RetroArch Wii/Gamecube Releases (v1.0.0.2)

Sadly, yes.

Also scrolling throught the RGUI has given me a looping input once or twice.

This was a problem with PC engine CD games in the 0.9.9 build also.( restart needed for rom change to happen) No idea it is is fixed for that core.

Thanks for your reply and your consideration toward my problem. Iā€™ve tried wad files from multiple sources to no avail, both official and fan made. Iā€™ve also tried changing case-sensitivity to that seen in your folder. Iā€™ve tried removing any unique characters from the source path to the wads. Reinstalling RetroArch from scratch didnā€™t help either. Whatā€™s strange is that all of these wads work with WiiDoom, which is also PrBoom.

Some questions:

Does the version of Wii hardware matter in any way? Is there a folder hierarchy specific to PrBoom that I should be observing? Does WiiDoom Conflict in some way with the PrBoom core?

Thanks again.

Those DukeNukem and Wolfenstein wads, you have them working also? Or are those fan made games?

Heikenator, does button sticking happen more frequently wiith a direction? It may just be because you use right the most, but that button always seems to be what triggers it for me.

Yes, itā€™s probably the right d-pad direction the most ( scrolling throught games )

The one wad I didnā€™t think to check, as it was included with RetroArch, was prboom.wad. It had somehow become corrupted during transfer. A fresh copy solved my issue. Thanks for your suggestions and for listening. Chex Quest, here I come.

@ Hielkenator: yes all those wads in the folder work perfectly with prboom core in RA.

On the contrary, only a handful of them work with wiidoom (but support IR aiming there). Anyway, choice is good, as they say.

@ devs: Also, the analog issue with CC happens when all the below occur simultaneously:

  1. using prboom
  2. setting it to dual analog from core options
  3. then pushing both analog sticks at the same time, in game

In Tyrquake core, the above issue with CC is NON existant, and both sticks work as they should (only the framerate is an issue in that coreā€¦)

Just confirming the above^

Also the PCE core need a restart if you want to switch between pce cd games. Other wise the previous bin/ceu is loaded again.

Problem concurring in the Neogeo Pocket core: Control input is not registered ( wiimote, cc ) So game can not be started once booted. Making this core unplayable as it is, as no games can be played without controls.

Something I found out about the controller sticking bug. In the Rgui, when it sticks and starts running, it seems to go faster and faster, even at one point seems like the gui options are flickering, because of the scrolling velocity. Previous this was not the case for this bug. Also sometimes the sticking stop out of itself. Might be of use for the devs?

Small bug: Mario 3d tennis seems to be broken ( VB core )

Heikenator, can you test if any of the other directions are causing the button hanging issue? Iā€™ll do the same. If itā€™s just the right button doing it then maybe we can narrow down the problem a bit more. If not then I guess itā€™s back to the drawing board.

Up and down Will sometimes also hang. Sometimes the looping goes faster and faster, and sometimes the looping stops all by itsself. Akward, this has been a problem since RAā€™s initial release.

Up and down Will sometimes also hang. Sometimes the looping goes faster and faster, and sometimes the looping stops all by itsself. Akward, this has been a problem since RAā€™s initial release.[/quote] Itā€™s strange because some of us experience this problem and others do not. I for example donā€™t have the key sticking issue.

I usually experience it every so often using the CCP. It seems like it has gotten less worse over the past year though.

At any rate, itā€™s still far less annoying than the tinny sound bug and frequent frame drops in snes9x gx. Playing SNES games on Retroarch vs SNES9x gx is like night and day.

Up and down Will sometimes also hang. Sometimes the looping goes faster and faster, and sometimes the looping stops all by itsself. Akward, this has been a problem since RAā€™s initial release.[/quote] Itā€™s strange because some of us experience this problem and others do not. I for example donā€™t have the key sticking issue.[/quote]

Yes, experiences should be the same. Especially because the dev know of the problem and blame it on the libogc library. Do you have acces to a classic controller pro? Try playing any of the Nes megaman NES games. Or any other precise jumping plaformer.

Also the RGUI has the bug. Any way letā€™s not talk about this problem here, the devs know about it. Letā€™s focus on enjoying RA as there are bigger problems now ( NeoGeo pocket for instance )

Apps like wiimod have this bug to.

Whatā€™s wrong with Neo Geo Pocket?

The only problem Iā€™ve encountered with NGP is Wiimote input doesnā€™t work. (Aside from not being able to remap wiimote buttons) Gamecube input doesnā€™t work either, remapping does work though, unlike wiimote.

Yes WiiMod does have that bug lol, I tested that app thoroughly during development, including WiiMod Lite.

As for RA no I donā€™t have a CC Pro and i wonā€™t get one, I much prefer the original CC with Analog Sticks, that might be making a difference towards our experience with it, I donā€™t spend much time in RGUI I usually just pick the game I want to play but Iā€™ll spend some more time in it to see if it happens.

I digress though as youā€™re right and issues like the NGP core control are much more important since it makes the core unplayable if you only have a wiimote :frowning: Iā€™ll have to test myself I havenā€™t started the NGP core yet.

Damn sorry for the DP.

Is this a new issue with the Neo Geo Pocket core after the latest release? Is there a way to lock the development of cores on Wii that are or were at their optimum level? Like if the Neo Geo core could load consecutive roms without a code dump on a previous release just bundle that core with the next point release and just increment the version number. An update to that core can be implemented if there is a significant and beneficial improvement, like compatibility with larger roms etc.

Is this feasible or impossible to implement due to a shared codebase of features between cores? I have no idea but would love to hear from one of the developers on this. At the moment Iā€™m almost afraid to upgrade to new cores if they have more issues than the version I currently use.

Theyā€™re just libraries so back them up and you should be able to mix and match as you see fit. In fact, if thereā€™s an older version you want, you can roll back in git and pull the code down for it. Obviously, you may lose access to some features, such as core options, that may not have existed at the time.

EDIT: also, you guys should start making new threads in your forum. This thread is huge and crazy :stuck_out_tongue: