Homebrew RetroArch Switch

ballcity

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ballcity

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ShadowOne333

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I think it's a RetroArch thing versus libtransistor thing...

https://github.com/libretro/RetroArch/commit/7487d938b39d87f09ae009bc9ee44eb582767977

Just make sure to compile from the main libretro repo rather than the one in the reswitched repo.
Oh it was a change in RetroArch, not libtransistor.
I searched in the wrong repo :lol:
But anyway, so with this changes the RA builds should be more reliable.

For those that have compiled cores before, please try recompiling with the newest RetroArch commit as well as the latest libtransistor development branch :)
 

ShadowOne333

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Oh btw guys.
I think the problem with the inverted colours might be the endian-ness of them.
From what I can see, only Red and Blue are inverted, while Green still retains it's proper colour in game.

So I think right now the core on the Switch is reading them as BGR instead of RGB.
A simple change in endianness might do the trick to fix the colours.
 
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now here is the thing it loads on the switch it fixes the colors , but it wont load any games on hw maybe somebody can figure out why ? it uses the latest commits from libretro , it loads the menu fine on the switch

on ryujinx it loads the game
 

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ShadowOne333

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now here is the thing it loads on the switch it fixes the colors , but it wont load any games on hw maybe somebody can figure out why ? it uses the latest commits from libretro , it loads the menu fine on the switch

on ryujinx it loads the game
What core is that?
 

ploggy

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Great to see PS1 running on Switch.. Wont be long now ;) Does PSX Rearmed compile? I know Beetle is the better Emu but Rearmed should be faster?
 

ballcity

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Oh btw guys.
I think the problem with the inverted colours might be the endian-ness of them.
From what I can see, only Red and Blue are inverted, while Green still retains it's proper colour in game.

So I think right now the core on the Switch is reading them as BGR instead of RGB.
A simple change in endianness might do the trick to fix the colours.
I'm guessing this fixed that - https://github.com/libretro/RetroArch/commit/90c36c52ced5b68b81948e62443354d65412de36
 
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Gamelist:

Spyro The Dragon Works
Gran Turismo v1.1 Works
Tekken 1,2,3 Works
WWF Smackdown 2 Know Your Rule Works
Crash Bandicoot Works

--------------------- MERGED ---------------------------

https://www.bountysource.com/issues/48048939-dynamic-recompiler-380-bounty if you know somebody who wants to get that bounty , we need the Dynarec Recompiler for aarch64 it would boost psx emulation around 10 to 20 fps , atm we are running at 6 fps
 

notimp

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*Eeek* :) I'll try to run Policenauts, as it might be one of the early playable ones, as long as HW acceleration is out.
 

Fadi5555

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*Eeek* :) I'll try to run Policenauts, as it might be one of the early playable ones, as long as HW acceleration is out.
Yes you’re right HW acceleration is important for enhancing the speed. Also we hope to could enable vulkan api as well to makes performance of games a lot better.
Also it could open doors for ppsspp as well.
 

ShadowOne333

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what we need first is Dynarec aarch64.
The Bounty is for a general dynarec, but one of the points is to make the dynarec in a way which could make it easily portable to any architecture.
This all started with the bounty for the Dynarec for Wii U (PPC).

One other thing that could be done is to try to compile PSX Rearmed and compare the two.
Iirc that one does have a dynamic recompiler already implemented for ARM.
 
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notimp

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Tried Policenauts, got the usual experience three crashes until the .nro loaded up once, upon loading the game, the HBL launcher still would be on screen. Even the Bios, and the 2D psychonauts title screen ran at 1/4 speed (judging from the music, and the emulation picture shimmering through.. ;) ), so its not just 3D emulation, its the current speed of that core in general.
 
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