Homebrew Official Retroarch WiiU (wip.)

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What does Crop Overscan actually do? Does it crop SNES from Horizontal Res from 240 down to 224? Because it seems like all its doing is stretching the image.
Im trying to properly display it to 4:3, does retroarch do this properly with the 4:3 aspect ratio setting? Or is this something I have to do manually.

Does it mean setting crop overscan to off will get me full 240 resolution? I noticed there are 3 rows of pixels not being filled, so the SNES NT seems to be doing something different than retroarch. So doing a bit math here increasing SNES horizontal from 256x240 to 320x240 will give me 4:3. And having a multiple of this as high as I can go on a 1080p display, so it'll be 1280x960. If Snes9x was cropping pixels displaying 256x224 Then a 4x multiple would be 1196x896 for 4:3.

My questing is how overscan works on retroarch so I know how to properly use the custom aspect ratio feature.
 
Last edited by SG854,
Why in retroarch press "scan this directory" and the final burn alpha neo geo roms don't see in home?
try many many roms but nothing
 
Well there are two reasons I haven't explained compilation in detail:
1. I have not compiled the shaders myself
2. It involves using proprietary software, also I don't know were to source that software from

Anyway you just have to run make inside this folder: https://github.com/libretro/RetroArch/blob/master/wiiu/slang/

You may need to tweak the paths
 
Last edited by Radius4,
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Damn, looks like shaders didn't made it for 1.7.1 after all :/
Fair enough, I can deal with it having such beautiful overlays I posted above :)

I have the GameBoy overlay working, but how do you add the green screen effect? The emulator still outputs the black & white look, but I want the authentic green looking screen the GameBoy displays.
 
What does Crop Overscan actually do? Does it crop SNES from Horizontal Res from 240 down to 224? Because it seems like all its doing is stretching the image.
Im trying to properly display it to 4:3, does retroarch do this properly with the 4:3 aspect ratio setting? Or is this something I have to do manually.

Does it mean setting crop overscan to off will get me full 240 resolution? I noticed there are 3 rows of pixels not being filled, so the SNES NT seems to be doing something different than retroarch. So doing a bit math here increasing SNES horizontal from 256x240 to 320x240 will give me 4:3. And having a multiple of this as high as I can go on a 1080p display, so it'll be 1280x960. If Snes9x was cropping pixels displaying 256x224 Then a 4x multiple would be 1196x896 for 4:3.

My questing is how overscan works on retroarch so I know how to properly use the custom aspect ratio feature.
Overscan is basically a column of pixels which you were not supposed to see when playing on a CRT.
Games like SMB3 and Castlevania 3 have pretty notable overscan, for example here:

300x.jpg


Look at the left of the image, you will see a column of blue pixels all the way from the top to the bottom.
That's the overscan area of the video output.
Crop overscan basically gets rid of this area to make the video output cleaner to some extend, same with games like CV3 (with Crop Overscan, you will only see "CORE" instead of "SCORE").

Give this a read for further explanation and details on Overscan in general:
https://en.wikipedia.org/wiki/Overscan
 
I have a question with multiple overlays on one core.

I'm trying to have Game Boy & Game Boy Color overlays using Gambatte. I've tried copying the .rpx core and simply renaming. But I'm still unable to have them separate from one another. If I try to set GameBoy, then that overlay shows up on Game Boy Color. If I try to set Game Boy Color, then that overlay shows up on Game Boy.

Is this something that you cant do on the WiiU RetroArch, or am I missing an additional step?
 
I have a question with multiple overlays on one core.

I'm trying to have Game Boy & Game Boy Color overlays using Gambatte. I've tried copying the .rpx core and simply renaming. But I'm still unable to have them separate from one another. If I try to set GameBoy, then that overlay shows up on Game Boy Color. If I try to set Game Boy Color, then that overlay shows up on Game Boy.

Is this something that you cant do on the WiiU RetroArch, or am I missing an additional step?
You might want to use the Save Core / Save Game Presets in the Quick Menu once you choose the overlay you want.
I'm not sure if renaming the RPX to something different might count as a different core altogether, so perhaps "Save Core Preset" won't work since it still will be using Gambattle for both GB/GBC games, so try using the Save Game Override for each game individually to hopefully make the load a specific overlay when you boot said game up.
 
I already tried the save core preset function, but the .rpx core outputs the "Gambatte" folder. The problem is, regardless of me having duplicate cores, but simply renamed, those both cores output the same Gambatte folder. So I keep overwriting GB for GBC, or GBC for GB. I do not want to create game specific overwrites, I want to be able to load any title for those 2 handhelds, and have their correct overlays and screen settings load up properly.
 
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I already tried the save core preset function, but the .rpx core outputs the "Gambatte" folder. The problem is, regardless of me having duplicate cores, but simply renamed, those both cores output the same Gambatte folder. So I keep overwriting GB for GBC, or GBC for GB. I do not want to create game specific overwrites, I want to be able to load any title for those 2 handhelds, and have their correct overlays and screen settings load up properly.
Mmmm well the only other way to do it would be to use another core for Gameboy Color which is not Gambattle.
Perhaps Gambattle for Gameboy, VBA for Gameboy Color and mGBA for Gameboy Advance games.
It's the only way I can think of which doesn't involve making game-individual overwrites.
 
I went to try individual configuration files. Like you know "retroarch.cfg" I tried creating and load a custom .cfg file, but when I try to load one, it still says "retroarch.cfg" afterwards, ugh.
 
I went to try individual configuration files. Like you know "retroarch.cfg" I tried creating and load a custom .cfg file, but when I try to load one, it still says "retroarch.cfg" afterwards, ugh.
Yeah it automatically writes to that file each time.
There's no way around that, at least not that I know of.
It's either retroarch.cfg or (core).cfg or the game specific one.
 
You might want to use the Save Core / Save Game Presets in the Quick Menu once you choose the overlay you want.
I'm not sure if renaming the RPX to something different might count as a different core altogether, so perhaps "Save Core Preset" won't work since it still will be using Gambattle for both GB/GBC games, so try using the Save Game Override for each game individually to hopefully make the load a specific overlay when you boot said game up.
Yeah that is pretty much what I did to have both GB and GBC overlays on Gambatte, as for the green scale colors you need to play around Gambatte settings unde the Quick Menu, sorry for the late respose @infidelity, I'm at work :(
 
Please help! Is there anyway for retroarch to prioritize controllers? So that whatever pad is plugged in automatically becomes player 1? Instead of me having to change it back and forth every time in the input settings? I know there's some kind of auto config feature but I have no idea how it works.
 
Yeah that is pretty much what I did to have both GB and GBC overlays on Gambatte, as for the green scale colors you need to play around Gambatte settings unde the Quick Menu, sorry for the late respose @infidelity, I'm at work :(

Alright I'll stick to game specific overwrites then. And I'll poke around the core options for that green screen effect. Thanks. :-)
 
Bit of an update.
PrBoom has been seeing quite a few of commits lately related to PWAD loading:
https://github.com/libretro/libretro-prboom/commits/master

According to Twinaphex's comments, PWAD loading was what made PrBoom crash in builds between Feb 9th and Feb 19th.
Apparently these last commits fix these problems.

So be sure to check out the latest nightlies for PrBoom and check if it works properly :P
Also, guys, if someone knows how to be able to load PWADs in PrBoom, I am interested in trying it out.
More specifically, I would like to know how to load up WolfenDoom with PrBoom, given that we can now use PWADs as well as DEH files, which WolfenDoom uses.
 
Bit of an update.
PrBoom has been seeing quite a few of commits lately related to PWAD loading:
https://github.com/libretro/libretro-prboom/commits/master

According to Twinaphex's comments, PWAD loading was what made PrBoom crash in builds between Feb 9th and Feb 19th.
Apparently these last commits fix these problems.

So be sure to check out the latest nightlies for PrBoom and check if it works properly :P
Also, guys, if someone knows how to be able to load PWADs in PrBoom, I am interested in trying it out.
More specifically, I would like to know how to load up WolfenDoom with PrBoom, given that we can now use PWADs as well as DEH files, which WolfenDoom uses.
I just gave this a whirl for shits and getting a DSI error.

PRdoom.jpg
Perhaps I'm loading the wrong wad or something?
 
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