Yeah, the updater (and the entire Phoenix launcher) is getting killed off: http://forum.themaister.net/viewtopic.php?id=945
Aw, GM Chrysler I feel like a derp. Thanks for letting me know about that!
Okay, the most recent version is not saving the ROM directory (0.9.9.6). Told RetroArch to use the ROM directory and it does indeed say it in the config file. But when I go back to use another ROM, it redirects ms back to the root of the C drive. Shouldn’t the emulator open the very directory where the ROM was previously opened. I really don’t like having to navigate all the way back through all the folders to get to it. Once RA loads a file from the directory, it should remember where the directory was each time.
It’s not really a bug, but i’m missing the option to disable ym2413/FM sound emulation for Mastersystem Emulation via Genesis Plus GX. As this Chip wasn’t used in PAL Region Hardware i’m not used to its sound and would like to disable it. It’s possible to disable it in Genesis Plus GX on the Wii.
Okay, there is one seriously messed up audio issue in RetroArch 0.9.9.6 x64 on Windows 7. Final Fantasy III/VI has an issue with after the first battle, the audio gets progressively slower, but the framerate remains at 60/60. The first battle, everything sounds perfectly normal, but as time goes on, the audio slows down more and more and still remains full speed. No explanation, no slowdown or speed keys mapped to the controller.
Here’s a link to the video better demonstrating the issue at hand. So far, this is only game on Snes9x next that has it, but I did not have this issue on RA 0.9.9.
The video will do a better job explaining than me, but this is definitely an issue. Oddly enough, when I used the Snes9x core from June, the issue still remains, but again, this did not happen in the last version.
Gotta use regular Snes9x in the mean time, dang it
@nintendonerd1889 I’m not experiencing this issue with 0.9.9.6 on Win7. Have you tried starting from a fresh install to see if the problem persists?
Hmmm, something probably got messed up in between updating from 0.9.9 to 0.9.9.6, and I admit that I didn’t make a fresh install, etc. So yeah, now that I think about it, some setting went terribly wrong when making the transition when using the same folder. That would also explain why some of the mapped hot keys don’t work properly even when using the proper command line prompts. Ugh. I’ll redownload the mega pack, make a new folder and see how it goes.
Edit: I should note that there is still an issue with the newest version that it does not remember the ROM directory upon exiting, you have to manually force the emulator to remember it by changing the setting rgui_browser_directory = “default” in retroarch.cfg to wherever the games are located located, it doesn’t save even if you change it the emulator. So yeah, slightly annoying but a workaround regardless. Will test FF6 right away.
Edit 2: This is getting REALLY weird, and I’m thinking it has to do with the fact I’m messing with the main config file in the RA folder (retroarch.cfg) since I have to manually insert the directory values for the ROM folder.
Again, the emulator is NOT saving the last known location for the ROMs, so I have to manually edit the config since it always keeps it at “default” unless I intervene and manually change it. I will run the game from a fresh state and then try again. Oy vey.
Edit 3: Okay, started from scratch, made no changes to the config files whatsoever, I used the most recent Snes9x Next core, still happening. Holy crap this is one weird issue. Again, this never happened when using the core from June but on version 0.9.9. Using the 64-bit bundle. I’m thinking it may be a conflict between the core itself and RA 0.9.9.6. But 0.9.9 never had this happen. This is jacked up for sure, I’ll try the Bsnes cores. Sigh
FOUND THE CULPRIT:
It’s the Snes9x Next core that’s bundled with RetroArch 0.9.9.6, and no, using older Snes9x Next cores with the newer version of RA didn’t help
The Bsnes and snes9x_libretro cores sound perfectly normal even after the first battle, telling me there’s a regression in the newest Snes9x Next.
From here on out, I will use the normal Snes9x libretro core and avoid Snes9x next since the problem only happens with that.
@nintendonerd1889 Thanks for following up with your results. I’ll take a peek at snes9x-next and see if there have been any audio changes recently that could be involved.
If you have the extra CPU power available (i.e., you’re not running on battery power), you may as well use bsnes-balanced and benefit from the extra bit of accuracy. Snes9x-next is really only intended for use in power-constrained environments, such as mobile.
No problem I have a powerful enough CPU for Bsnes (3rd gen Core i5 3570 :P), and it also turns out the normal Snes9x_libretro (based off of 1.53) core has perfect audio, so it sounds like the Snes9x Next core has a regression somewhere. Sorry, I should have specified that I’m using a custom-built desktop but I have a Lenovo Y570 as well. Maybe because I use the Snes9x Next core on the Wii version so much, I’d do the same but I’ll stick to the non-Next snes9x core.
Not a bug, but a feature request list:
Mednafen: NGPC -Option to change Region from RGUI, actually it’s only in Japanese
Gambatte: -Chance to read an external file or something like that to add a custom palette like emu.
Oh, I almost fogot, general mode: -On custom resizing, allow user to increase/reduce size keeping emulator aspect, a la wiimednafen mode.
This option will be usable to many users, incluiding me, if you want to take them cool, else send me to hell, no problem
Both of these already work. You can change the Neo Geo Pocket Color region in its Core Options in RGUI and the Gambatte core will automatically load palette files for Gameboy games if you put them in a palettes folder inside your system folder. You can use the stand alone version of Gambatte to create those palatte files and then copy them over. It saves them in C:Users*yourusername*\AppData\Roaming\gambatte\palettes by default.
Both of these already work. You can change the Neo Geo Pocket Color region in its Core Options in RGUI and the Gambatte core will automatically load palette files for Gameboy games if you put them in a palettes folder inside your system folder. You can use the stand alone version of Gambatte to create those palatte files and then copy them over. It saves them in C:Users*yourusername*\AppData\Roaming\gambatte\palettes by default.[/quote]
Oh man, I didn’t know that, I was talking about wii version -I screwed it, I didn’t metion it, last version was v0.9.9-fix1, its awesome, with snes9xat fullspeed and I was thinking that these options were not implemented yet
Oh, I haven’t tried the Wii version, so I’m not sure if those are in the latest official Wii build or not.
Platform: Wii Version: 0.9.9-fix1 Core: fb_alpha
Which is max rom size? I’ ve tried espgal.zip, ddp2.zip roms, they work well on FBA-0.2.97.28 pc version.
In wii they throw error, or maybe it’s for the fact that fb_alpha.dol size is 12,260 KB & ddp2.zip is 12,589 KB = 25,249 KB At difference to fba_cores_cps2.dol -1,970 KB + mvsc.zip -20,968 KB total size: 22,938 KB
Any help will be appreciated, thanks!
PC version win7 x64 (current lordashram compile):
Mednafen-pce: after playing a CD game (mine are cue/iso+ogg if that matters) retroarch crashes when attempting to load a different game.
Even if you could get espgal.zip to fit into RAM without VMM (a big IF) - the hardware FBA has to emulate for those Cave games is too much for the Wii’s CPU. It wouldn’t run at fullspeed.
Oh, I didn’t see that there was a bug submission thread when I posted this from my Android phone.
When I access the menus when a game is paused on Android RetroArch (the green text menus), something is wrong with the control scheme. Any direction I select scrolls very fast and doesn’t quit until I press another direction. This happens both on the current official build and on test builds got on this forum. My Android phone is a Kyocera Hydro. Please help discover what’s causong this. I can answer any further questions. It occurs to me that this behavior would be consistent with failing to detect when a touch lets up.
There’s something strange with the turbo fire option (I’m on win64), or perhaps something I don’t get!
I was trying to get the same speed I was used to with the pc-engine built-in auto-fire and ended with: input_turbo_period = “4” (anything less than that doesn’t do anything) input_turbo_duty_cycle = “3” (well, not sure what that does) It was OK but still not as fast as I remembered (don’t have the turbo GT anymore to test).
But with those settings, turbo isn’t working in Double Dragon II (U) with Nestopia… until you reach level 2! then it works.
Not working in Mortal Kombat (Mame 2013).
Strange behaviour in Last Resort (Mame 2013): working great, then during slowdowns this game is notable for, it stops working and charge your option (like a button press).
Still on windows64.
Gambatte shows some flashing or artefacts in several games. Those I remember:
Castlevania adventures (U): looks like a vsync issue but not quite; artefacts blinking here and there randomly and the game speed seems irregular.
F1 Race (U): noticeable blinking line at the horizon during race.
Tried without shader effect, d3d and opengl, v-sync on/off, Gpu hard sync on/off… Makes no difference.
@Tatsuya79 Do those things happen with gambatte standalone? I ask because blinking was frequently used in gameboy games for various effects that depended on the slow response time of the primitive LCD display.