Giving the 360 version a shot- great start!

Thanks for putting this together.

I pushed RetroArch and an assortment of roms to my 360 and was pleasantly surprised. My 360 happened to be in my arcade cabinet with a vertically mounted 480i tv in it running over component video. The RetroArch UI rendered oddly/ hanging off the screen, but I was able to muddle my way through the rotation setting, picking a core, and choosing a game. I couldn’t read enough of the hint text to adjust the image size.

This is a really great start to a unified emu launching interface that is cross platform to boot. I took a couple of pics my testing. The SNES9x and VBA Next cores are oddly stretched to fit my tate setup.

I’m going to have a million questions but have one to start with, is there mouse/trackball support on the 360 for arcade Centipede and marble madness?

Thanks again!

Yes, the SD menu on 360 seems to be positioned outside the safe areas - I should fix that up for the next release. (seems I underestimated how many people are still using CRTs / 480i/p modes).

Alternatively, I can put out a maintenance release the next week with most of the complaints fixed.

Regarding mouse/trackball support on 360 - does the 360 even allow for USB mouse/trackball connectivity? First time I heard of it - I thought only PS3 had standard USB HIDD connectivity. If it is possible, I guess I could look into it.

I’ve fixed the SD menus today. I have a maintenance release planned (will probably be released at the end of the week). You can get it early though if you want if you know how to compile for 360.

Thanks!

I don’t know how to compile for the 360 so I’ll keep my eyes open for a release.

The 360 is great in an arcade cab and for me, an arcade cab has to be a CRT.

I would like to know how to do this if you care to point me in the right direction.

PM if you prefer.

I would like to know how to do this if you care to point me in the right direction.

PM if you prefer.[/quote]

Doesn’t seem like I can do PMs with this forum software as of yet.

There’s a short explanation on how to compile RetroArch 360 in the README.md on the project page - see this -

Don’t forget this step as well - it’s important -

‘NOTE: A pre-existing libretro library needs to be present in the ‘msvc-360/RetroArch-360/Release’ directory in order to link RetroArch 360. This file needs to be called ‘libretro.lib’.’

So - the way this works is that this produces a binary for you (a .XEX file) per libretro core. RetroArch 360 (the frontend) gets compiled in with the libretro core (the backend - ie. the libretro.lib file).

For example, to compile - say - SNES9x Next - first git clone the SNES9x Next repository. Go into the msvc-360 folder, doubeclick on the solutions file (sln), compile it (Release target) - move the libretro.lib file it generates over to your RetroArch 360 directory (in specific - msvc-360/RetroArch-360/Release), and then open the RetroArch 360 solution and compile that.

PMs can now be sent and received. :slight_smile:

Thank you!

However, for information like this, it would be ideal to have it public. Please tell us how you get on with compiling. :slight_smile:

I’ve never compiled a thing for 360 in my life. I’ll google around but I assume that the SDK isn’t something that MS appreciates being out in the wild. I know it was that way with the old xBox 1.