RetroArch Wii/Gamecube Releases (v1.0.0.2)

thanks a lot.

To be sure on retroarch these emulators wiil run perfectly.

The Wii has a fixed function GPU with quite limited capabilities. An OpenGL ES 2 implementation is certainly not feasible, and we are not going to target anything other than Glide64 GLES2 for Mupen64.

Too much of a time investment to be really worthwhile to try to convert all graphics to something the GX API can deal with. I don’t think ToadKing feels like doing it either.

Xbox 360 MIGHT get a port if/when we get ANGLE to GLES 2 working - but that depends on whether somebody comes through with gifting a replacement (since mine is dead right now). PS3 is not getting it in the near foreseeable future either because it’s stuck on OpenGL ES 1.1 which is not adequate for our needs - we would need to rewrite the pre-existing PSGL driver for GLES 2.0 and that would be pretty much a bona-fide project in its own right.

Anyway, the focus here is the mobile platforms and PCs. If the consoles had at least as a bare minimum GLES2 (and beyond) support, things might have been different.

GLES2 on Wii is completely impossible. It’s not programmable hardware.

Hi there, I’d like to know if there will be an option to activate japanese 4 players adapter on Nestopia or FCEUmm on the next release. Thank you.

Hello friends! First congratulations for the work. I’m having a little trouble, have tested via usb and sd and both have slowness. When I click the emulator or some dumb CORE, is almost 2 minutes to load, is a black screen. What can it be?


Olå amigos! Primeiro parabéns pelo trabalho. Estou tendo um pequeno problema, jå testei via usb e sd e em ambos tenho lentidão. Quando carrego o emulador ou mudo algum CORE, fica quase 2 minutos para carregar, fica numa tela preta. O que pode ser?

Hi, I tried to use Load/Save state & Volume control assigned in buttons like this in sd:/retroarch/input/snes9x_next.cfg

ZL - input_save_state_btn = “536870912” ZR - input_load_state_btn = “1073741824” Rstick Up - input_volume_up_btn = “549755813888” Rstick Down - input_volume_down_btn = "1099511627776

Am I doing something wrong? or this options don t work in Wii mode?

Any help will be appreciated, thanks!!

Able to identify the problem. Was my SD-GECKO in slot B memory card for GC, that was locking the RETROARCH.

Consegui identificar o problema. Era meu SD-GECKO no slot B do cartĂŁo de memoria para GC, esse estava travando o RETROARCH.

@seatle94BR Ah, I’m glad you got it figured out. Thanks for posting your solution, as well :slight_smile:

Is it possible to rename the .dol files to something more meaningful or would this stop the core from functioning correctly?

Is there the functionality in RGUI on Wii to have the console or platform in brackets after the filename like on the Android port? My friend is an idiot and doesn’t have a clue what mednafen_pcefast.dol is if he wanted to play PC Engine games for example.

He would make a great usability tester! :slight_smile:

Renaming them shouldn’t cause any issues, but it might reset your current core-specific settings.

Cool. I might do that for him so.

Originall post by jacobian on GBA temp:

not sure if this is the cause of input lag (probably not) but i noticed you were doing some stuff that I would consider as unoptimized code

the code i am looking at is here:

https://github.com/libretro/RetroArch/blob/master/gx/gx_input.c

Everytime inputs are polled (each 4 wii and each 4 gamecube controller ports):

(1) you are calling WPAD_Probe (to see what kind of expansion is connected), for every wiimotes: this is quite inefficient to do this every frame as it involves doing the expansion detection handshake again every time, an obvious optimization would be to do this only once on startup then save the controller type

(2) you are calling SI_GetType (to see if a gamecube controller is connected) on each gamecube ports: this is very uncommon to do that so i am not sure why you picked that method. What is sure is that it is once again not very optimized to call this every frame, especially since the function PAD_ScanPads already return a bitmask to indicate which ports are connected.


Like I said initially, it's very unlikely this could have so much noticeable effect as input lag but that's just two things that popped to my eyes when looking at your code...

Now I agree libwiiuse in libogc has some minor flaws (most notable one being poor support of 3rd part controller) but i never noticed any serious input lag in homebrew or people reporting some versions to be more laggy than others. This is still true for stand-alone emus, which are, for most of them, compiled with the latest libogc as well.


EDIT: i think i also spotted a bug in your polling function with the way you handle the use of wiimote+nunchuk combination. I can be wrong but it seems to me if a nunchuk is connected, any direction pressed on wiimote will be seen as two buttons being pressed (example: if up is being pressed, up and left will be registered by retroarch) 

Last edited by Jacobeian, Yesterday at 9:38 PM Jacobeian, Yesterday at 9:28 PM Top #2822

I implemented suggestion (1) - input responsiveness increased and overall you get the glitch less times but I’ve still (on two occasions) experienced the same glitch.

For instance - in FBACores CPS2 with Street Fighter Alpha 3 - after a lot of input Sakura will crouch for a second or so even though I’m not pressing Down and this will rectify itself after one second. On Super Street Fighter II Turbo with Chun-Li one time I get no input response at all for a second and then it works again.

Anyway - this happens rarely and not as frequently as before but it still happens regardless. Overall I’d say it’s an improvement.

So - looks like this is still some sort of Bluetooth sync issue to do with either libogc or wiiuse.

I can push a version with this implemented so you guys can test it out but I think you will still hit upon the same glitch - only less regularly.

An improvement is an improvement. Thanks for looking into it. I wonder if the bluetooth issue is in some way related to the players being switched on core restart as I reported before?

Is there a chance of getting a core for the Magnovox Odyssey 2?

Just updated to 0.9.9 from what I think was 0.9.8?

Not entirely a fan of some of the changes being made - the whole notion of having to set up a “default rom directory” is kind of a pain in the butt. I can understand why it’s there, I guess, but previously it would just remember the last active directory and use that, which was way better.

I use Retroarch in conjunction with other emulators on my Wii, so the folder structure is set up to support them, which means I have to tell Retroarch to look in my root directory. Every time I have to load a new game, I have to go through 2-3 different folders to get where I need to go, and that’s a hassle. Obviously the argument could be made that I shouldn’t be changing games that often, but it’s still pretty unnecessary.

I also had a minor heart attack that 0.9.9 changed how/where save files go. I’ve been working my way through Earthbound (don’t have a Wii U yet) and I thought I’d lost my level 59 save file after I updated. I realize this is asking a bit much, but if you’re gonna change something like that, having something auto-detect and migrate old save files would be cool.

Is FBA compatibility the same as it is on PC, as long as you’re in memory limits? FBA supposedly supports Mystic Warriors, but I can’t get it to load at all on the Wii. The same goes for games like Outrun. The sets work fine in Mame, though.

Better overscan support would be nice. I know there’s an option if I edit the raw config file for overscan, but there doesn’t seem to be any way to do it in RetroArch itself. All I know is that when I use Retroarch on a 4:3 TV, things seem to get cut off an awful lot. Doesn’t help that RetroArch defaults to 16:9 and doesn’t seem to save my preferences when I change it to something else.

yea it would be nice if retroarch remembered the video settings last used for each core.

Actually, it appears RetroArch is doing weird things with where it stores .srm files. I played Earthbound for like four hours yesterday, got the Sword of Kings and everything, and loading in to the game tonight it still says Level 59 like it did not save at all last night. The Earthbound.srm file in the Save game folder didn’t get updated.

Luckily I’ve also been periodically dropping savestates after I accidentally found the hotkey for that, so I only actually lost maybe an hour versus when I saved last night.

Did you properly quit out of Retroarch? I recall one of the devs (can’t remember which) saying that Retroarch only writes to .srm at quit.