I’ve working on a new gb one too and have some fixes for the others. I should ping darkbanhmer on theirs and maybe just send him my gfx. I’ll pull when I can. But I’m curious if these scale well. It seems the hitboxes don’t scale the same way for all devices. The ones I made specifically for the iPhone 5 are the same layout to scale but are much more responsive. (No gaps)
if you have them already done just put a request into git. i am really busy atm with school but I will do what I can. and as for the scaling issue… they should be the same as the controller image. bigger devices stretch the image along with the hit boxes (or should anyways…). so it should be the same for all devices. if you don’t know how or are having issues with creating them then feel free to pm me and ill get them done within 2 days.
also squarepusher the controllers need to be categorized in folders as its already kinda a mess… plus it would make having more then one style for each emu much more easer to manage
also possible categorizing the shaders into tv style lcd etc…
(I need to do a proper git setup on my pc before i can really help… atm its delete then pull to get the new changes :P)
plus why are the shaders not on git? i had to pull them from the deb and link them into xcode…
Im having issues with the ps3 controler . I tried remaping and it worked the first time and it was great. I read the eailier post when i had issues and remaped the controls in the cores i was using. After the first time remaping it just defaults to the messed up control schem no matter what i do. Left is down down is left ect. I have tried reinstalling retro , and erasing all maps and remaping each control one by one but it seems it dosent stick. Running on iphone 5 . Any ideas? Is it possible to downgrade to last version? Maybe there is a cache i can delete. Any help would be apreacited . Love the app!
I know they are supposed to scale. Mine work fine. some of the existing ones just feel like they are scaling with gaps. It could be how they were made and its easy to find out so ill keep at it. I have a decent workflow to export the hitboxes to vector. It will be pretty easy to see then if they were made wrong or if its the front end scaling it weird. I’m leaning towards the hitboxes being done without scaling in mind.
And yea, heh… I need to get a proper git workflow going on my home PC too. Wish I could just do this at work… But wasting time blah blah blah.
I just wanted to thank all the people that work on this program. I think it so cool that so many people come together to make something they love and ask for nothing in return. I check cydia all the time for updates and cant wait to see how far far Retroarch comes.
Thanks DBH! I have been waiting to see this explained in terms I can understand. Thanks again, and of course thanks again to all (especially DBH, hunterk and squarepusher;) you guys RULE!
Thanks DBH! I have been waiting to see this explained in terms I can understand. Thanks again, and of course thanks again to all (especially DBH, hunterk and squarepusher;) you guys RULE![/quote]
Small, important correction to what DBH said.
EDIT: just read this.
The corrections are x is up down and y is left right. and that the hit boxes are defined by center point, then how far each edge is (ranges + and -) from center. So left,60,120,rect,10,20 would be a rectangle centered at X=60,y=120 that is 20 pixels wide(x) and 40 pixels tall(y)
I think this is what DBH was trying to say but was typing fast.
Ehhh… I didn’t see that i got what I said from playing around with the config… Soo much for it being simple… (Now I have to write a GUI for hitbox placement so I don’t spend 10 min on one area)
My modified config still works better even if I did it wrong and have to redo it
Me neither, then I saw hits going one way, then the other, so I looked at the code and saw it adding to both sides (in a way), then found the guide off chance later. It also makes it tricky if you order the rects right, it may just work fine with a lot of overlaps but first pick gets first hit. Finding the guide first would have saved me a few hours
Thanks DBH! I have been waiting to see this explained in terms I can understand. Thanks again, and of course thanks again to all (especially DBH, hunterk and squarepusher;) you guys RULE![/quote]
Small, important correction to what DBH said.
EDIT: just read this.
The corrections are x is up down and y is left right. and that the hit boxes are defined by center point, then how far each edge is (ranges + and -) from center. So left,60,120,rect,10,20 would be a rectangle centered at X=60,y=120 that is 20 pixels wide(x) and 40 pixels tall(y)
I think this is what DBH was trying to say but was typing fast.
Hope this helps…[/quote]
That does help too, thanks:)
I haven’t seen it asked anywhere (or I missed it). Does the wiimote nunchuk work? I just got a wiimote two days ago and it works awesome (after mapping of course;) but I have not been able to map anything from the nunchuk…I hope I just did something wrong. Am I right to assume that the accelerometer in the wiimote is also currently unsupported.
Hi, kudos to the team that made this a dream come true. I have left other emulators for this one. One question. My buttons dont respond too well on the iphone 5 is it an issue with emulator.please help.thanx
@kunzi
I don’t believe accelerometers work. I was under the impression that wiimote classic controllers and nunchucks were fine in the Android port, so I would have assumed they worked in iOS, as well. Perhaps someone else can test and report?
@shaninahmed80
You’ll have to be more specific. Are you using the overlay controls? If so, there are some made-for-iOS overlays coming very soon from some of the fine posters above you that should be more accurate
Thank you guys very much for the emulator RetroArch, PCSXRearmed works well, checking on their iphone 4s ios 6.1.1.
PS Will the emulator support for Open GLES?Sorry for my English.