I guess i’ll keep a hold of my xbox then?
Yes, JPizzleTeamFSD and ThaMattie came through with the 360 Slim.
Now I just need to wait on JPizzleTeamFSD to provide me with a proper XDK NAN image since RGH Loader has a truckload of issues.
That’s great. I’ll have mine on standby if you should need it at some point.
VBA Next has received some big optimizations to gfxDrawTextScreen. This pushes all games to fullspeed on 360. So Final Fantasy 5/6 should now run at fullspeed as well (the cave still exhibits some minor speed dips though in FF5).
Advance Wars 1/2 (which previously dropped in framerate whenever big sprites had to be rendered in animation cutscenes) now run at fullspeed all the way.
Something to look forward to I guess when I’m going to push RetroArch 0.9.9.7 later this week. There’s still a lot of room for further improvement - I will try helping out bgK on rewriting the other graphics functions as well.
That’s brilliant, thank’s Squarepusher for continuing to support the 360
lol all we need now is that NDS Emulator
jk
The VBA optimizations will work on the xbox 1( old xbox)???
@netokl_emp They should, though they only provide ~25% speedup, so unless xbox1 was already pretty close to fullspeed, it’s not likely to help much.
hi again.
The shader filters will work again on the next retroarch 360 release ??? the last version the shaders was disabled and i dont understand why. now all the games are pixaleted like a crap. please we dont need one bilion pass shaders, the old 2 shaders on xbox is already good
Is this still in development and how do I get saves to work with gambatte?
It’s still in development. Squarepusher just recently received a donated dev 360, so it should be getting a new release sometime relatively soon.
@netokl_emp I asked Squarepusher about shaders and he said they will indeed be back, though still in limited form compared with PS3.
Information bump
Hows things going? Do you have your 360 setup now ?
Thanks.
Also Happy Halloween
are we getting n64?
unfortunately the developers of retroarch are ps3 fanboys that worked only on ps3 homebrew development some years ago. they hate and they will just ignore all questions related to xbox360. you must ask to hunterk if he known something about the retroarch360 or if the 360 development is still alive.
LOL, Squarepusher is definitely not a PS3 fanboy. I don’t think he has any one favorite platform, but you could always come to IRC and ask him.
360 development is ongoing and it should be a good release when it comes. Square overhauled the menu system recently to make it work more like the other platforms, and he mentioned that shaders will be back in a limited (i.e., constrained by the hardware) capacity.
N64 isn’t likely, as it would require hooking in another dynarec, which is quite a bit of work. There apparently is a PPC dynarec available, so I won’t say it’s an impossibility in the future, but it would definitely be low-priority.
The 360 and Wii releases are both clearly in high demand, judging by their respective threads. Unfortunately, they both have some pressing issues that need to be addressed before a proper release can happen, or else some very core functionality would be broken.
Not specifically. Those are just things that have fallen into place. The real priorities are input handling and game loading, IIRC, which are both important and complex. I believe core detection (i.e., pick a ROM and the appropriate core is chosen for you) is in the works, but I’m not 100% on that.
None of the ports are developed in a vacuum. They all share a substantial amount of code, and Squarepusher is trying to unify them even more to prevent any platform from becoming a “red-headed stepchild,” so to speak. 360 and Wii have the unfortunate complication of PPC CPUs and–in the case of the Wii–a weird GPU, so they need a little extra effort as compared with other platforms that use bog-standard ARM/x86 CPUs and OpenGL/GLES.
You can forget about Mupen64 Plus libretro core on Wii - the Wii has a fixed-function GPU so it is totally useless to our libretro GL model.
After years of development, Wii64 and Not64 are still rather crap compared to genuine Mupen64 on PC - and Wii64/Not64 are just closed-source forks of the latter really - so it doesn’t look really like the Wii is worth it to invest much (if any) time in for N64 core purposes.
360 might happen if we can get ANGLE to work for libretro GL purposes - but again, I don’t want to promise anything or make any commitment as of yet.
None of the current-gen consoles really can deliver when it comes to libretro GL (which at least requires as a bare minimum function spec OpenGL ES 2.0) - PS3 has only OpenGL ES 1.1, 360 is stuck on Direct3D 9 (an API which we don’t support for render context purposes anyway) and the Wii is just fixed-function DirectX7-class trash. A smartphone or tablet by comparison with OpenGL ES 2.0 out of the box is a much better proposition these days from a development perspective.
Anyway, point is - the focus is on mobile and PC - they are much better suited to our libretro GL model.
okay got you!.. ced2911 released a PSX emu (almost 80% fullseed ) and he is working on a PSP Emulator
all that is left is a good N64 (and Dolphin awww yeah)
We need Angel to work on this you said?? okay …is he on this forum i gonna try my luck and talk to him :)) this is gonna be awesome let’s get this started!!
do you think u could look at this after the Android realeas? of course if you got some time!
I mentioned ANGLE (not Angel) and it’s not a person, it’s an OpenGL-to-Direct3D wrapper -
oh dang i didn’t know that …i am pretty bad with all that coding stuff…i thought you was talking about a guy lol. i was pretty sure i could talk him in haha.
however! i am still happy u not denied the whole thing!
it means a bit of work…but like they say no code is wasted code!
but first things first …get your android work done …wish you good luck with that and finger crosed the xbox get’s a new puls soon.
if you need anything let me know! will support as good as i can!