Iām not entirely sure a bug report/abruptly missing feature is related to this topic, but it seems appropriate?
On Retroarch 1.14.0. (aarch64) the latest swanstation core seems to have lost a menu option relating to slot one memory cards, namely how they should work. Slot two is still there, but slot one isnāt. The option used to be there, but evidently vanished at some point.
Apparently, a consequence of this is that Retroarch/swanstation has defaulted to original behavior, naming the cards/files after the game, and using Retroarch SRM filetype instead of Swanstation MCD filetype, but I would very much like to the option back. All my psx saves are in the swanstation mcd format. I can sort of work around this by copy/pasting the saves into the appropriate stand alone android Duckstation save directory, and they load fine, so I know the saves arenāt the problem.
Also the core can clearly still save and load mcd files as the slot two memory card option is still there and loads mcd files fine.
The option should be under core options/port settings, unless my memory is playing tricks on me.
In the config file swanstation.opt, the option is still there and set to what I last had it, but Retroarch/swanstation core is evidently ignoring it.
I canāt find the commit right now for some reason, but it was removed intentionally because it was causing memcard corruption, apparently.
Greetings. Iām new this site and am not really sure on how to compose or start a topic so this is the best I can do for now. From what I can tell you are an Admin so Iām hoping I can get this message across to you and this info might make itās way through the proper channels. Long story short; I started using Swanstation a little while ago and through MUCH trial and error, google searching, and problem solving I got it working well. THE BIGGEST ISSUE was with the āin-gameā save file option. I discovered that, if I used the .srm save file, my games would crash and the file would be erased. So I learned that when I used the .mcd save file, my games would NEVER crash. I was happy to have finally found the solution to why my games were crashing and erasing saved data. This is a big issue because now that option has been removed and my games are crashing again. Really frustrating. So basically I just donāt ever save in-game and instead only use save states; when I do that the game NEVER crashes. So PLEASE try to communicate this info to your team and either try to fix this problem with the .srm save file option or just give us back the option to use the .mcd save file. Thank you.
Someone please make a separate Nintendo Game & Watch libretro core using MAMEās emulation with support for RetroAchievements
Reasons for the port:
- The MAME core doesnāt work well for G&W. Trying to load a G&W rom crashes RA. You have to load an arcade rom first to get to the core options, disable softlists and enable alternate renderer to then be able to load the G&W roms.
- The required alternate renderer is extremely slow, you have to play at low resolution even on mid-high end PC hardware, while MAME standalone can play full resolution at full speed
- MAME core is missing RetroAchievements and other features
- The existing GW core is a simulator, not an emulator, is missing a majority of the G&W library, and visually looks much worse compared to MAME
- Itās Nintendo history with around 60 games.
Could putting in something that you can Choose what Save File you are going to use.
For Example - Uncharted Waters New Horizon has only 1 Save Slot but what Happens you want to use more then 1?
So you could choose what save file you want to use.
Is that Possible?
or Even make your own save thru Retroarch
Would be cool to see this open-source game engine to have a emulator core. Renpy apparently has been around since 2004.
i think with the current amount of great shaders , a core that could passthrough the image/video from another app/game/window would be pretty amazing nowadays , but if these is even possible ā¦idk
Iāve thought and mentioned the same thing but it is one thing to port an existing emulator to libretro, and quite another to write something like this.
I honestly think something like shader glass turned up to 11 would be a better way to handle it.
I have an idea concerning patches, hd packs, etc. Currently retroarch uses the rom name as reference for savestates and patches (e.g ips).
But it would be cool to use the same rom as baseline, change the name in the playlist differently and just apply settings, patches on the name of the playlist (not the rom name)
Means, you have for instance Super Mario 64 in C:\
Entry in Playlist: Rompath: C:\Super Mario 64.z64 Rom name: Super Mario 64
this is the standard version. But if there is an hd pack, ips patch and different core settings, the reference should be the name and not the name of the rom in the rompath:
Entry in Playlist would look as follows Rompath: C:\Super Mario 64.z64 Rom name: Super Mario 64 Remaster
The ips patch would be Super Mario 64 Remaster.ips, the settings would be Super Mario 64 Remaster.opt. But both playlist entries would use the same savestate. However there should be a setting to create a different savestate (for heavy rom hacks).
The benefit of this approach would be to have one original rom which stays unchanged and the user does not need to make copies of this rom
Ok not sure if that is the right place and I am not active user here but maybe it is a good place to ask for a feature. I have been following other topic for years but nothing happened there, I mean this one:
Therefore I would try here, can we please get cheevos feature on Wii port of retroarch? Seriously this console has internet connectivity, and there should be no problem to add cheevos support for at least some cores, I assume 8 and 16 bit consoles + less power consuming arcade boards that work great on Wii should have cheevos implemented for sure.
Can someone please tell me is this the right place to ask for this feature or should I do it somewhere else?
This is a fine place to ask, but we would need to hook networking up on the Wii port first. I donāt know how much work is involved in that.
I am not a coder at all butā¦ there are network options in Wii port, even logging for streaming if I am correct, and for sure there is Netplay entry in the menu. I assume they work although I did not test them as I never play online and I do not stream to any platform. Yet, as these options are there and cheevos are missing I assume these network functions actually work in Wii port. So I assume networking has already been hooked up.
First, adding the Manual Texture Sampling option for Dolphin core:
Is there anyone who can be contacted to get information if we can hope to get cheevos on Wii?
It would kind of sucks to get no information for another 2/3 years.
I assume you either did not understand what Iāve said or you do not know what you are talking about. You showed us systems supported, kind of, by RetroAchievements. By what I meant, systems people can develop achievements for. I am talking about completely different thing.
Just to update this topic, I created feature request on retroarch github:
Another request here for Hypseus Singe. Someone earlier mentioned Singe 2, but Hypseus supports all the Daphne, Singe 1 and Singe 2 games now, including the 32bit full overlays, and enhanced games, that Singe 2 introduced.
It would give emulation and simulation of all the available laserdisc games needing only one port.
I think this would be a great core too, we just need to find someone who wants to make it.
In the meantime you could try the WindowCast core to push the output of any window in windows through the retroarch shader pipeline