RetroArch Wii/Gamecube Releases (v1.0.0.2)

This weekend I was playing cave story with the NXengine core (RA 0.9.9 ) , except for scratch sound in the save menu all is perfect… then I encuontered THIS: file:///var/run/media/slappy/4091-C92E/retroarch/RetroArch-0608-213319.bmp anyone encountered the same problem ??

PS: Now CPS2 games load fine in RA 0.9.9 , probably is my fault that I had not cancelled configuartion files created previously with RA 0.9.8.4.

PS2: bubble bobble is still cutted in the upside and I haven’t resolved that issue , suggestions of what resolution i could select for optimal image quality ?

The BIOS file goes in SD:/retroarch/system. Have you tried that?

Since we 're at the subject of PCE CD games. I’d like to ask again from the post 234:

Mednafen PCE Fast core: works great AFAICT. One request though. Would it be possible to also support .ogg/iso/cue files as well, instead of just bin/cue ones? Wiimednafen does and this saves a LOT of space on SD/HDD. I have 17 PCE CD games and total size for those went from 6,5+GB to just 1,1 GB with this.

No, I’m not interested in this right now. It would add a ton of bloat to the cores for little to no gain. Just use proper rips.

Nope, no dice. Changing audio to .bin format? I tried it but… I’ve never heard of anyone doing that before.[/quote] I sent you a PM that lists the md5 hashes and file names of the version i have and also how my cue file looks.

The wav files are excatlly the same as the bin files just renamed. Who ever that upped the version floating around the net probably used .wav and .iso for use with some other pce emulator. even the 2 .iso files are just .bin files. All CD games should be in bin/cue format.

Oop, no worries. I got it to work by using a BIN/CUE dump and placing the BIOS in the correct directiory SD:/retroarch/system

Sorry about that!

Nice version, guys. I really liked to play Cave Story on a CRT TV with S-video. My computer DVI connection doesn’t allow 640x480 fullscreen.

Just one question: The input problem with pce-fast was resolved? I still have it. But since you guys never talked about it after the new release i’m curious if was fixed.

Actually, a lot of useless resolutions were removed, although I few resolutions are now useless with the removal of the overscan option.

The correct aproximation of the GBA resolution and aspect ratio was 598x200 and -0.49 of overscan.

I’m not sure I quite understand the need for a native GBA resolution. I just use 640480 with a custom ratio of 480320. Using a native resolution forces you to use whatever aspect ratio/s your TV supports, none of which are likely to match the GBA (3:2), so everything will just look weird as hell and frankly ugly. At least 640*480 offers square pixels, so you end up with a decent looking image. I agree that setting a custom ratio isn’t a great deal of fun, but I can’t imagine the results of a native resolution being any better.

What did people expect? GBA games are going to look hideous on a big TV irrespective of the resolution.

Upload your pic onto the Internet - this can’t be viewed.

Upload your pic onto the Internet - this can’t be viewed.[/quote]

Ops , sorry about that. Anyway this is the link to the image: http://imageshack.us/photo/my-images/208/retroarch0608213319.png/ as you see the background is all messed up. I was playing cave story at the resolution of 640 x 240p , but I don’t think this is the problem.

Someone else is having problems with NeoGeo Pocket? Not sure if it can’t detect my Gamecube controller, or the buttons are not maped properly for it.

Upload your pic onto the Internet - this can’t be viewed.[/quote]

Ops , sorry about that. Anyway this is the link to the image: http://imageshack.us/photo/my-images/208/retroarch0608213319.png/ as you see the background is all messed up. I was playing cave story at the resolution of 640 x 240p , but I don’t think this is the problem.[/quote]

This issue has been pointed out by a PS3 user (it was a big endian issue so it affects Wii as well) and ToadKing fixed it. Will be in the next update.

Ops , sorry about that. Anyway this is the link to the image: http://imageshack.us/photo/my-images/208/retroarch0608213319.png/ as you see the background is all messed up. I was playing cave story at the resolution of 640 x 240p , but I don’t think this is the problem.[/quote]

This issue has been pointed out by a PS3 user (it was a big endian issue) and ToadKing fixed it. Will be in the next update.[/quote]

Very good , keep up the work ^^ I’ve to report another issue: today i was playing samurai showdown 3 with neogeo core , I start to play normally but after several rounds the sound FX and background music muted suddenly… then when I finished the round with mute sound all returns to normal.

Thank you for all your hard work gentlemen. I can honestly say that I haven’t been as excited about the homebrew scene since I first discovered emulation. Given the limitations of the wii platform and its general abandonment, I am amazed at what you have been able to accomplish. Thanks to your efforts I am able to play the console and arcade games of my childhood on my good old CRT television.

I have only a single request. I would just like to know where the code for the latest revision of the final burn alpha neo geo core for the wii is available. I fully understand your lack of desire to explore the use of nand to improve the core’s already splendid compatability with games. However, I do believe that making the code available could potentially make the full neo geo library playable on the wii. While, I may not be proficient as a coder, somebody more capable than me may be able to improve the core and even if no one comes along, others of us can experience what it is like for you to work on the retroarch project. Since it is your code, it would be perfectly understandable if you chose to not make it available and it would still leave others a great quantity of high quality emulators to play around with.

With that said, I must leave you now gentlemen, for I have a sudden urge to play Zero Tolerance in HD!

RetroArch and libretro are embarrassingly open. You can get all of the code, including a lot of stuff that’s not really meant for human consumption yet, at the libretro github page. Adding NAND virtual memory would probably be more dependent on RetroArch itself, which is located on github, as well.

Being able to play Garou on my Wii would make my life complete lol

Speaking of the Neo Geo core, would it be possible to add to Core Options the ability to switch between the MVS (arcade) version and the AES (home console) versions of the games as they are both contained in the ROM? This option is available in Kawaks and is great to access options, training and vs modes.

I must try the Universe bios to see if this can be done from there, would be cool to have as a Core Option though.

Apologies, hunterk. It appears I have misworded my request. While I am aware that all the code is available at github, my intrest lies in what specific components are integrated into the wii port of the final burn alpha neo geo core, how they are compiled, and how they work together to enable emulation. I understand that these questions are a bit too complicated to be answered in a forum post, but perhaps you can point me in the right direction? Surely, some form of documentation or dialogue relating to these topics is available somewhere.

Does the Universe Bios work on Wii FBA Neo Geo core? I have tried 2.3 and 3.0 and just got a code dump.