UAE core for Retroarch

DamsRoxx, thanks very much for these updates. Question on the m3u support. How many disks max can PUAE handle?

The Amiga version of Beneath a Steel Sky for example was 15 disks.

Everything I have thrown at it works 100%!!! This is my most anticipated addition to Retroarch so this will be a very excited weekend filled with memories and nostalgia

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You’re all very welcome.

I do not deserve all the credits, many bugs was fixed before my changes thanks to all the contributors. They were just not available in the windows build :wink:

Currently it support 20 disks but it can be expanded (need a rebuild).

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Found the problem: wrong A600 rom. Incidentally, I’ve made a Kodi Retroplayer addon of your core and it seems to work great.

I just noticed @DamsRoxxx added m3u support to vice as well. That is means most of the popular microcomputers are now highly compatible with retroarch!

For now, m3u and disk control support is done for:

  • Amiga (p-uae) pull request pending in GitHub,
  • Amstrad CPC (cap32) available in nightly repo,
  • Atari ST (hatari) available in nightly repo,
  • Commodore 64, 128, … (vice) pull request pending in GitHub.

Over time, I plan to had it to classic computers cores whenever it’s possible as it greatly enhance there usability :wink:

I’ve created a dedicated thread:

Is there an example how to generate playlists with PUAE?

My games are on a D: Drive. Retroarch itself is on C:. However it seems PUAE cannot access the files on D: Even with an uae file. The files on D are ignored.

Can someone please write a tutorial. With step 1) and step 2) etc. ?

Edit: I was able to run the core. Seems like there are a lot of improvements needed. Turrican does not render correctly. Moreover mouse buttons cannot be mapped. Even shaders seems not to work.

Turrican does not render correctly. […] Even shaders seems not to work.

Everything work well for me shaders and all. Here are some screenshots of Turrican with crt_lottes:

What renderer and version of Turrican do you use ? I use OpenGL and the WHDLoad version.

Moreover mouse buttons cannot be mapped.

You could open an issue in github. I wait till my changes are merged before doing more changes but could look at this.

My games are on a D: Drive. Retroarch itself is on C:. However it seems PUAE cannot access the files on D: Even with an uae file. The files on D are ignored. […] I was able to run the core.

What was the problem?

This is fabulously awesome news! I’ve been away for a while (health stuff) so didn’t see this until now. I shall be checking the update out asap. From the other comments it’s looking like a most welcome update.

I opened three issues in GitHub.

  • Non native resolution (try to use scaleFX, then you will recognize that scaling is not working with shaders)
  • Mouse and Keyboard Keys cannot be mapped to a controller (DosBox is doing a great approach for that)
  • Absolute Path Detection (games have to be in the retroarch folder to be played)

That’s normal, a bog standard KS1.2/1.3 A500 can’t run WHDLoad. WHDLoad is designed with expanded Amigas in mind, ie Fast RAM and Harddisk equipped Amigas.

Also I have a little FYI. As maintainer of the preinstalled WHDLoad packages at EAB, I’ve seen numerous “false” bug reports about “broken” LHA archives and WHDLoad slaves.

I can’t stress this enough: Make sure you extract the LHA’s on the Amiga side in Workbench (e.g under emulation). NEVER EVER use 7-zip, WinRAR or other Windows/Mac/Linux tools. The file attributes WILL get lost and some games WILL fail to run properly (Embryo, Batman just to name a few). So the right way is to make an empty HDF (WinUAE can do that), format it to FastFileSystem and copy/extract the games onto it (In Workbench under emulation), that way file attributes is preserved.

Found another issue. It seems IPF Files cannot be loaded. The adf is working without issue. However if you switch to ipf files, uae says not enough memory (tested with giana sisters)

I’m not the original developper of this core neither the orignal developper of p-uae.

As I said, I only added m3u and direct launch of games and fixed the windows build.

But I will try to help if I can.

Non native resolution (try to use scaleFX, then you will recognize that scaling is not working with shaders)

Yes, the core seems to have problems with resolutions under 640x400. So it seems to double everything. However you can try a different resolution within the cores options.

Mouse and Keyboard Keys cannot be mapped to a controller (DosBox is doing a great approach for that)

Yes, good idea. We will see if a dev want to do that.

Absolute Path Detection (games have to be in the retroarch folder to be played)

I have not that problem and I only use absolute path.

Here is an example of a .uae file I use :

cpu_type=68000
chipmem_size=2
fastmem_size=4
chipset=ecs
cpu_speed=real
cpu_compatible=true
sound_output=normal
sound_frequency=44100
sound_channels=stereo
sound_interpol=none
floppy_speed=100
immediate_blits=false
ntsc=false
gfx_linemode=double
gfx_correct_aspect=true
gfx_center_vertical=simple
gfx_center_horizontal=simple
show_leds=true
kickstart_rom_file=D:\Emulation\Emulators\RetroArch\system\kick40063.A600
hardfile=read-write,32,1,2,512,D:\Emulation\Emulators\RetroArch\system\WHDLoad.hdf
hardfile=read-write,32,1,2,512,D:\Emulation\BestSets\amiga1200\Turrican.hdf

I can try to see what is wrong if you post your logs at least.

It seems IPF Files cannot be loaded.

Many emulators needs a plugin to handle ipf files. Don’t know for p-uae. Never tried.

If those problems are deal breakers, sorry but you will have to use another better supported emu (WinUAE, FS-UAE). There is nothing better in RetroArch for the moment.

At least, now that it launch games, new bug can be found :smiley:

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You did a great work. :slight_smile: My comments are no complaints or negative comments. Just want to hightlight the improvement potentials to make it a great amiga core. Due to its state we can further improve the core. So your PR is reall great.

Concerning the issues:

I tried every kind of resolution setting. But it seems P-UAE increases the resolutions. It is like nearest neighbour upscaling. So Scalers like xBR or ScaleFX cannot deal with it.

Normally P-UAE support IPF files (actualle e-uae supports them, and p-uae is based on e-uae). IPFs are original copies from the amiga discs. ADFs are mainly hacked with several intros or changes to game data. Giana Sisters is a great example because due to the ADF Release, the game has graphic issues (clouds are for example missing).

If someone wants to play a game in its original form, he has to use IPF images.

Edit: Found the issue concerning pathes. Using / is for relative pathes. However \ is for absolute pathes in Windows. I used / in my pathes. :smiley:

Has anyone tried running CD32 ISOS to see if the emu can handle those games yet? Not sure if P-UAE supports that system.

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Yes, it is possible you have to define the cd kickstart in the uae file with kickstart_ext_rom_file=

Btw. I found the root cause why scaling filters do not work.

The core provides two internal scaling methods. gfx_lores= (default = true) gfx_linemode= (default = double)

If both are activated p-uae doubles the size of the image horizontally as well as vertically. If both settings are deactivated the frame because pretty slow (however pixel perfect). So the rendering of the core has to be changed to output the frame always in fullscreen.

Very good job. Just tried it and it seems to work with scalfx:

Will fix this as soon as possible.

Edit : I’ve made a quick patch. You have to set a low resolution in the options to activate it. Will test it more and provide a PR on GitHub as soon as my previous patch is merged. Tell me if it work for you :wink:

Yes, I know what ipf are. But you know, on this time, we all had cracked versions. So the the original experience is adf with cracktros :wink:

Anyway, e-uae needed to be built with ipf support and with a special lib to support ipf. Will look if this is the case.

Great news, so no problem on this side !

I tried, but the emu doesn’t support iso but only “uncompressed” directory and even with that it doesn’t seems to work.

Edit : Removed the link to my personnal build.

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All these games are bringing back so many childhood memories. This is like the best update I’ve ever personally experienced with Retroarch so far, thanks @DamsRoxxx

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This is awesome news. :smiley: So only the keyboard/mouse mapping together with full IPF support is missing. You are fantastic.

Hi, thanks for all these improvements. All these are available for android cores ? Thanks