Maybe adding sound effects for the menu e.g like scrolling up or down on playlists, since accept and cancel has sound effects.
Yeah, I agree. I would love to see more of the sound effects hooked up.
Hi,
Many tablets lack vibration motors making touch controls less intuitive despite its larger screen area.
Suggestions for emulating physical buttons for tablet touchscreens:
-button click sound when button is depressed
-different click sound when button is released
-visual to show where you’ve touched (like in android’s “show visual feedback for taps”). Dot is green when a button is hit and red when the the finger misses hitting buttons (or a circle/x for the colorblind)
Misc. suggestions to improve haptic feedback (not for tablets):
-slight vibration when button is released
-toggle whether a given button should vibrate/play a sound or not, to ground oneself like how keyboards have a raised ridge on only f and j
Whether any of these are taken into consideration at all, thanks for this wonderful, wonderful program.
Second Screen Option
Integrate weylus for second screen or extended screen. This would be cool for retro consoles who have a second screen. GBA/NGC, NintendoDS, Dreamcast, Nintendo3DS, Wii/DS, WiiU, etc
Mirroring on the tablet or phone to get a close experience to the original console.
Maybe the second screen can also be used to navigate through the retroarch menu while playing the game. e.g to apply shaders, to change input, to change core settings etc
Looks cool. AFAICT it just mirrors the screen, though, so it shouldn’t need any integration, just run it and go.
Yes sure it is working as mirrored display. It can also work as second display but therefore it need some integration. it would be cool to have that integrated within retroarch. like out-of-the-box-use.
Moreover it is a good starting point because of the flexibility of the code. Win, Mac and Linux support. Plus Brower Support on mobile devices.
Some CD-based systems have the option to pre-load the entire game into the RAM, it takes some time and a friend of mine even thought the whole thing had frozen since some games take time to load up, a minute, maybe less, maybe 10 seconds, maybe more, we only get a static screen from the menu itself or the frontend if launched from outside, is it possible to add a progress screen like the Duckstation does? Even something like this for loading shaders would be a welcomed addition too.
Dolphin compiling shaders
Wait, both bars are identical, I just noticed that!
The status of the game will be made available via REST to make it possible to develop company applications to facilitate some games or make the game publicly available.
I tried to see how I would do it but I couldn’t see a way to integrate with the tools already available today. I’m new to this part of interacting with ROMS.
I’m sorry, I don’t understand the question. What are you wanting to do, exactly?
I was thinking about an app for the MHFU that helps in choosing the next weapon/armor with the materials released. But with the game status available it is possible to do much more with it.
Not having to define what you already have manually, but integrated.
I think any core that supports achievements should expose the memory in such a way that you could do something like that.
Does your HDD LED flash when the Shaders or CDs are loading?
Can we get a universal ‘rotate d-pad 90° left/right’ toggle? This would mean I could play a vertical shmup sideways and up now becomes left, right becomes up, etc. Useful for large screens that you can’t rotate and to avoid having to use only a 1/3 of the screen (center).
You mean, the precaching for CD systems? Yes, it does normally, shaders not so much as it takes time for the VRAM to load it, different from a big CD file from the HD/SSD, both would be nice to have those loading progress bars, though, as the frontend just sit still, some games that are almost 1GB really takes time to load.
I woud like to request a new feature. Probably something that will only be useful to me and a handful of people I suppose but…
My games are stored on a local server. However for disk-based systems like the Playstation I have to copy each game on my PC (for performance issues, disk-reads during emulation are sometimes slow if I load the game from the server). What I’d like to do is having the games from the server referenced in my game library (those are the ones I use “Import Content” with) and each time I try to load such a game RetroArch would check if it’s present locally. If it’s not, download it and run it from there. Kinda like Steam or GOG: your library is visible but you need to download & install a game before playing it.
Some cores, such as beetle-psx, support pre-caching the game to memory at launch. I think this is your best bet. You can find it in the core options.
Yes it works great with Beetle, but I can’t find an equivalent option in PCSX2 unfortunately. Besides the bigger the medium the more troublesome it becomes to keep it in memory. (That and having to load it from the network everytime since it’s not cached on disk between sessions).
Edit: Or maybe I could find a way to make a plugin/script to do that, is this supported?
Would it be possible to include microphone support in RetroArch? Then it could be exposed to cores (Nintendo DS cores specifically). Most of those cores use a binding to generate noise but there are a few fringe games that actually require speaking words. Brain Age for example requires the player to say “Red” or “Blue” etc.
I would love a thumbnail view instead of a list view for playlists using ozone. Like the desktop menu does. Forgive me if this is already possible, but I did not found how to do it.