Can i play with ps3 controller on ios 7?
Banjo Kazooi- 30fps during gameplay, however this game is totally unplayable due to major graphical artifacts. [/quote]
When Glide64 is selected and âGFX Accuracyâ is set to âHighâ, there should be no graphical artefacts at all.
Jet Force Gemini- 27 through 30fps during gameplay
That is the gameâs original framerate.
For N64 games, are they all supposed to be running at native 60fps, or are only some games native at 60fps while other cap at 30fps? I always thought that all old school console (7th Generation and down) games were all 60fps and didnât have any of this 30/60fps drama that goes on in the current/next gen gaming worldâŚcan someone confirm on this?
Only a few games that I know of actually run at 60fps on the N64:
F-Zero X Killer Instinct Gold Mortal Kombat Trilogy possibly some other fighters
Zelda OOT, Majoraâs Mask and Waverace 64 were locked at 20fps. GoldenEye hovers between 15 and 25/30fps. Perfect Dark hovers between 10 and 20fps. Star Fox 64 was 30fps. Mario Kart 64 was 30fps (some RDRAM latency issues and slowdown here and there). Turok 1 has a non-locked framerate, Turok 2 definitely lags behind a lot. And most of the time the RDRAM latencies made the spikes in framerate seem even worse.
With N64 emus we can fix most of this now by setting VI Refresh rate higher and/or setting Framerate to âfullspeedâ (Core Options). Itâs refreshing being able to play most of these games with far better framerates. Perhaps best of all is that by setting VI Refresh to 2200 and Framerate to fullspeed, a great deal of input lag gets removed as well.
So no, only maybe 3 or 4 games during the N64âs lifetime ever ran at 60fps. Playstation only ran a handful of games at 60fps too. Really, all three of the consoles (Saturn/N64/PS1) had really premature 3D capabilities, and were gimped in some way or another.
Banjo Kazooi- 30fps during gameplay, however this game is totally unplayable due to major graphical artifacts. [/quote]
When Glide64 is selected and âGFX Accuracyâ is set to âHighâ, there should be no graphical artefacts at all.
Jet Force Gemini- 27 through 30fps during gameplay
That is the gameâs original framerate.
[quote:3iw0etrc] For N64 games, are they all supposed to be running at native 60fps, or are only some games native at 60fps while other cap at 30fps? I always thought that all old school console (7th Generation and down) games were all 60fps and didnât have any of this 30/60fps drama that goes on in the current/next gen gaming worldâŚcan someone confirm on this?[/quote]
Only a few games that I know of actually run at 60fps on the N64:
F-Zero X Killer Instinct Gold Mortal Kombat Trilogy possibly some other fighters
Zelda OOT, Majoraâs Mask and Waverace 64 were locked at 20fps. GoldenEye hovers between 15 and 25/30fps. Perfect Dark hovers between 10 and 20fps. Star Fox 64 was 30fps. Mario Kart 64 was 30fps (some RDRAM latency issues and slowdown here and there). Turok 1 has a non-locked framerate, Turok 2 definitely lags behind a lot. And most of the time the RDRAM latencies made the spikes in framerate seem even worse.
With N64 emus we can fix most of this now by setting VI Refresh rate higher and/or setting Framerate to âfullspeedâ (Core Options). Itâs refreshing being able to play most of these games with far better framerates. Perhaps best of all is that by setting VI Refresh to 2200 and Framerate to fullspeed, a great deal of input lag gets removed as well.
So no, only maybe 3 or 4 games during the N64âs lifetime ever ran at 60fps. Playstation only ran a handful of games at 60fps too. Really, all three of the consoles (Saturn/N64/PS1) had really premature 3D capabilities, and were gimped in some way or another.[/quote:3iw0etrc]
THanks for the great response!
What about ps3 controller? Does it work yet on ios 7?
Not yet we need to wait for BT stack update.
I will try that but Iâm already setting everything manually. I donât think the auto thing is working.
Regarding the controller is a good controller for itâs price. It fits the iPhone very well and looks nice too. Also you donât need to take the iPhone case off.
I just ordered the 9025 that looks a lot nicer and is $29,99.
But it will problably take 1 month to get here in Brazil
The 9017s is around $20,99 on ebay.
Banjo Kazooi- 30fps during gameplay, however this game is totally unplayable due to major graphical artifacts. [/quote]
When Glide64 is selected and âGFX Accuracyâ is set to âHighâ, there should be no graphical artefacts at all.
Jet Force Gemini- 27 through 30fps during gameplay
That is the gameâs original framerate.
[quote:pddq2u3y] For N64 games, are they all supposed to be running at native 60fps, or are only some games native at 60fps while other cap at 30fps? I always thought that all old school console (7th Generation and down) games were all 60fps and didnât have any of this 30/60fps drama that goes on in the current/next gen gaming worldâŚcan someone confirm on this?[/quote]
Only a few games that I know of actually run at 60fps on the N64:
F-Zero X Killer Instinct Gold Mortal Kombat Trilogy possibly some other fighters
Zelda OOT, Majoraâs Mask and Waverace 64 were locked at 20fps. GoldenEye hovers between 15 and 25/30fps. Perfect Dark hovers between 10 and 20fps. Star Fox 64 was 30fps. Mario Kart 64 was 30fps (some RDRAM latency issues and slowdown here and there). Turok 1 has a non-locked framerate, Turok 2 definitely lags behind a lot. And most of the time the RDRAM latencies made the spikes in framerate seem even worse.
With N64 emus we can fix most of this now by setting VI Refresh rate higher and/or setting Framerate to âfullspeedâ (Core Options). Itâs refreshing being able to play most of these games with far better framerates. Perhaps best of all is that by setting VI Refresh to 2200 and Framerate to fullspeed, a great deal of input lag gets removed as well.
So no, only maybe 3 or 4 games during the N64âs lifetime ever ran at 60fps. Playstation only ran a handful of games at 60fps too. Really, all three of the consoles (Saturn/N64/PS1) had really premature 3D capabilities, and were gimped in some way or another.[/quote:pddq2u3y]
Ah, I see. Thanks for the feedback squarepusher! There isnât a âGFX Accuracyâ option it the RGUI of mupen64plus in the build meancoot has provided for us, though ensuring glide64 was selected did the trick-no artifacts whatsoever. However, after trying to load up the game again, it doesnât seem to want to start and just locks up with a black screen. Iâll have to fiddle around with it later to figure out whatâs causing it (also the analog stick on the N64 input layout is unresponsive in the RGUI menu)âŚRegardless of that, it seems like A7 devices shouldnât have any issues running N64 games at full speed in mupen64âs current state and especially after you guys iron out known bugs, etc, etc for its final build. Hopefully A5 & A6 devices have no issues playing the core as well, seeing as how the iphone 4s plays PCSX ReARMed and several other cores so well. Itâs great that A5 devices seem to be the target base device for the retroarch ios port; having a more powerful device is just a plus which also yields better results in certain cores.
Regarding certain cores though (on ios devices), what are your thoughts on gba cores on the A5 as well as the DS core in general? Is it simply just using a more powerful hardware to get those improved results/steady consistent frames; or do you think that just like the PCSX ReARMed (big props to notaz btw) core, a gba/ds core could be rewritten for ios where even an A5/A6 device could possibly get consistent steady full frames (or very close to it) at 0 frame skip (who doesnât love accuracy, right? :))?
Thoughts? (devs as well as anyone else whoâd like to put their input on the subject)
Ah, the 9025 looks to be an improvement in build quality and tactility; though I still think using the ps3 controller is best for user experience. lol Now all thatâs left is to wait for the BTstack update.
On another note, I figured out what was causing the graphics issue on banjo kazooie. By default, mupen64plus is already set on glide64, however, changing your on screen input layout after the game has already started will cause the graphics to glitch out. To display the graphics properly, youâll have to quit and reload the game. Seeing as how the N64 analog stick is useless in the RGUI menu, youâll have to make sure that your N64 controller overlay (along with any other settings) is already set in frontend core configurations before you load up the game.
did you guys managed to get conker running?
I was reading through a few other topics on the forum and bumped into reicast topics and how there was big interest on eventually bringing this over to retroarch. Would it be safe to assume that this will also be making itâs way into the iOS port of retroarch as well? I watched a few YouTube videos on the emulator and it oozes so much potential. Regarding iOS though, what would be the base device to use to get decent performance, and how well do you think the emulator would translate on iOS hardware?
I also read the rants (the good kinds though) on people who sell emulators. It was a good read. I remember when I first jailbroke the 1st generation iPod touch just so I could play emulators on it. A coworker was like, âoh, you have an iPod touch? I bet itâs not as cool as mine.â Then he whipped out his iPod touch and showed me the emulators on it. I was like, âno waaaayâŚhowâd you do that?!?â Lol Anyways in the beginning, there was one individual who pretty much started the emulator scene in cydia. Eventually he stopped supporting his emus with updates/fixes, even up and disappeared for like a good year; even now, well mehâŚHis source is a stock cydia source now, though I just immediately delete it since itâs a useless source. I had started using another individuals emulators, though a quick comparison between that gba emulator and the VBA next core in retroarch made me easily decide to stop using his emulators as well. Like squarepusherâs rant said, I was even getting audio latency with frame skip on 0 (on an A7 device). Itâs clear that Retroarch is the winner here and the to-go-to emulator. Why use a gimped down versions of an emulator that may not even be able to play a certain game when you can have an all in one emulator like Retroarch that uses actual popular emulators (such as mame, VBA, FBA, etc) from PC? Not only that, but Retroarch is superiorly more accurate (accuracy is one of the most important parts in emulation. I really hate it when thereâs even slight screen tearing or audio stutter) than other offerings in cydiaâŚand the best part, itâs free; no strings attached. The only emulators I have installed on my iOS devices are PPSSPP for psp games and retroarch for everything else. 2 amazing projects that show great promise, and are leading the emulation scene on mobile. When ppsspp eventually makes it way on to retroarch in the future, then all that Iâll ever need on my device is Retroarch itself.
I havenât really said it yet, soâŚ
Thanks to all the devs whoâve created RetroArch, as well as those who have ported/aided in porting retroarch so iOS users could experience its greatness. Keep up the AMAZING work, and continue pursuing the RetroArch vision until it becomes a reality that many others can clearly see.
Anyone know if you can connect 2 ps3 controllers for 2 player games? or 1 wii and 1 ps3 I am also having a problem with the ps3 controller with connecting and disconnecting like after I exit retroarch the ps3 pad wonât turn off the light on the controller stays on and if I go back to retroarch the pad wonât work anymore I can hold the ps button and turn it off but when I turn it back on the p2 light turns on and the controller is still not working. The only way to get it to work again is to turn the iPad off and on, so I end up having to turn off the iPad every time I play. And it turns off the pad too but it gets annoying lol is there a way to fix this or is this something with my iPad only? I am on ipad4 with ios704 Also another problem in the core setting when I try to map the ps3 controller after I do few inputs retroarch crashes Thanks
any new test build?
BTstack, which is what a ps3/wii controller uses to connect to RetroArch, has not yet been updated for ios7. Until it gets updated for iOS 7, expect using a ps3/wii controller to not work at all or in your case, be riddled with many issues. Give the devs of BTstack (who are also the creators of blutrol and many other Bluetooth regarded tweaks) some time to update their tweaks; then cross your fingers and perhaps weâll get an update before this month ends.
Is there an alternative for the n64 overlay? Itâs way too big on the iPad and it goes to the centre of the screen when I try to shrink itâŚ
I too, feel that layout takes up way too much screen real estate.
Itâs really easy to modify the existing overlays to suit your needs or to even make entirely new ones from scratch: https://github.com/libretro/RetroArch/w ⌠figuration The recently revised overlays use separate images for each button/stick/whatever and you can change the location and/or size of each element independently, unlike the old system that was tied to a single, monolithic image.
If you get some nice tablet-centric variations going, be sure to post them in the overlay thread so others can enjoy them
I will require hunterkâs help a few hours from now to get the iOS release out on both our own Cydia repo and then make another deb file for zodttd again.
Anyway, if itâs up to me, RetroArch iOS 1.0.0 will be released January 3rd.
Going to bed now.
Ah, thanks for the info! Also, thatâs sounds like a great improvement to using overlays! Though a couple questions comes to mind regarding that, will these revised set of overlays use animated joysticks (for lets say, the N64 analog stick) and being that buttons will become a lot more customizable, will that affect performance (if any) regarding the emulation core, compared to using single monolithic images.
Even greater news! Thanks again for your guys awesome work, I bid you good night; and like many others, I will be looking forward to the upcoming release.
I donât really understand how this works
Will there be new n64 overlays on next release?
You can try this one (only the analog landscape layout has been modified from the original): http://www.mediafire.com/download/3d4rm ⌠tablet.zip
The basic breakdown is that a button is defined by a descriptor (âdescâ) followed by âbutton-assignment,x-coord-of-centerpoint,y-coord-of-centerpoint,radial/rect-hitbox,width-of-button-hitbox,height-of-button-hitboxâ. The revised overlays use a normalized coordinate system, so all values will be between 0.0,0.0 (the bottom-left corner of the screen) and 1.0,1.0 (the top-right corner of the screen). Each âdescâ can then have an independent overlay associated with it (*_overlay = filename.png) that gets mapped to the descâs hitbox, along with some other modifiers that are exemplified in the existing n64 and dual-shock overlays.
The existing overlays were designed with phones in mind (i.e., approx. 4.25" screen size), so I multiplied all of the button sizes by 0.425 (that is, 4.25 divided by 10) to get them roughly the same size on a 10" screen. Then I moved the x/y coordinates of the buttonsâ centerpoints around by trial and error to get them closer to the edges of the screens, where they would be more accessible to a tablet-userâs thumbs.
The overlay stuff is pretty tedious, thankless work (so thankless that the most common feedback is âwhy isnât it better?â or, more succinctly: âyour touch controls suckâ), so Iâm not too keen on spending lots of time modifying a bunch of them for devices I will never use, but hopefully you guys can look at what I did here and modify the others on your own as needed.
Let me know if you have any questions about the process.