Wii/NGC Nightly discussion thread

Maybe, although I personally have no hurry in that matter, as hunterk stated it’s not a possibility for now, but also the cores already avaiable on the Wii give the possibility to play hundreds of games worth of anyone’s time.

…Or at the very least Anyone that enjoys a variety of genres, of course.

[QUOTE=Maeson;24998]Maybe, although I personally have no hurry in that matter, as hunterk stated it’s not a possibility for now, but also the cores already avaiable on the Wii give the possibility to play hundreds of games worth of anyone’s time.

…Or at the very least Anyone that enjoys a variety of genres, of course.[/QUOTE]

Of course, Snes9x Next is a prime example and is the best Snes emulator for the Wii, very stable and fast too, GBA emulation is also a lot better as well.

Actually, I’m pretty impressed about Snes9x Next and how well goes with any kind of translation or hack/modification, I never had a problem that wasn’t my own fault at patching or something like that.

And about performance, pretty much all games I’ve tried work at full speed. The only ones I remember having some issue were Yoshi’s Island and Romancing Saga 3, in the menu. For a limited system like the WIi is amazing.

But other cores also work fanstastically, too. GBA still needs a little more improvement in some games, but GBA emulation really got a nice upgrade the last year that I thought It wasn’t possible.

[QUOTE=Maeson;25002]Actually, I’m pretty impressed about Snes9x Next and how well goes with any kind of translation or hack/modification, I never had a problem that wasn’t my own fault at patching or something like that.

And about performance, pretty much all games I’ve tried work at full speed. The only ones I remember having some issue were Yoshi’s Island and Romancing Saga 3, in the menu. For a limited system like the WIi is amazing.

But other cores also work fanstastically, too. GBA still needs a little more improvement in some games, but GBA emulation really got a nice upgrade the last year that I thought It wasn’t possible.[/QUOTE]

Agreed, aside from a few games, Snes emulation is spot on, even Seiken Densetsu 3 has full speed know, even with the pseudo hi-res Mode 7 effects and VWF text boxes. Yoshi’s Island slows down at time, as does Kirby’s Dream Land 3 (no idea how Nintendo got that running full speed on the Wii with those hi-res mode 7 effects either). GBA needs more speed, esp. for games like Golden Sun 2.

[QUOTE=ioev;24866]It looks like the resolution corruption has already been figured out: http://libretro.com/forums/showthread.php?t=2234&page=4&p=20322&viewfull=1#post20322

Happens when you boot a dol at 240p, which appears to be happening when you save the resolution and then load that particular core.

A solution would be for RGUI to use one resolution (idealy, the highest one available) and then swap resolutions when a game is started. Returning to RGUI in any form would also swap the resolution back to this default. This has the benefit of never allowing the user to get “stuck” in a bad resolution.[/QUOTE]

I would love to see this implemented in the Wii version. Eke Eke has implemented something similar in Genesis Plus GX and it works great.

Kirby 3 has slowdown? I played earlier like the first 3 levels and I didn’t notice anything. Maybe it’s in some certain areas, as I’ve only played it on a real SNES long long ago…

Another game that works surprisingly well is Treasure of Rudras, as the battle system is pretty intense with effects and animations of all types and sizes (I can’t get tired of it, lol).

I have just open a new issue in RA, The Wii nightly build has been broken for some days now. It seems that the commit e2d510e instroduces a serious bug that doesn’t let the app to start. :frowning:

[QUOTE=Maeson;25190]Kirby 3 has slowdown? I played earlier like the first 3 levels and I didn’t notice anything. Maybe it’s in some certain areas, as I’ve only played it on a real SNES long long ago…

Another game that works surprisingly well is Treasure of Rudras, as the battle system is pretty intense with effects and animations of all types and sizes (I can’t get tired of it, lol).[/QUOTE]

Anything that uses the pseudo hi-res mode 7, the foliage/canopy in the trees, underwater, lava levels (the transparency effects) all slow down the game to 55 fps or so, it happens in later levels, but world 2 is the big offender…

And none of the developers have made notice of this regression? Well that sucks.

Wrong, twinaphex has just taken the case… :wink:

Huh!? I must have missed that one oO

Good News for the Wii RA version!!

I have added (restored in fact) Sixaxis/PS3 controller support for the Wii version of RA. Just added one controller for now, while it is being tested. Also, I found the Wii RA version had a lot of unresolved issues with the controllers, most of them I solved: nunchuck was incorrectly detected, classic controller analogs were not working at all, it had some unused variables within the code,etc. Also the controller implementation don’t seem to be the best approach for the Wii as everything gets detected for user 1 (port zero unless you actually use the physical ports… you cannnot use a GC in port 0 with a wiimote in port 0, i.e.), which means that if I connect a Wiimote and I want to use a GC controller I was forced to manually disconnect the wimote as it has higher priority and it disables the GC detection. So I changed the detection order and left the wiimote/classic/nunchuck detection to the end so even if I have a wiimote connected and plug in a GC controlller or a sixaxis, I will be able to use them without manually disconnect the wiimote.

Please note it is not perfect for now but I will try to implement a better approach so we can simply plug in the controllers and assign them to whichever player want to use that controller…

Now, for the sixaxis support… it is very easy to use… you just need to plugin a PS3/Sixaxis controller using a USB cable (please note there is no bluetooth support now) and it will be automatically detected and assigned to P1 (you can change it later if you want). It is also autoconfigured with the standard button layout. No need to previously press the PS button or something to start using it. :). It will work in RGUI and the PS button will act as the menu toggle button.

Now, the only drawback I found is that is doesn’t work as fast as a native controller like the classic or the GC… but it will work pretty fine for most of the cores (Actually I only found it impacts to the gameplay in the vba-next core). It also supports both analogs and L3/R3 buttons.

ENJOY!

If you found any issue please let me know…

Hi guys. Just wondering if there was an ETA for RA 1.2 Wii? Thanks for your hard work.

@netux79 Wow, that’s great, man :smiley: I’m glad to see someone from the community stepping up and putting so much work into it.

If it ran through the autoconfig system, there’s the possibility of using it for Nintendont-style USB HID support. That’s in the future, though, so having something that works now is still great, and it’ll be no more difficult to replace in the future, if that comes to pass.

@sideskroll No ETA on stable (other than “soon”), but the nightlies are pretty exciting these days :slight_smile:

[QUOTE=hunterk;25327]@netux79 Wow, that’s great, man :smiley: I’m glad to see someone from the community stepping up and putting so much work into it.

If it ran through the autoconfig system, there’s the possibility of using it for Nintendont-style USB HID support. That’s in the future, though, so having something that works now is still great, and it’ll be no more difficult to replace in the future, if that comes to pass. [/QUOTE]

Thanks Hunterk, Oh yeah I’ve seen the Nintendon’t code, I looked into it when I was researching to restore the sixaxis support on RA Wii. Well if the case is to support any kind of HID controller in the Wii/WiiU that makes sense to me to use the autoconfigure system Radius mentioned.

As I mentjoned before I will focus on making small but useful changes to RA and the cores.

BTW, Currently I also use RA on IOS, Just like I have been helping a bit for the GX version I would like to help for the iOS one but I don’t own an iMac to compile and make testing… do you know of a reliable way to do it without the required hardware? I was thinking on a virtual machine but not sure if there is an easier way…

[QUOTE=hunterk;25327]@netux79 Wow, that’s great, man :smiley: I’m glad to see someone from the community stepping up and putting so much work into it.

If it ran through the autoconfig system, there’s the possibility of using it for Nintendont-style USB HID support. That’s in the future, though, so having something that works now is still great, and it’ll be no more difficult to replace in the future, if that comes to pass.

@sideskroll No ETA on stable (other than “soon”), but the nightlies are pretty exciting these days :)[/QUOTE]

Ah, but are they stable enough to try out in the mean time? :smiley: My only fear to be honest, is them exploding in my face the second I try it lol.

Seems fine to me. I played around with one after radius first put in the resolution switching and nothing exploded. You probably still want to backup your old installation, but really: what’s the worst that could happen?

Possibly losing all .sram data from Snes ROMs, perhaps? Something getting corrupted, somehow, being forced to reset the console, which is kind of a hassle when the Wii U has no reset button lol. Should I just copy the folder and rename it, then install the new cores/GUI? Speaking of which, have there been any performance changes in any of the cores? If not, then really, I see nothing that compels me to update, is there? 640 x 480 is A-OK since I’m not a purist, I don’t like 240p that much :smiley: Besides, I’ve no CRT and my HDTV likely doesn’t support it. Also, the Wii U has no 240p support in vWii mode as far as I know.

Unfortunately, the newest version is not saving the Custom Aspect Ratio, which is also very important to configure the correct resolutions.

Hmm, is this in all the nightly builds or just the most recent one compiled today?

I only tested the last nightly build.