Homebrew Official Retroarch WiiU (wip.)

ploggy

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PCSX Rearmed crashes when playing Goemon: Shin Sedai Shuumei.

Does anyone knows how to fix this?
Looks like it crashes on PC Retroarch too, so not a WiiU Pcsxrearmed issue thankfully :P
It works when set to interpreter so that suggests a Lightrec issue..
You want to make an issue on github and describe the problem there ;)

https://github.com/libretro/pcsx_rearmed/issues


But its possible to play the game if you:
Start the game, once booted goto Core Options>System..
Turn Dynamic Recompiler=Off and turn PSX CPU Clock Speed (%) to 31
Retrun to game and it should be playable ;)


--------------------------------------------------------------------------------------


To all.... Can someone on Aroma try a usb hdd (Fat32) and check if its being recognised from within RA? I've had a report that their usb Hdd isnt being recognised even tho it was on Tira.. Thanks :)
 
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Latest cores compiled for aroma-tiramisu, most of them are working great, except tgb dual (and doublecherryGB too, based on tgb dual), it loads right into a green screen (previosly white screen on tiramisu), probably the same endianness issue as VBA-M had.

Searching, I found you (ploggy) fixed this issue for a gba emu:
https://github.com/libretro/vbam-libretro/pull/116/commits

Can you please compile the statically linked retroarch with the pre libretro cores I managed to compile by fixing the makefile? I tried to compile retroarch for Wii U using old devkitppc builds but with no success, right now I cant install Docker to use your tutorial.

Attached are both pre compiled cores with the makefile fix. Thank you!
 

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ploggy

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Latest cores compiled for aroma-tiramisu, most of them are working great, except tgb dual (and doublecherryGB too, based on tgb dual), it loads right into a green screen (previosly white screen on tiramisu), probably the same endianness issue as VBA-M had.

Searching, I found you (ploggy) fixed this issue for a gba emu:
https://github.com/libretro/vbam-libretro/pull/116/commits

Can you please compile the statically linked retroarch with the pre libretro cores I managed to compile by fixing the makefile? I tried to compile retroarch for Wii U using old devkitppc builds but with no success, right now I cant install Docker to use your tutorial.

Attached are both pre compiled cores with the makefile fix. Thank you!
Here are the Cores, I haven't tested them I hope they work for you :)
 

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zerofalcon

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Here are the Cores, I haven't tested them I hope they work for you :)
Thanks a lot ploggy :). Unfortunately, both cores behave the same when loading a rom (white or any other color screens) as they were. Maybe I did something wrong while compiling the pre libretro (libretro_wiiu.a) cores or maybe they need to be recoded from source to fix the endianness issues.
 

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I see that the progress of RetroArch on Aroma is going smoothly. I won't use RetroArch on Aroma because it isn't official, yet. The Atari 5200 (A5200) core is running on the Wii U pretty well. The Anarch core on the Wii U tries to improve speed that this thing can handle, but it's playable.<3 Most games work with the A5200 core, and the analog control function rocks! I had to select to None on the Digital to Analog Controls setting on this core. I hadn't test other cores yet, but you got something that RetroArch is all about. Keep it up, guys! Retro games never die.
 
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Sure I can wait on Quark's response :P
And for the sticky threads, I'm not sure, I don't have the same permissions as mods have from what I know.
I'm cool with it, though I'll note that things have changed pretty dramatically in just the last week, with people like @Maschell and @Vague Rant being involved and making big contributions. So it might get outdated fast!
Like, since Ploggy recorded that video, we redid packaging and put all the assets into a .wuhb, which dramatically brings down the load times and gives you a single RetroArch icon on the menu (as opposed to the third-party Launcher) and rewrote the ProcUI handling to support the HOME menu overlay - along with shocking features like "pressing the console power button" that weren't working in Aroma.
This is still being drafted up and hasn't been seriously looked at by the libretro core team yet, but it's coming along well. We just want to have the basic stuff in to make it work like any other Aroma homebrew, and after that's landed work can go into stuff like AXPro and GLSLCompiler.
 

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I'm cool with it, though I'll note that things have changed pretty dramatically in just the last week, with people like @Maschell and @Vague Rant being involved and making big contributions. So it might get outdated fast!
Like, since Ploggy recorded that video, we redid packaging and put all the assets into a .wuhb, which dramatically brings down the load times and gives you a single RetroArch icon on the menu (as opposed to the third-party Launcher) and rewrote the ProcUI handling to support the HOME menu overlay - along with shocking features like "pressing the console power button" that weren't working in Aroma.
This is still being drafted up and hasn't been seriously looked at by the libretro core team yet, but it's coming along well. We just want to have the basic stuff in to make it work like any other Aroma homebrew, and after that's landed work can go into stuff like AXPro and GLSLCompiler.
Oh that's fantastic news!
It's moving along really fast and well.
I'll work on making an article on it later this week, just to bring people up to speed with what's been happening with the RA Aroma port, since it's been quite a while since RA had any relevance in the Wii U scene.
 

ploggy

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Oh that's fantastic news!
It's moving along really fast and well.
I'll work on making an article on it later this week, just to bring people up to speed with what's been happening with the RA Aroma port, since it's been quite a while since RA had any relevance in the Wii U scene.
I LOVE that WiiU RA is improving soo fast :) Thank you to all involved!!
Post automatically merged:

Thanks a lot ploggy :). Unfortunately, both cores behave the same when loading a rom (white or any other color screens) as they were. Maybe I did something wrong while compiling the pre libretro (libretro_wiiu.a) cores or maybe they need to be recoded from source to fix the endianness issues.
Theres an issue made about TGBDual here: https://github.com/libretro/tgbdual-libretro/issues/3
They mention a wrong version glibc being the issue??
 
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Hi PLOGGY!! Still now new about a core X68K running under the aroma retroarch? How is Vectrex and Amstrad emulation? Last time I tried both, the emulation was very bad (vectrex) or slow (amstrad). I use Arkarnoid has my basic testing game and it isn't fluid nice like it should whereas the WIIU is far more powerfull than an amstrad.
 

ploggy

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Hi PLOGGY!! Still now new about a core X68K running under the aroma retroarch? How is Vectrex and Amstrad emulation? Last time I tried both, the emulation was very bad (vectrex) or slow (amstrad). I use Arkarnoid has my basic testing game and it isn't fluid nice like it should whereas the WIIU is far more powerfull than an amstrad.
The Sharp X1 Core does boot? (I think that's the Core you mean?) I'm sorry I'm not familiar with that Core at all lol but when I load a .d88 file it does something? so I'm assuming it works, it just needs proper setup :)

As for the Vectrex Core, every time I try to load that Core it displays as the Theodore Core, so I'm assuming I've done something wrong there :P So for now I say that Core is borked :P

For the Amstrad Core CapriceCPC, Arkanoid runs just fine in my tests on Aroma :)



EDIT: scrap that the Vectrex Core is fine, i just did something stupid :P
 
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mrmagicm

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Yep SHARP X1 does work, but I'm talking about that.
Was talking about the X68K version that work on pc and android, but not on wiiU, these file are DIM, HDF,HDM, HDF Type
Amstrad are DSK or CDT type.
 
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AmandaRose

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Yep SHARP X1 does work, but I'm talking about that.
Was talking about the X68K version that work on pc and android, but not on wiiU, these file are DIM, HDF,HDM, HDF Type
Amstrad are DSK or CDT type.
Yes a working X68k core world be awesome that computer had some excellent arcade ports and one of the best Castlevania games available for it .
 

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Hello! I've been having some problems with RetroArch and need help with it, so if you know what's happening please let me know! :yayu:

Thread: RetroArch not working on Tiramisu (and Aroma)


For Aroma you need the Aroma port of RetroArch found here.

Hey guys BIG announcement time lol

The Aroma Port that has been in limbo for the last year due to the issue with slow Core loading/Rom loading has been fixed thanks to a new Aroma CFW update :D :D :D
This means Retroarch on Aroma is now back on the table! I tried a bunch of the Core's I compiled last year and they seem to run fine and Core swap as they're supposed to. heh :)

Downside is Core's that require Jit such as PS1 and Picodrive will have to be reworked to work properly with Aroma but the rest should work fine :D

Vid of Aroma RA in action...


Here's a full Retroarch package with Cores and a Retroarch wuhb file so you can have a Retroarch icon to launch from the Home Menu!

Don't mix Tiramisu Retroarch Cores with Aroma ones and don't attempt to update your Cores through Retroarch... Your asking for trouble if you do ;)
Best to rename your current Retroarch folder if you have one, the link I've posted has the Retroarch folder all setup so its just a straight extract to SD root, insert sd, load Aroma then load the Retroarch icon (white instead of black) :P

Try it and post any issues you have and remember this is a test build ;)

https://www.mediafire.com/file/jgnw7qol59h00gp/Aroma_Cores_Extract_to_SD_Card.zip/file

EDIT: Thanks to the work of @Vague Rant we now have working Pcsxreamed and Picodrive Aroma Cores!!!
 

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