RetroArch Wii/Gamecube Releases (v1.0.0.2)

Weird, I never noticed that issue. Have you tried taking screenshots from the emulator itself? There should be options in the menu that let you do that.

Weird, I never noticed that issue. Have you tried taking screenshots from the emulator itself? There should be options in the menu that let you do that.[/quote]

That issue existed at some point but has since been fixed a long time ago.

My only guess is that you (e2zippo) are using a pre-0.9.8.4 version since that issue is no longer there at all, and it wonā€™t be in 0.9.9 either.

I also would like to report issues with Earthworm Jim Special Edition on Genplus GX 1.7.3 on RetroArch, but not on the standalone emulator; it launches fine on Kega Fusion, Genesis Plus GX (by itself) but fails to load in RetroArch. Not sure why, but I can confirm the dump is clean.

Weird, I never noticed that issue. Have you tried taking screenshots from the emulator itself? There should be options in the menu that let you do that.[/quote]

That issue existed at some point but has since been fixed a long time ago.

My only guess is that you (e2zippo) are using a pre-0.9.8.4 version since that issue is no longer there at all, and it wonā€™t be in 0.9.9 either.[/quote]

Iā€™m using a plugin pack in wiiflow and I guess itā€™s pretty outdated, thanks for clearing that up!

Edit:: I just updated to the latest version and itā€™s looking great now, thanks!

@Squarepusher/Toad King/Themaister/dev team I think looking into the internal NAND VM usage might prove much more promising than the SD card method. Hopefully if you guys take a look into that method you will be pleased, and could possibly open up a wealth of possibilities for larger rom loading in general and eventually implement it into RA Wii XD

Before anyone jumps on the ā€œDonā€™t touch my NAND due to wear & tearā€ bandwagon please take a moment to read this quoted from another forum on Wii NAND VM usage:

hereā€™s some cold hard facts (based partly on information from the datasheet for the wiiā€™s NAND):

  • The reason for implementing virtual memory is simple - due to the limited amount of contiguous physical RAM in the wii, itā€™s impossible to fully load large ROMs such as Conkerā€™s Bad Fur Day or Resident Evil 2. Virtual memory allows a small window of physical RAM to act as a larger window of virtual RAM. Itā€™s a lot simpler (and faster) than doing on-demand loading since much of the access bookkeeping is handled by the CPU.
  • Reading from the NAND does not harm or reduce its lifespan in any way. Itā€™s actually helpful, since over a long period of time (10 years according to the specifications) the data held within a page will degrade if it isnā€™t accessed. Only writing (which implies erasing) affects durability.
  • Not64ā€™s VM implementation actually behaves closer to a memory mapped file rather than true virtual memory - each page is only written to once (when the ROM is loaded) so there is no repeated erasing/writing while playing.
  • Each NAND page is guaranteed by the manufacturer to support at least 100,000 program/erase cycles. That doesnā€™t mean the NAND will stop working after 100,000 writes - thatā€™s for each individual page. Meaning if you used Not64 every day to play 10 games (assuming the pagefile always used the same area of the NAND, which it wouldnā€™t) it would last over 27 years before wearing out a single page of NAND. Given that all Nintendoā€™s date/calender related code will only work up until the year 2038 before overflowing, I donā€™t think 27 years is much of an issue.
  • In addition to the number of guaranteed erase cycles there is also wear-levelling and error correction codes in use. So even if a bit decides to fail it can be corrected without any issues.
  • Several Wii games use temporary files on the NAND as secondary storage, most notably SSBB - but unlike Not64 which only writes once, it constantly updates the temp file with new information causing repeated erase/write cycles and hence wear. Where are all the reports of SSBB causing NAND failures?
  • There are also games that use DLC from SD cards such as Guitar Hero or Rock Band: every time a DLC song is played it gets copied to the NAND and deleted when the song is finished. Most of the songs are between 20MB and 30MB and last around 3 minutes so during just one hour of gameplay using only DLC songs, roughly 500MB would be copied to/erased from the NAND which is substantially more than the 64MB written by Not64.
  • Loading WiiWare/VC from an SD card behaves almost identically as other people have already pointed out - again, this is a method implemented by the people who made the system. If that itself wasnā€™t enough to placate your concerns, consider there havenā€™t been any mass reports of NANDs failing due to WW/VC overuse either.
  • Even if you did somehow manage to expend all the usable erase cycles of an individual NAND page, it would not stop your wii booting or cause any loss of data. Pages are erased during writing; IOS would notice the erase cycle failed, mark the page as bad then store the data to a different free page. In the worst case scenario the new data wouldnā€™t get stored but all existing data would still be perfectly readable.
  • There are other parts of the wii with shorter expected lifespans. One small section of the SEEPROM for example gets reprogrammed every time any IOS is loadedā€¦ The WiiUā€™s virtual wii doesnā€™t feature the same behaviour, draw your own conclusions from that

I was trying to use Retroarch Wii with my USB drive, and when I click on the ā€œusb:ā€ directory all I get is a blank screen with no folders or directories. I have IOS 58 installed and my hard drive works fine with other homebrew programs. Iā€™m wondering if it is a general problem with Retroarch on Wii or specific to my situation. Thank you.

Do you have any other partitions on your hard drive? Also, make sure you have any autosleep features on the drive disabled.

Hehe fixed wrong name in previous post kinda combined Toad King and Themaister into Toadmaister sorry bout that bud :slight_smile:

Are there that many games in FinalBurn other than the Neo-Geo games that need the virtual memory paging? The only ones I can think of are CPS3, but I think I read somewhere that the Wiiā€™s CPU is a little bit too slow for that particular system.

Can you make gambatte saves compatable with the extension .sav. That would be great

btw. im excited to use the gb shader with metroid 2. Great work retroarch devs

Question:

I am trying to figure out a way to key bind multiple buttons to work with a single button on the controller and have not been successful.

Example: for some fighting games, you need to press 3 punch buttons simultaneously for certain moves.

It is very hard to press 3 buttons simultaneously on the Classic Controller, I was hoping to bind that keystroke into a trigger button (such as L2 or R2).

Any suggestions on how to do this keybind would be much appreciated.

SNES9x Next has problems loading sound samples from Mario World romhacks and it causes the music (and later the game) to crash.

Is supporting hacks the main focus of the emulator?

Iā€™m not sure if itā€™s possible already. If RA currently has no support for keybinding I say that would be a great to feature to add. Many console fighters allow that to be done from within an in game menu. Is it possible to do so from the service menu of arcade games?

Or we can always get a good old fashioned arcade stick lol.

It isnā€™t indeed. SNES9x Next is a speedhacked version of SNES9x post-1.52 - more or less 1.52 in terms of core with bits and pieces taken from 1.53 and beyond, and basically lots of alterations to get the performance up.

For all of his faults, byuu is right on one thing - most of those Mario World ROM hacks are contingent on (often buggy) emulator-specific behavior and they really arenā€™t worth supporting explicitly - so I canā€™t help it if it crashes certain ā€˜music modsā€™ in certain Super Mario World ROM hacks - I made the changes that had to be made in order to get post-SNES9x 1.51ā€™s speed up - this was absolutely essential for the consoles (and now for mobile as well).

FWIW, most of those SMW hacks crash on any emulator thatā€™s not ZSNES because the software used to create them relied on incorrect behavior to work. Byuu put out a release of bsnes called bZSNES as an April Fools joke that supposedly enabled some of that behavior, but I donā€™t know that anyone has actually tested any of the ZSNES-specific ROMhacks to see if it made any difference.

Hi guys, I had read in an earlier post by Squarepusher that internal NAND VM usage for larger Neo Geo roms would be looked into for the 0.9.9. release, although recent conversations on the subject seemed that it had not been looked into yet. Just wondering if this will be skipped for 0.9.9. as that release is fairly soon.

I only mentioned ā€˜VM usageā€™ - never internal NAND. Anyway, file I/O is disastrously slow for SD cards and I havenā€™t yet made a decision whether or not pursuing this (internal NAND) is useful or practical for VM ROM loading.

So, in short, no, this wonā€™t make it into RetroArch 0.9.9. You will get a working Cave Story port now though (NXEngine) with no more delays/hiccups on console (this took a lot of work - ToadKing can vouch for this Iā€™m sure) - although I imagine on Wii this will be less of a big deal than on PS3/Xbox 1/360 since thereā€™s already a WiiWare version of it.

Cool, cheers man.

[quote=ā€œnintendonerd1889ā€]

I also would like to report issues with Earthworm Jim Special Edition on Genplus GX 1.7.3 on RetroArch, but not on the standalone emulator; it launches fine on Kega Fusion, Genesis Plus GX (by itself) but fails to load in RetroArch. Not sure why, but I can confirm the dump is clean.[/quote]

The Genesis Plus GX version that is in RetroArch is bleeding-edge (ie. straight from the repo) and as such they are not merely ā€˜point releasesā€™. So it could be this was a regression back then and that ekeeke has fixed it since.

Try again when 0.9.9 comes out Iā€™d say - if the issue still persists, I can mention it to ekeeke.