Homebrew RetroArch Switch

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does anyone know why Gameboy roms won't save? (have crystal clear 2.0 Beta and tha save wipes every tim I quit i also am on a fat32 card)
This one is all kinds of funny.

- Crystal Clear 2.0 Beta is a romhack, that for me will crash gambette (default emulator for most GBC roms).
- Crystal Clear 2.0 Beta has a quicksave function as well as a normal save function apparently - but maybe not, I'm not that into Pokemon, you tell me, I just read the "would you like info on the romhack?" bit.
- As it didnt run on gambette I tested it with the Gearboy core - and what the what, it saves and loads saves like any normal GBC game.
- Savestates also work.

At which point we are back to, "are you exiting retroarch via the quit option, or via the homebutton?" because the homebutton crashes the emulator, the quit option exits it and writes your savestates to the sdcard".

And no - I dont mind telling this every iPhone user in the world -personally- there only are a few billion of you out there...

Next time, at least name the emulator (core) you are using to play a game that "dont work". (It does. Of course.)
 
Last edited by notimp,
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The wallpaper picker appears to be broken. I was able to change the main wallpaper by editing the assets/xmb/monochrome/png/bg.png file.

73ddb9f5185f406c85ed35980e64ffde.jpg


For Dynamic backgrounds to work, you need a png that matches the name of the playlist or menu item.

6deb490bb10033dc4ebe04083b873dd1.jpg

Thanks for the tip!
All works fine now.
These are my backgrounds:
gb wall.jpg
gba wall.jpg
mame wall.jpg
nes wall.jpg
 
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Filters:

Just tried out a few of the more enhanced retroarch filters - here is a short summery.

(Applying filters can cause switch to crash, I strongly suggest you not saving configurations of filters as "default" until you've made sure, that retroarch wont crash because of them. Some crashes only occur on "close content" or "load content", so be careful here. There is a retroarch.glslp file in the shaders folder that usually stores saved shader defaults, try deleting that if your system crashes upon launching games.)

There are filters with filesnames indicating several passes (pass0, pass1, pass2, ...) those have to be applied "staged" to get the intended effect. One example of such a filter is scalefx. You have to set 5 filter passes, select the appropriate filter for each pass - hit apply, and only then you'll get the desired effect.

Suggested combinations to try out:

For "hires" pixel art:
Pass 1: omniscale-legacy with shader scale set to 5x
Pass 2: reverse anti-aliasing filter (anti aliasing folder) with shader scale set to dont care

gives the following result:
Ua4CKyH.gif


For pixel art in general:
- Supereagle
- xbrz (2 pass version)
- scalenx 2sfx
- scalefx (5 pass version)

xbrz (2 pass version) can also be used on PSX 3D content - but please understand that this will have a small impact on performance. Other filters even more so, so you have to experiment in game.

Also - depending on the filter vsync on or of might be necessary to minimize sound stutters. If you want to use omnifilter, you have to set vsync to off.

Threaded video of course is a must as well.

Also, make sure you have bilinear filtering turned off, because - *ehem*.
 
Last edited by notimp,
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Hello is it safe to buy a hori d pad will it work with reteoarch switch?
Of course. RetroArch won't even know you're using the HORI one instead of Ninty's JoyCon. They just changed the physical buttons (to a D pad), not the digital signals which button (= direction) has been pressed.
 
Filters:

Just tried out a few of the more enhanced retroarch filters - here is a short summery.

(Applying filters can cause switch to crash, I strongly suggest you not saving configurations of filters as "default" until you've made sure, that retroarch wont crash because of them. Some crashes only occur on "close content" or "load content", so be careful here. There is a retroarch.glslp file in the shaders folder that usually stores saved shader defaults, try deleting that if your system crashes upon launching games.)

There are filters with filesnames indicating several passes (pass0, pass1, pass2, ...) those have to be applied "staged" to get the intended effect. One example of such a filter is scalefx. You have to set 5 filter passes, select the appropriate filter for each pass - hit apply, and only then you'll get the desired effect.

Suggested combinations to try out:

For "hires" pixel art:
Pass 1: omniscale-legacy with shader scale set to 5x
Pass 2: reverse anti-aliasing filter (anti aliasing folder) with shader scale set to dont care

gives the following result:

For pixel art in general:
- Supereagle
- xbrz (2 pass version)
- scalenx 2sfx
- scalefx (5 pass version)

xbrz (2 pass version) can also be used on PSX 3D content - but please understand that this will have a small impact on performance. Other filters even more so, so you have to experiment in game.

Also - depending on the filter vsync on or of might be necessary to minimize sound stutters. If you want to use omnifilter, you have to set vsync to off.

Threaded video of course is a must as well.

Also, make sure you have bilinear filtering turned off, because - *ehem*.

Hi, interesting explanation of shaders. Can you tell us the impact on performance (for example your 'pixel art general combination') on 16bits consoles and MAME-NEOGEO? Are they running full speed?

Cheers!
 
Here a few more findings regarding shaders:

The reverse anti aliasing filter is a good addition to both omniscale-legacy and scalenx 2xSFX, as it adds a little more pixel "noise" back into the filtered presentation. For most gba games the "correct" shader scale for both the omniscale-legacy and scalenx 2xSFX filters would be 2x (for Phoenix Wright 5x is preferable). Increasing shader scale increases "edge contrast".

For GBA games, lets look at three presentation options in detail.

1. Bilinear filtering off, no additional filter
2. Bilinear filtering off, 1. Pass: scalenx 2xSFX/shaderscale:2x 2. Pass: reverse antialiasing/shaderscale: dont care
3. Bilinear filtering off, 1. Pass: omniscale-legacy/shaderscale:2x 2. Pass: reverse antialiasing/shaderscale: dont care

Those three options "smoothen" the image increasingly more - and may be used depending on the "detail level" of the pixel art you are dealing with.

Final Fantasy Tactics Adv Option 1 and Option 3:
hh9pVuQ.jpg

vQZ0Ano.jpg


Final Fantasy 6 - option 1, 2 and 3
JzuZhrZ.jpg

CU67L3D.jpg

jNRMGqn.jpg

Mother 3 - option 1, 2 and 3
162zOVW.jpg

ZP4NWJJ.jpg

8Xd103s.jpg

Metroid Zero Mission - option 1, 2 and 3
Xcm3GRa.jpg

pxLAhFz.jpg

NTQz80X.jpg

The "best" option for each game might depend on the detail of the pixel art, and the font used.

In FFT for me its option 3, in FF6 option 1, in Mother 3 option 2, in Zero Mission option 3. In Phoenix Wright option 3 with shaderscale set to 5x instead of 2x (even more edge contrast).
 
Last edited by notimp,
Also Retroarch regularly refuses to load two consequtive times in a row with those shader settings enabled, but if you press the home button, and try again - it eventually will load. ;)

Close game will crash the emulator. Exit/quit will not. ;)

As said before, shader implementation right now is "wonky". ;)
 
This one is all kinds of funny.

- Crystal Clear 2.0 Beta is a romhack, that for me will crash gambette (default emulator for most GBC roms).
- Crystal Clear 2.0 Beta has a quicksave function as well as a normal save function apparently - but maybe not, I'm not that into Pokemon, you tell me, I just read the "would you like info on the romhack?" bit.
- As it didnt run on gambette I tested it with the Gearboy core - and what the what, it saves and loads saves like any normal GBC game.
- Savestates also work.

At which point we are back to, "are you exiting retroarch via the quit option, or via the homebutton?" because the homebutton crashes the emulator, the quit option exits it and writes your savestates to the sdcard".

And no - I dont mind telling this every iPhone user in the world -personally- there only are a few billion of you out there...

Next time, at least name the emulator (core) you are using to play a game that "dont work". (It does. Of course.)

gearboy got it
 

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