whole thing and this was all superfluous in which case, whoops. (^^;;
I translated Retroarch's internal controls to NeoGeo, you translated the Vita controls to Retroarch's internal controls....Unless I misheard this whole thing and this was all superfluous in which case, whoops. (^^;;
I translated Retroarch's internal controls to NeoGeo, you translated the Vita controls to Retroarch's internal controls.
Super Mario RPG is fullspeed in SNES9x2005's newest build. Just played through the Intro Sequence til Mario's Pad. <3
Some of the sound effects sound a -little- off, but nothing you can't get past.
Yeah, that's a problem globally; in-game save-based functionality doesn't work. Such as Neo-Geo not recognizing a virtual Memory Card.
Thank you! Well, time to use save states at save points then. ^^
I'm using CatSFC since I hear it performs better.SNES9x2005 saves fine.
SNES9x2005 is CatSFC, they renamed it and it got a speed boost last night.I'm using CatSFC since I hear it performs better.
For what it's worth mGBA has the same issue (I know it isn't a RetroArch core).
Weirdest thing is that for Super Metroid, it did let me load a save after restarting the emulator but only once.
So THAT's why the latest nightly didn't have a CatSFC core!SNES9x2005 is CatSFC, they renamed it and it got a speed boost last night.
I'm using CatSFC since I hear it performs better.
For what it's worth mGBA has the same issue (I know it isn't a RetroArch core).
Weirdest thing is that for Super Metroid, it did let me load a save after restarting the emulator but only once.
Example, I tried with two games on FCEUmm; Zelda no Densetsu and Zelda 1 (Basically, NES and FDS versions of Zelda 1).
While Zelda no Densetsu DID save once...
...It didn't last after closing/re-opening RetroArch.
However, when I tried NES Zelda 1, THAT save persisted.
Sure, probably bad examples (It may only prove Famicom Disk System doesn't save but Battery Backed NES games do). But...
Iunno.
So THAT's why the latest nightly didn't have a CatSFC core!
Safe to say, maintaining this as a RetroArch-wide issue.You can guess what my naming convention is, eh?
I deleted the RetroArch files and reinstalled them, since the joystick buttons weren't working properly after I attempted to reconfigure them. (I kept getting that awful SEARCH: thing, which shouldn't even exist on a damn game system!) Now I can't get RetroArch to respond to ANY input. Yep, going back to the PSP Neo-Geo emulator. When LibRetro makes RetroArch even vaguely user-friendly, let me know.
Hmmmmy FCeum screen seems cropped on the left.
I thought I deleted that folder already in MoleculeShell, but I did it a second time and now I'm getting joystick input again. Strange. Thanks.
I wouldn't say that RetroArch was only "a week old," though. I've had similar problems with the 3DS version of the emulator, and that's been around for at least a half year now. It really, really needs to be optimized for the systems it's ported to... little effort was made to do this and the interface makes it painfully obvious. I wish someone would just port Final Burn Alpha directly to the Vita and 3DS.
I thought I deleted that folder already in MoleculeShell, but I did it a second time and now I'm getting joystick input again. Strange. Thanks.
I wouldn't say that RetroArch was only "a week old," though. I've had similar problems with the 3DS version of the emulator, and that's been around for at least a half year now. It really, really needs to be optimized for the systems it's ported to... little effort was made to do this and the interface makes it painfully obvious. I wish someone would just port Final Burn Alpha directly to the Vita and 3DS.