Win64 and Android Test Builds

Sorry, just frustrated. Neither browser seems to like the files. They’re downloading in a corrupted state even after clearing cache. I don’t use proxies or dl managers.

Edit: the newly added zip file works like a charm. For some reason, 7zip had an issue with that 7zip file

Can we delete this file now from the server?

RetroArch-20140103-Win32-megapack.7z

Or does it still serve a purpose?

The file still comes out as corrupt on my end, so I’d say it’s safe to remove it.

No idea why the zip files work where the z7ip files get corrupted.

I would like to see RetroArch-2013-12-28 again. Sadly, I deleted before I tested N64 and on dropbox is only the latest dev build. There was no 1280x960 bug.

@Morku Are you sure it’s gone from his Dropbox? I know I found it in the ‘old’ directory the other day because that’s the one that’s in the 1.0 zip megapack, based on your recommendation.

Oh right, there is an old folder (was it really there before?). Thank you :slight_smile: Hopefully it gets fixed soon again, because it is back in the official 1.0.0.0 release.

EDIT: Now thats weird. I switched back to RetroArch-Win64-2013-12-28, but the screen in Majoras Mask and Banjo Kazooie in Glide64 ist still black. I feel a little stupid now :c What did I differently days ago?

RetroArch-2014-01-07

Android: Updated: RetroArch, FCEU-next, Mupen64plus, Nestopia, Dinothawr

Win64: Updated: RetroArch, FCEU-next, Mupen64plus, Nestopia

NOTE: For best results with Android port, be sure to uninstall previous version before installing newer versions.

OK, cool, when I get the time.

@jrock3324, No issues with this one.

For testing purpose , pending to redone properly , mame0152 & virtual jaguar win64. http://www20.zippyshare.com/v/317906/file.html

RetroArch-2014-01-09

Android: Updated: RetroArch, FCEU-next, Mupen64plus

Win64: Updated: RetroArch,DosBox, Mednafen, Mupen64plus

NOTE: For best results with Android port, be sure to uninstall previous version before installing newer versions.

Noteable Updates: RetroArch: Add support for mapping analogs to D-pad again [Android] work around input bind modifications, fixes custom binds List all special keys in sample configuration file

@7rtype, I will have to check them out

Thanks! I can confirm that custom binds are working again, at least on my end.

Is there any way to bind the RGUI menu to a button?.. It looks like you can do it, but I’ve never been able to get it to work

@7rtype, MAME2014: so fav everything I tested except cavesh3 games tested fine & quick tests with vjag was fine.

Rick74, I can remap the RGUI button

Can you explain how you did it please?

for sh3 i haven’t re-put Squarepusher cavesh3 commit because i was thinking cavesh3 driver cv1k was include in the 0.152 source code , just realize that it was only put back few days after the 0.152 release ;(

Wow great, gonna test it asap thanks!

edit: oh no cv1k? excitement going down lol.

Hi guys,

Is there a way to configure RGUI MENU TOGGLE to a combination of 2 buttons?

Im trying as in old versions of retroarch to add:

input_enable_hotkey_btn = “9” input_menu_toggle_btn = “8”

But no luck, maybe would be possible to detect when editing the RGUI TOGGLE button that 2 buttons are being pressed?

Every few days i get to download both android and pc versions from this thread, thanks a lot for improving this guys!

Best regards,

It’s a 0.152 port so no , only the official 0.152 source code used. and it’s quick for testing , so i have not apply all the previous patch like the squarepusher’s commit to add the cavesh3 drivers in 0.151 ( https://github.com/libretro/mame2013-li … 34a7a50975 )

BTW , as it’s testing release ,so i added the commit you report as a issue on github. so you can test the cave sh3.

http://www52.zippyshare.com/v/50412112/file.html

I would like to have some feedback to know what is better the implementation /difference , between the cavesh3 or the ck1v drivers ? as i have no idea about this.

cavesh3 is the first version, quite heavy on ressources and not supporting the latest dumps. cv1k is faster and has this new option called “blitter delay” in “game configuration” along with a slider. It’s a hack to simulate the slowdowns of the original board as without them those shmups are too difficult.

So cv1k is better on all fronts.

Thanks for your work.

edit: oh that’s the one you added, great! I see the options I was talking about, gotta test it now. :slight_smile: