NVidia Shield

Here is the Apk, you can set it up in Settings under Netplay.

https://mega.co.nz/#!HEIWgD6L!G-NG8zPXP88D4FBxkyZfMiZGgYwGnv-cBOp7i84_o64

By default you host the game unless you tick client. If you have an issue when hosting make sure there’s nothing setup for the host (that is only to connect as a client).

I’m looking for someone else with a shield to give it a try online :wink:

Ideally if I have enough time I would like to have a lobby pretty much like GGPO/supercade, did someone start the work on the backend ?

Thanks for the suggestion. I tried just that and I don’t think it actually helps. It looks like autosaves only kick in when I exit the game, and not when I just hit the home button and put the Shield to sleep (which is my problem in the first place. I keep forgetting to actually exit the game/core that’s running and assume that my saves are being written T_T). Am I assuming things right away, or is there something I’m missing (like maybe it auto saves in set intervals or something)?

Also, are autosaves separate from normal savestates? It looks like I can only get the autosave to load by checking the “Auto load state” option as well

Yeah I have that behavior too, they are not the same just different extension. It would be cool if you could load them manually (auto - 0,1,2,3,4,5,6,…) I don’t like autoloading since I play on different devices and somethimes autoloading causes me to lose some progress saved via in-game saves

Hi i would be happy to help.

Sorry for delay , i completly miss this post.

Now i remember having this pb with memory.h when i builded some others emulators for android . the pb is a “naming clashing” because ndk include in stdlib.h memory.h ( which is BTW a blank header ) so the pb arrive when somewhere in emu they include stdlib.h and include path found the bad memory.h ( in your case the mame one) in the past ,for other emulator to fix android build i had change all the memory.h to core_memory.h ( and fix all the include in file) . but after having many time this pb , i choose to make a android standalone toolchain and simply comment #include <memory.h> in the stdlib.h header (since it was a blank header).

Yes i know , it was a bad shortcut (which save me lot’s of time) , and for the time i completly forgot it.


/*
 * Copyright (C) 2008 The Android Open Source Project
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *  * Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in
 *    the documentation and/or other materials provided with the
 *    distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
 * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
 * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
 * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
 * OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
 * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
 * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
 * OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 */
#ifndef _STDLIB_H_
#define _STDLIB_H_

#include <sys/cdefs.h>

/* wchar_t is required in stdlib.h according to POSIX.
 * note that defining __need_wchar_t prevents stddef.h
 * to define all other symbols it does normally */
#define __need_wchar_t
#include <stddef.h>

#include <stddef.h>
#include <string.h>
#include <alloca.h>
#include <strings.h>
//#include <memory.h>

hi

any change tha RGUI menu to work with input options?

thanks

Hey here is the repo: https://github.com/DukedDroid/RetroidNetplay

To the retroarch team: My project is not trying to fork or take over your success. I just pushed my apk on the playstore because if your DMCA and as soon as you guys are back in the store I’ll happily remove it. I see it as a temporary solution for people to enjoy retroarch while it’s not there. Obviously I had to change the name/packages because org.retroarch was already known to the google play store. Anyway for now it’s very basic but I have a lot of work in progress on my local repo and as soon as they are tested I’ll push that on github and hopefully merge it with the main branch of retroarch

Any chance someone could do a video of the new mame build showing sh3 to get an idea how powerful the shield is(or isnt) have seen sh2 and 68ec020 games running ok but sh3 is a totally different beast and these cave shooters are to die for cheers

caz

https://play.google.com/store/apps/deta … ilty&hl=en

From Nyko PlayPad Description:

“Designed specifically for use with the NVIDIA® SHIELD™ running the latest Android 4.3 operating system. It is also compatible with other devices running Android 4.3.”

DROOL! Apparently the Nvidia Shield is going to drop a bombshell and upgrade to the latest Android 4.3 OS this coming firmware! Now it’s almost impossible to wait for the new firmware as the Sound Latency bug could almost nearly be squashed if this is true!

Credit where it is due, user over at the GeForce forums(NathanZal) discovered the discrepancy

The Android 4.3 update was released today. Will I have issues running RetroArch if I update to 4.3?

Nope, go for it.

Holy! I just tested the latest Mupen64AE Plus on the Shield with the “gles2glide64” plugin on a bunch of games, it’s incredible, playing at almost perfect speed. Conker’s Bad Fur Day is an ungodly improvement, almost no stuttering or static even with 0 frameskip used! It’s such an amazing difference, please give it a try with the latest firmware update and the latest Mupen64AEPlus. Tested Perfect Dark, Banjo Kazooie, and Goldeneye. WOW, just incredible…

I don’t need to test it, I already noticed similar improvements in Mupen64plus libretro with the latest Shield Android ROM.

Looks like they optimized the driver for the specific GL codepath Glide64 uses.

Hey. I asked you sometime ago if the n64core will be released this year and you said that if you don’t you would have done something majorly wrong(not the exact words) are you still be able to do it?

Something will be released by the end of this year, yeah. How well it runs will depend on the hardware. On nVidia Shield most games with Glide64 should now run at fullspeed (and some games that don’t run at fullspeed at internal resolution 640x480 will run at fullspeed with 320x240).

Thanks for the answer. I guess a iPad 4 or iPad air will do the job…?

I don’t know. And an iPad Air can’t be jailbroken right now so you can’t even use a dynarec in an emu - so no hope of getting fullspeed until it can be jailbroken.

Do you happen to know if Majora’s Mask uses Glide64? It is the one N64 game I still want to play but have been waiting for RetroArch to play it because RetroArch has worked so well in the other emulators without using frameskipping. I’d love to play Majora’s Mask the same way.

I don’t know. And an iPad Air can’t be jailbroken right now so you can’t even use a dynarec in an emu - so no hope of getting fullspeed until it can be jailbroken.[/quote]

Are you able to try it on an iPhone 5 or iPad 4?

I don’t know. And an iPad Air can’t be jailbroken right now so you can’t even use a dynarec in an emu - so no hope of getting fullspeed until it can be jailbroken.[/quote]

Are you able to try it on an iPhone 5 or iPad 4?[/quote]

No.