RetroArch Wii/Gamecube Releases (v1.0.0.2)

It depends on the exact ‘state’ of the game where you toggle it - it is best you toggle this right at startup first - some games are more lenient than others with dynamically switching clock speed at runtime.

Some games will start to glitch out at something above 50 or 60MHz - so just experiment with it.

Also -

yoshis island crashes game(black screen)(froze RA when set to 80) vortex makes the music laggy

Please try to use common sense here - the Wii is BARELY running SuperFX games at fullspeed without being overclocked. What do you suppose happens if you decide to ‘overclock’ it by 50Mhz or more? Of course the Wii isn’t going to be able to handle it at fullspeed and the music will turn ‘laggy’ - that is your framerate going to shit there because the emulation suddenly has to deal with a massively beefed up CPU to emulate.

I make no guarantees about SuperFX overclock working out at fullspeed for most games on Wii - Wii isn’t the only platform that RetroArch supports and the overclocking option wasn’t made specifically with Wii in mind. ‘Your mileage may vary’ here is the best response[/quote]

Uh, I actually don’t give a shit if it works at all. I was merely reporting my results for your benefit only.[/quote]

It works just fine but your old and obsolete Wii is not up to the job to be able to run it properly. And this is final.

Uh, I actually don’t give a shit if it works at all. I was merely reporting my results for your benefit only.[/quote]

It works just fine but your old and obsolete Wii is not up to the job to be able to run it properly. And this is final.[/quote]

Oh no! Please don’t insult my Wii! cries

LOL

Starfox & Dirt Trax work even on 100Mhz clock for me. But yeah, ALWAYS reset the game after changing the FX clock in the settings. I think it goes without saying.

Btw i’ll ask again, can i enable music in Tyrquake and if so, how must the music files be set up and named?

hey guys, does anyone know how you change weapons in prboom??

A button on default wiimote sideways control

MP3 music playback is not yet supported. I’ll look into this.

It is for Prboom though.

Thank you Yep i’ve already setup prboom with music :slight_smile: Dum question: Is Quake 2, Hexen or Heretic in the plans (not just Wii but RA in general) ?

It’s something I’m eventually planning towards.

But before that I’d want to see/do a Duke Nukem 3D port.

I have seen only now that you -8 I don’t know who but I want to thank you ) have posted an alternative link to retroarch 0.9.9 fix 1 in the main page of this topic , thank you very much ^^

Now I can benefit of the new release too.

PS: If I committed some grammatical errors in my posts let me know because english is not my first language and I don’t want to be misunderstood.

Hey guys I just downloaded the GC build but I need that please somebody tell me how to rename the different cores bios to make those cores to work, i.e.: fdsk games, neo geo games, etc. I´ve tried for a few minutes snes9x and Starfox, Stunt Race FX and Yoshi´s Island with overlock enabled/unabled and they work well; the only one that gives me code dump is Kirby´s Dreamland 3 (weird considering the first time I played this one was through my ide-exi with a 2gb hdd using an actually outdated version of snes9x). Did not have tried the fba/cps1/cps2 cores because I´ve heard is still very dificult meke them work properly because GC limitations, so I was wondering about new aditions and tried NXEngine and gues what: it´s aliiive!!!..I mean, it´s woooking!!! A least if there is there is not a fix/point update for GC, I´m sure this one will give me enough fun, and even more fun if I make the Doom and Quake ports to work. Thanks and keep the good work guys.

Where can I get the mp3 files for Doom and Doom 2?

Setting the SuperFX overclock to 40mhz for yoshi’s island eliminates the lag on level 1-1 (I guess it reduces lag in many other levels), this is an amazing feature for these FX games. Nice of you guys to continue supporting the Wii retroarch version. Thanks!

I am glad NX Engine still works on Gamecube - I was worried after we moved off file I/O based loading (of assets) that it wouldn’t be able to fit into RAM on Gamecube anymore - guess those fears turned out to be unfounded.

I’ll push a ‘fix1’ version of Gamecube as well soon.

Where can I get the mp3 files for Doom and Doom 2?[/quote]

IDK if i can link them here directly so i won’t. Google for Doom midi music files, and then convert these to mp3. As for the names of the files, check the instructions in the included pdf file that comes with retroarch, retroarch-cores-manual.pdf pages 9 & 10.

Btw, for everyone interested, here is a list of wads that work great with Retroarch prboom core: If anyone has more, please name them.

Theres a lot of resolutions missing on the new release compared to the last version, its missing the native GBA resolution.

I couldn’t seem to get a correct resolution/aspect ratio for GBA either no matter how many permutations I tried.

I am glad NX Engine still works on Gamecube - I was worried after we moved off file I/O based loading (of assets) that it wouldn’t be able to fit into RAM on Gamecube anymore - guess those fears turned out to be unfounded.

I’ll push a ‘fix1’ version of Gamecube as well soon.[/quote]

Great news. Also, could you please include in the pdf manual how to rename the bios files for the cores that require requiere them? I think that some games do not work for me because of that reason. Thanks and good morning.

put those in retroarch/system folder. Ignore gbc bios cause it is not (yet?) used by RA. Also the scd_u.brm file is auto created when you play a Sega CD game that saves in backup ram cart.

GBA resolution is 240X160. So a ratio of 3:2 and mutliply X2 each to come to 480X320

It’ll be possible to add custom palette selection to fceumm? I found a ntsc palette almost identical to the real thing (looks exactly as the official VC NES emu). Wiimednafen has an option to load custom palettes by putting it in the “palettes” folder, it has to be renamed to the same rom name (eg. smb.nes -> smb.pal). Sorry if this has been asked… thanks!

Edit: Never mind, I figured out how to add that palette just by hex-editing the fceumm binary, thanks for this fantastic emulator.

Interesting! Can you please upload that palette? Will it work on PAL CRT TV’s too?

Our of curiosity, do you think it would be feasible to add a custom aspect ratio option back into RetroArch like it was in 0.9.8.x? I’m just curious if it wouldn’t be too much of a hassle to add the code in, since many new TVs have issues at the default 640 x 480 due to games being cut off at the top and bottom edges. Oddly enough, 640 x 448 looks normal for most emulator cores, but others, such as GBA, suffer from it :stuck_out_tongue: I’m not upset at its removal in the least, but I would like some insight is all :smiley:

I don’t know what you mean - the Custom Aspect Ratio is there.