RetroArch Wii/Gamecube Releases (v1.0.0.2)

Okay so I would like to download retroarch for the wii but for some reason there is no link to download it on the downloads page.

any reasons as to why this is, and/or a fix would be greatly appreciated.

Here you go:

http://buildbot.libretro.com/stable/Wii/

ah thanks. Grabbed the v1.0.0.2 one as it was the largest. Always felt that the one with the biggest size is the way to go. Heh.

so, i found a list of roms supported via FBA and it seems that some (that im interested in) arent working because Rom is too big for wii RAM?

examples include Samurai Showdown V, and last blade 1 and 2.

Yet LB1 and LB2 is available via the nintendo VC…

Well, it is the latest release according to the filename, no?

Anyway, yes, some of the larger Neo Geo games will not work due to the limited RAM on Wii. These games are available on the VC because they must use a compression technique for them to load. You can see when you boot up Last Blade 1 etc., a loading message will appear for a few seconds while the file is decompressed.

I have the wads for those larger Neo Geo games on my Wii menu anyway and they work fine. If you are interested in them just let me know and I can send them to you via PM.

Yeah, no i have those too actually. But my issue is that A: i’d like to play samurai showdown V special which (AFAIK) isnt on VC. and B: some of the VC games are censored (looking at you Sam Sho IV and Last Blade 2)

You are out of luck in that case. V Special isn’t even on Samurai Showdown Anthology. I’d say download RA for your laptop and connect to the tv via hdmi and play whatever you like that way.

Hi guys. Quick question. What’s the last (working) version of Retroarch? What I mean by that is, the last version in which the settings save instead of resetting after restart etc… My issues are mainly with screen resolution and path settings. Thanks.

EDIT Also, Would it be possible to add some kind of “marquee” around the screen? Like for instance. I play using the “provided by core” aspect ratio. So if I play SNES for example, or Genesis/mega Drive there are black bars to both sides of the screen (like there should be) but, is there a way to replace the black bars with say, a Super Nintendo Logo in the case of SNES or a Genesis/Mega Drive one in the case of SEGA? That would be so awesome… Thanks again.

[QUOTE=sideskroll;18136]Hi guys. Quick question. What’s the last (working) version of Retroarch? What I mean by that is, the last version in which the settings save instead of resetting after restart etc… My issues are mainly with screen resolution and path settings. Thanks.[/QUOTE] Define working, technically they all work, even from the current source if it can be compiled, the main releases should be the most stable but the older the version the more features you sacrifice. Regarding your problem, screen res cannot be saved it is intended like that until the next version that is. Path should save but there might be some settings that fail to save.

[QUOTE=sideskroll;18136] Also, Would it be possible to add some kind of “marquee” around the screen? Like for instance. I play using the “provided by core” aspect ratio. So if I play SNES for example, or Genesis/mega Drive there are black bars to both sides of the screen (like there should be) but, is there a way to replace the black bars with say, a Super Nintendo Logo in the case of SNES or a Genesis/Mega Drive one in the case of SEGA? That would be so awesome… Thanks again.[/QUOTE] It’s possible to do with overlays but a bit complicated to explain. You could follow what’s in the ‘overlays as borders’ thread and apply it to your situation, you would need to manually correct for 16:9, you can do this with the viewport width. It would look like the games from Kirby’s Dream Collection. Link to thread: http://libretro.com/forums/threads/1028-Using-overlays-as-borders Here’s a quick example with a Genesis game: Squished in RA: http://i.imgur.com/PloIbjl.png 16:9 TV stretch: http://i.imgur.com/VR4kbqS.png For 512x~ games make your border 512 pixels wide but still use a viewport of 480x448 or 480x480 because to the TV it is still 640 pixels wide. Basically it would not be so hard at all if RA-Wii supported full screen overlays.

[QUOTE=SuperrSonic;18158]Define working, technically they all work, even from the current source if it can be compiled, the main releases should be the most stable but the older the version the more features you sacrifice. Regarding your problem, screen res cannot be saved it is intended like that until the next version that is. Path should save but there might be some settings that fail to save.

It’s possible to do with overlays but a bit complicated to explain. You could follow what’s in the ‘overlays as borders’ thread and apply it to your situation, you would need to manually correct for 16:9, you can do this with the viewport width. It would look like the games from Kirby’s Dream Collection. Link to thread: http://libretro.com/forums/threads/1028-Using-overlays-as-borders Here’s a quick example with a Genesis game: Squished in RA: http://i.imgur.com/PloIbjl.png 16:9 TV stretch: http://i.imgur.com/VR4kbqS.png For 512x~ games make your border 512 pixels wide but still use a viewport of 480x448 or 480x480 because to the TV it is still 640 pixels wide. Basically it would not be so hard at all if RA-Wii supported full screen overlays.[/QUOTE]

Hi, thanks for replying. What I meant by “working” as the last version that saved settings (and no, path setting’s are not working either. At least not in the Wii version) But never mind that. Already using 1.0.0.1 and so far it’s working perfectly fine.

About the overlays. I kinda understand what you’re saying (and in the middle of reading the thread you linked to) but just to be clear: I’m wanting to do something like this: http://youtu.be/hZ506Xj5Ao0 (but obviously IN-GAME as that appears to have been overlayed in post) Is that possible? Could you give me a hand with overlay dimensions etc? And obviously the cfg to accompany them. As you can see I’m not trying to have an uber complicated overlay, just the basics for the black borders on both sides. Thank you.

[QUOTE=sideskroll;18166]Is that possible? Could you give me a hand with overlay dimensions etc? And obviously the cfg to accompany them. As you can see I’m not trying to have an uber complicated overlay, just the basics for the black borders on both sides. Thank you.[/QUOTE] I understand what you mean; it is possible with anamorphic widescreen. I made a quick example that you can use to start, this is for 512x480 games. If the game is 512x448 then the height of the border will be stretched to 448.

First link is the .cfg which has all the info for how the image will look. Second link is the border image which is 512x480(use the same res as RA), and is 352px wide of transparency(for the game to show) in the exact center.

As you can see the cfg has “overlay0_full_screen”, when enabled this lets you base the image’s position to the resolution of the console. (doesn’t work on the Wii) Then there’s “overlay0_rect”, this lets you manually set the amount of scaling and x/y position of the overlay. This is quite important but is the hardest to do because there is no simple way of calculating this and GPU screenshots doesn’t work on the Wii version either(this can help determine how many pixels you’re off) so you have to guess if the position is correct or not; and it’s probably not. Getting the numbers I did took about an hour of going back and forth RA and a text editor until it looked right. There’s also the name of the overlay but its function’s rather obvious.

Anyway for this overlay to show correctly load a core that can use screen res 512x480, then choose the aspect ratio as ‘custom’ and set the viewports, if game is 256x224; x is 80, y is 16, width is 352 and height is 448 for a centered display. If your game uses 256x240 the y is 0 and height 480. Finally all you have to do is choose the overlay and scale by 1.00, opacity 1.00 and make sure your TV is set to 16:9 so that it looks correct. If I did this correctly the TV will double the 352 pixels by 160 making them 512 again, I don’t have a widescreen display available to test but it should work.

[QUOTE=SuperrSonic;18184]I understand what you mean; it is possible with anamorphic widescreen. I made a quick example that you can use to start, this is for 512x480 games. If the game is 512x448 then the height of the border will be stretched to 448.

First link is the .cfg which has all the info for how the image will look. Second link is the border image which is 512x480(use the same res as RA), and is 352px wide of transparency(for the game to show) in the exact center.

As you can see the cfg has “overlay0_full_screen”, when enabled this lets you base the image’s position to the resolution of the console. (doesn’t work on the Wii) Then there’s “overlay0_rect”, this lets you manually set the amount of scaling and x/y position of the overlay. This is quite important but is the hardest to do because there is no simple way of calculating this and GPU screenshots doesn’t work on the Wii version either(this can help determine how many pixels you’re off) so you have to guess if the position is correct or not; and it’s probably not. Getting the numbers I did took about an hour of going back and forth RA and a text editor until it looked right. There’s also the name of the overlay but its function’s rather obvious.

Anyway for this overlay to show correctly load a core that can use screen res 512x480, then choose the aspect ratio as ‘custom’ and set the viewports, if game is 256x224; x is 80, y is 16, width is 352 and height is 448 for a centered display. If your game uses 256x240 the y is 0 and height 480. Finally all you have to do is choose the overlay and scale by 1.00, opacity 1.00 and make sure your TV is set to 16:9 so that it looks correct. If I did this correctly the TV will double the 352 pixels by 160 making them 512 again, I don’t have a widescreen display available to test but it should work.[/QUOTE]

I appreciate your help. Hopefully, the guys will get the overlays working as they should in the (eventual) new version. Cause I much rather use each core’s native AR than having to set each core manually. Specially since AFAIK, settings are not saving the Wii version at least (paths and global settings don’t work for me at least…) Thanks again.

  • My Gamecube controller is always on “rapid-fire” mode.
  • Even d-pad buttons are on rapid-fire which effects character movement.
  • There is an option for rapid fire and it always show “Gamecube controller A button” by default. I have removed that predefined option and even tried to assign another key for it. Nothing changes.
  • I have tried CPS1, CPS2, SNES & Genesis games
  • wii-mote and classic controller seems to work perfectly

If my memory serves me well, I was able to use this controller without any issue on Retroarch. I was away from my wii for some time. My settings should be fine (at least they must be same as before) I must be making something wrong. Please guide me.

Bonus question:

  • CPS2 games seems to have button issues on all of my controllers. For example Armored Warrirors secondary attack and jump buttons button never work even if I re-map all of them!

Please direct me to the post if this question is already asked and answered and I was unable to pinpoint it before asking. And sorry for that.

Thank you.

[QUOTE=stonegolem;18426]* My Gamecube controller is always on “rapid-fire” mode.

  • Even d-pad buttons are on rapid-fire which effects character movement.
  • There is an option for rapid fire and it always show “Gamecube controller A button” by default. I have removed that predefined option and even tried to assign another key for it. Nothing changes.
  • I have tried CPS1, CPS2, SNES & Genesis games
  • wii-mote and classic controller seems to work perfectly

If my memory serves me well, I was able to use this controller without any issue on Retroarch. I was away from my wii for some time. My settings should be fine (at least they must be same as before) I must be making something wrong. Please guide me.

Bonus question:

  • CPS2 games seems to have button issues on all of my controllers. For example Armored Warrirors secondary attack and jump buttons button never work even if I re-map all of them!

Please direct me to the post if this question is already asked and answered and I was unable to pinpoint it before asking. And sorry for that.

Thank you.[/QUOTE]

I’m also having this issue with GC controllers. Does anyone know a solution for it? I tried the nightlies and this versions also have the issue. Thanks!

Guys. I was wondering if it was possible (or if it would be possible) to display the ACTUAL names of the game sinstead of te zipped files names? Like MAME Wi does… I was thinking that maybe a titles.txt like USB loaders use would do it? As it stands is virtually IMPOSSIBLE to select a game based on the name of the zip file. Any help would be very much appreciated.

Crossposting has never achieved anything.

Sadly, on these forums it has. As you can see, even with this modus operandi I haven’t received any answers (other than your “helpful tip”) yet. But in the past, after posting ONE TIME ONLY and not receiving any answer for like a month I did as soon as I started spamming my question all over the place.

Even that is not a good way to ask.

Anyway, you could try wiiflow to do what you want,check image on

http://postimg.org/image/8ib6hfnp3/

You must edit usb:/wiiflow/settings/custom_titles.ini


[43505331] ;Your retroarch fba core magic number on wiiflow
1941=1941 - Counter Attack
3wonders=Three Wonders
captcomm=Captain Commando
cawing= Carrier Air Wing
dino=Cadillacs & Dinosaurs

This is my retroarch-fba-cps1-core.ini plugin file in wiiflow/plugins/:


[PLUGIN]
arguments={device}:/{path}/|{name}
bannersound=sounds/CPS1.ogg
consolecoverid=
covercolor=ffffff
coverfolder=cps
displayname=FBA CPS1
dolfile=retroarch-wii_alter/fba_cps1_alter.dol
filetypes=.zip
magic=43505331
romdir=media/games/roms/arcade/cps

The NES Advantage works with your adapter? I’ve had no such luck.

Are you doing anything special? When I plug mine into the wiimote through the mayflash it doesn’t react to any presses and the turbo buttons are only half lit like it’s not getting enough power. All my controllers, first and third party work fine, and even a lot of the quickshot style joysticks… but I can’t get the advantage to respond. You’re the only person I’ve seen that’s reported it to work.

The same advantage btw works fine with a retrousb nes to pc adapter.

My Retroarch crashes everytime I try and load Super Mario Sunshine through the Dolphin emulator on said Retroarch. I am an Intel Mac user, is there something I’m doing wrong or something?

Hello

Sorry to reply to a sooo old message, but I’m looking for emulator for Triforce in RetroArch. I’m currently using RA on my Xbox Series X and that would be very cool to have an additional core for this purpose.

Is it something that could happen? Or is it definitively over?

Thank you a lot. monsieurjplus