RetroArch Wii/Gamecube Releases (v1.0.0.2)

@Charco I may be mistaken, but I think it’s a hardware limitation. RetroArch Wii can play some games that prior emulators couldn’t because it wastes fewer resources on GUI bling. However, this only goes so far and some ROMs are simply too large to fit in RAM alongside the other necessary functions.

Toad King, Squarepusher: if any of that’s incorrect, feel free to pipe in.

Yeah they are looking into virtual memory to be able to load larger roms.

Problem with that is that the SD card is really, really slow - the last platform virtual memory on FBA was tested on was an Xbox 1 and that at least has something like a 5400/7200rpm harddrive - it has much faster data throughput than the SD card in the Wii at least.

Anyway, I’m not saying it can’t be done but the slow file I/O I’m getting in Cave Story on the Wii right now doesn’t really fill me with confidence at the thought of FBA with VM pages on the Wii SD card. It might only work well for Neo Geo and nothing else.

Best of luck with it anyway and keep up the good work, it’s much appreciated.

Hey Guys!

I don’t want to pest ~ but ~ will the PCE controlling issues be fixed for the next release? Thanks sooo much for your great work!

C.

@cospefogo I think it was mentioned as being fixed in some other thread, so yeah, hopefully so.

In regards to this virtual memory paging, theoretically, should neo-geo games still run full-speed? Also, does anyone know how virtual console handles large games? Metal Slug 3 is one of the largest neo roms there is, and thats available, along with several other larger games.

IIRC VC has a special compression by Nintendo.

Anyway, about large neo geo roms:

  • Metal Slugs X-6 are available in a great Wii collection.
  • Samurai Showdown 5 (& 6) are also on a Wii collection
  • KOF 97, 98 on KOF Collection, KOF 99 is on Japanese VC. Also playable via NeoCD Wii or RA NeoCD core.
  • Shock Troopers 2 on Japanese VC
  • Sengoku 3 & Prehistoric Isle 2 are availalable as inject wads

What’s left is Matrimelee, Rage of Dragons, Garou: Mark of the Wolves (OMG), SNK Vs Capcom, Strikers 1945 Plus and the KOF’s 2000-2003. All the above play on my DS lite through NeoDS with, as well as without a RAM slot 2 card (although it is choppier in the second instance). What type of memory paging does that use, IDK for sure.

Maybe a usage of Wii’s internal NAND could prove useful? Not64 latest version does sth similar.

Where is the core, or i might have missed something? :rolleyes:

I didn’t realise there was one either, I have been using NeoCDWii, which is old and seems to have issues with the aspect ratio on my tv.

I have still yet to hook up Neo Geo CD support in the FBA libretro port.

Theoretically - we could just use FBA for this in the future. A specific Neo Geo CD emu isn’t really needed - I don’t know the exact details surrounding the Neo Geo CD emu scene but unless FBA has some glaring compatibility issues and/or is a lot slower, I don’t see much point going with a standalone Neo Geo CD emu.

Damn, i must have been confused about Neo CD RA support, sorry about that guys.

Also, i forgot to mention two more large games, Last Blade 1 & 2: they’ re playable on NeoCD Wii or as Japanese VC wads.

BTW Neo Geo CD has only 2 things going for it: Samurai Showdown RPG (there is also a translation patch for it) & best sounding versions of KoF 99 and Last Blade 1&2.

Lastly, if i may ask, since most cores were already perfected in 0.9.8 (apart from some genplus stability, neo geo consecutive loads and gambatte’s palette choice) have those 2 been taken care of as well?

The first had some codedumps with SG 1000 games and Virtua Racing (which worked fine on standalone GP GX).

The second had some odd palettes in some games. However there is a GBC emu on DS that has a solution: GameYob, using a GBC bios file that would be put in a specific folder, one could hold a direction on the d-pad while starting a game and the game would alter between GBC’s palettes for GB games. If we could use gbc bios as well, this would make Gambatte core ‘‘perfect’’ now as well.

Neo Geo core needs a RA restart after each game load otherwise it black screens (but RA is perfectly functional otherwise). This does not occur in other cores with large roms like VBA, CPS2, CPS1 or FBA. This is NOT a big deal however so no worries, just reporting this.

@ Squarepusher FBA would be perfect for Neo Geo CD, and I agree, there is no need for a separate emulator core if it is rarely used.

@nakata6790 As regards Neo CD, there are actually a couple more things going for it: Ironclad (which I don’t think currently works on FBA Wii) and another console exclusive, Crossed Swords II.

I thought that there was a translation for Samurai Shodown RPG being worked on for years, but never released? If it has been released, could you let me know where I could get it please?

Man you are absolutely correct, translation seems not finished yet, sorry :frowning: BTW Ironclad is on VC too. Funny thing is i too have both of these (Ironclad & CS2) on my NeoCD folder, but i also forgot to mention them. My sleep deprivation seems to be taking it’s toll on me :confused:

Bug report for the Genesis Plus GX 1.7.3 core in RetroAch 0.9.8.3 Wii:

Earthworm Jim Special Edition.bin will not launch, but Sonic CD.bin works fine, but the former it tells me the game is not a valid image and refuses to load. However, if I use the standalone Genesis Plus GX 1.7.3, Earthworm Jim Special Edition.bin loads just fine.

Summary:

Region: NTSC-U

GenplusGX.dll in RetroArch Wii Earthworm Jim Special Edition.bin does not launch, but Sonic CD.bin does

Genesis Plus GX 1.7.3 standalone (separate) Both Sega CD games run perfectly.

Earthworm Jim Special Edition.bin works in Kega Fusion and RetroArch for Windows, so the dump itself is clean.

Some info on 0.9.9 New GUI layout looks nice IMHO, great work!

Yeah that pic you see there is old already - I’m grouping everything together now neatly under ‘VIdeo Options’, Input Options’, ‘Audio Options’, and so on - to preven the whole menu from becoming one big ‘list’ of ill-arranged items.

That’s even better! Thumbs up

Yeah that pic you see there is old already - I’m grouping everything together now neatly under ‘VIdeo Options’, Input Options’, ‘Audio Options’, and so on - to preven the whole menu from becoming one big ‘list’ of ill-arranged items.[/quote]

Nice! Can’t wait to try it!

BTW, I should probably report bug issues elsewhere so I don’t needlessly clog the thread up :stuck_out_tongue:

Hey, I posted this on GBAforum, and I’d thought I through in some screenshots as well.

The color in Donkey Kong Country 2 seem to be off, I read somewhere that this might be corrected in a rewrite of the snes9x-port, would that be included in 0.9.9?

This is what it looks like in Snes9x GX (Image taken from the web, but it looks the same) http://goo.gl/FEf2C

And this is what it looks like in retroarch http://goo.gl/LgEYi

Cheers!