Weird… it was working before the update. I think I’ll try deleting the .opt files again.
edit Ok, deleting the .opt file got it working again.
Weird… it was working before the update. I think I’ll try deleting the .opt files again.
edit Ok, deleting the .opt file got it working again.
As promised, here’s a few tips to improve your experience with LibRetro Dolphin:
Start with the default settings.
Core Options > Manage Core Options > Reset Core Options.retroarch/config/dolphin-emu/dolphin-emu.opt.Then, change the following:
Core Options > Graphics > Settings > Shader Compilation to Async (UberShaders)
This is equivalent to the Hybrid Ubershaders on standalone Dolphin. It helps with shader caching stutters, but not necessarily eliminate them; it will depend on your machine and video driver. This will not help if your stutters happen because your hardware cannot run the game properly, not all games have the same performance requirements.
Core Options > Core > Emulation Speed to 100% (Normal Speed)
Core Options > Core > Precision Frame Timing to On
Core Options > Graphics > Hacks > Skip Duplicate Frames to Off
A few games may still run badly (like Soulcalibur II and Alien Hominid), because they need to disable the Dual Core option, which RetroArch cannot do. A workaround is to add SyncGPU = True to the [Core] section of the corresponding INI file of the game, inside the directory retroarch/system/dolphin-emu/Sys/GameSettings/.
Core Options > Graphics > Hacks > Skip EFB Copy to RAM to Off
Core Options > Graphics > Hacks > Skip XFB Copy to RAM to Off
Those are equivalent to the Store EFB/XFB Copies to Texture Only on standalone Dolphin. They’re not much useful as speedhacks, and cause graphical problems on several famous games. Of all the speedhacks which cause problems, those two are probably the ones that give the most benefit by turning them off.
Naturally, Dolphin (standalone or libretro) is quite a complex emulator in terms of solving problems per game. So visiting their wiki and searching for a game (https://wiki.dolphin-emu.org/index.php?title=Special%3ASearch) is the best guide for specific cases.
After properly configuring the Dolphin core, I also suggest using the standalone to generate calibration values for your analog sticks and pasting them into RetroArch’s configuration files. More details here: https://www.reddit.com/r/RetroArch/comments/yhl9cv/dolphin_core_and_analogue_stick_sensitivity/
Works fine here.
Check if Core Options > System Configuration > Widescreen (Wii) is set to On. Restart the core afterward. You may need to recreate your option file, if it’s not working.
In theory, if we just disable all the hacks in the “hacks” section, should the compatibility/accuracy be the best possible?
Perhaps. A few of them are actually necessary for some games. That’s why I highlighted those two speedhacks as “safe to disable”, particularly because they cause issues, whilst fixing none. Their speed boost is also very small, so no worries about that.
The core has undergone a complete overhaul, adding many missing features and sorting them out. However, currently, playing with the GL Core driver at 60 fps is unplayable. I hope this can be fixed. I also hope the core will continue to be supported and updated, so we won’t have to wait 5+ years for the next major update, as we did recently.
seems okay here with glcore. it’s reported 120 fps for some reason, but it’s a full 60. I just played through the first level of ikaruga with it.
Check out F-Zero Gx, for example. Although it shows 60 fps, but it’s actually 30. The issue is reported at https://github.com/libretro/dolphin/issues/367
I think the F-Zero graphics were all messed up previously, so it’s a step in the right direction.
I’m still looking for a solution to get Resident Evil 1 PAL fully working. I can now launch the game, after adding the following line to the .ini file:
[Core] GPUDeterminismMode = fake-completion
However, the game gets stuck on a black screen just before reaching the intro scene in the mansion. We’re getting closer. It’s a real pleasure to play other games with this new version of the core! I’m still searching for a way to make this game work completely.
Any help or suggestions would be greatly appreciated!
Does the US version work? Does it have to be PAL?
The American version works, but without subtitles it’s pointless. yes for PAL
I would like to provide feedback on several issues that need to be fixed or added to the core.
First, WiimoteNew.ini is missing specific lines. While not every game requires these “Features” commands, titles like Skyward Sword , No More Heroes , and The Last Story rely on the “Swing” command.
This leads to a major issue: Customization . Currently, the core does not save changes; as soon as you exit a game, everything reverts to default. Unlike other cores that work seamlessly, this core’s Custom.ini and Profiles features are non-functional. Implementing a working custom system (e.g., allowing a SOUE01.ini file) would let the core load game-specific controls at launch, solving many problems.
Additionally, adding options to enable/disable Swing , Swing Angle , and Swing Speed would make per-game customization much easier. Currently, you must manually add the text below to the .ini file. However, if the file isn’t set to “Read-Only,” the core creates a .ini.xxx shadow file, rendering any manual edits useless.
To make sword swinging more reliable, players also need a “Precise” button option. This would allow the right analog stick to toggle between IR aiming and sword swinging when the button is held.
Missing .ini lines:
Swing/Up =
Swing/Down =
Swing/Left =
Swing/Right =
Swing/Forward =
Swing/Angle =
Swing/Speed =
I managed to get the sword working briefly, but now the core constantly generates WiimoteNew.ini.xxx files, which deletes command lines or reverts them to null. Fixing this would be huge for RetroArch . Right now, players are either forced to buy a Mayflash sensor bar for real Wiimotes or switch to Dolphin Standalone . Improving these core features would keep users within the RetroArch ecosystem.
Could we please get a fix for these issues? Also, if anyone has found a workaround for Custom.ini , Profiles , or the .ini.xxx file generation, please let me know.
the reason it does the WiimoteNew.ini.xxx is because i have the file Read-Only I know this but should not do this if controls and commands are correct.
Hence why Custom ini need to be a thing.
I think you should suggest this in the repository as well: https://github.com/libretro/dolphin/issues, it would be easier to track and I agree that it would be a very welcome feature.
I also made a suggestion recently there about the WiiMote’s position: https://github.com/libretro/dolphin/issues/398
Edit: I just checked it now and looks like you’ve already opened an issue there as well.
Update on Wii: I have been able to make it super easy get past the pointer once game is launched, by mapping a IR/Recenter to button once pressed it puts it in center of screen also made the .ini have DeadZone - 0 so the ghosting stops with the IR and I have now the bird flying with left analog while the right analog does the flap of wings. I have passed first dungeon which is the one most get stuck on due to the Eye Puzzle.
I did all this with WiimoteNew.ini adding things in this and saving pergame Remap .rmp of your buttons and per-game core and changing some things in it. But still not custom .ini files or Profiles yet, so you would have to keep the WiimoteNew.ini read only and when you want to play the game copy it over to that spot that you found it before. This seems to be either with Retroarch or the Core and Hope gets fixed. If you could use Custom.ini where the core would read it instead of the default everyone head-ache with the core would almost be 100% gone.
This is what is missing from the .ini to make certain games to work.
Tilt/Up = Libretro/0/Analog:Y0-
Tilt/Down = Libretro/0/Analog:Y0+
Tilt/Left = Libretro/0/Analog:X0-
Tilt/Right = Libretro/0/Analog:X0+
Tilt/Dead Zone = 2.0
Tilt/Sensitivity = 150.0
IR/Recenter = R3 IR/Center = 0.0 IR/Dead Zone = 10.0
wing/Dead Zone = 10.
Swing/Speed = 12.0
Swing/Return Speed = 2.0
Swing/Angle = 75.
Swing/Relative = False
Swing/Up = Libretro/0/Analog:Y1-
Swing/Down = Libretro/0/Analog:Y1+
Swing/Left = Libretro/0/Analog:X1-
Swing/Right = Libretro/0/Analog:X1+
Swing/Forward =
Swing/Total Yaw = 0.000000
Swing/Total Pitch = 0.000000
Swing/Intensity = 50.
The Wii IR mode must be Relative and you have to go in your core.oct i personally would do a save per-game for it and the remap of buttons then you would make the WiimoteNew.ini Read-Only once you add you buttons and correct analog to the correct field. This has my button / controls. And last thing you want this too
IR/Total Yaw = 100. IR/Total Pitch = 100.
this is set via core but must be in the WiimoteNew.ini
if you see a .xxx a peer its called a shadow file and created due to not able to write to the file but the file has to stay Read-Only when playing these types of games due to the core makes everythign default when you first launch and exit the game.
I left a comment about this a little while ago on the GitHub issue.