MoGamesXNA
Unconfirmed Member
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Getting to experience that as a kid would have been awesome. I was a PC/Amiga gamer back during that era so I still have a lot to catch up on. To be honest, I wish that I hadn't ignored the series for so long. Amazing music, epic quests, dungeon exploration, puzzle solving and rescuing princesses; it doesn't get much better than that
Very cool, I'm looking forward to it. Majora's Mask 3D is also going to be amazing. The second I can pre-order a limited edition copy I'll be doing so. Nintendo nailed the cover art for it.
1.0.0.3 is the Windows/Linux/OSX beta for 1.1, 1.0.0.4 will be the same for mobile devices, 1.0.0.5 for consoles I think
Thank you!1.0.0.3 is the Windows/Linux/OSX beta for 1.1, 1.0.0.4 will be the same for mobile devices, 1.0.0.5 for consoles I think
So there are chances of Wii version of the update ? =O
After Android and iOS are done it should happen
Here's how N64 maps to those (L2 is Z, since the image on that page for that button isn't loading for me...). The controller mapping for Saturn isn't filled out on the wiki yet, but it's the same as the six button Genesis mappings, plus L2 and R2 as the Saturn pad's shoulder buttons.How can I get N64 or Sega Saturn control layout in Retroarch Windows version?
I mean in the input settings it's always the same abxy l1 r1 l2 r2 controller scheme. I can't map saturn control by that because I need c and z too and n64 has z and the c buttons.
I decided to switch the horizontal filter to Lanczos in order to deal with the harsh blocking that appeared in games with lots of gradient shading. It was a problem that was especially noticeable in SNES games due to the lower horizontal resolution:
Left is the previous version.
The sharpness is still adjustable in both directions, and the shader is still pretty fast.
Setting the following will use the previous filter which is faster:
#define ENABLE_LANCZOS 0
Link to the shader: https://github.com/libretro/common-shaders/raw/master/crt/crt-easymode.cg
Some screens:
Left is the previous version
Wow!!! neat, that scene in MM8 is quite a nice test for scanlines and it looks terrific
Man, I love the shader in general, but I think you reached the level of subtlety that gets past these old tired eyes. I can tell the two aren't exactly the same but I couldn't even start to point out what the difference is, lol.
Is there any incompatibility with Retroarch and AMD APUs? I bought a Brix Gaming device and Retroarch stutters on it WAY worse than my underpowered i3...
Do you have Vsync on? It might be frame timing issues. I noticed some slight judder until I changed the refresh rate from 59.95 to 59.999. (I had to exit and reopen the program to notice any change, or edit it through the .cfg files)Even just straight SNES emulation off the SNES9x core gets me microstutters every couple seconds. no filters. Doesn't make sense to me.
Simple games too like Mario All-Stars.
Even just straight SNES emulation off the SNES9x core gets me microstutters every couple seconds. no filters. Doesn't make sense to me.
Simple games too like Mario All-Stars.
On what platform?
Vsync on or Vsync off, similar results. I'll see if I can set the refresh rate to be fixed like you did and report on the results.Do you have Vsync on? It might be frame timing issues. I noticed some slight judder until I changed the refresh rate from 59.95 to 59.999. (I had to exit and reopen the program to notice any change, or edit it through the .cfg files)
Windows X64 build running on a Gigabyte Brix Gaming box: http://www.gigabyte.com/products/product-page.aspx?pid=4930#ovOn what platform?
There are the nightly builds. Though sometimes those don't have all the cores.also, no updates for the Win64 version in 5 weeks....wow, ah well. It still runs like a dream anyhow!
There are the nightly builds. Though sometimes those don't have all the cores.
Gigabyte brix.
it's a known issue - lots of people are having issues with retroarch on it.
also, no updates for the Win64 version in 5 weeks....wow, ah well. It still runs like a dream anyhow!
Gigabyte brix.
it's a known issue - lots of people are having issues with retroarch on it.
also, no updates for the Win64 version in 5 weeks....wow, ah well. It still runs like a dream anyhow!
There are the nightly builds. Though sometimes those don't have all the cores.
PPSSPP was the one I noticed. I'm fine with the 1.0.0.3 beta for now though, since pretty much everything works how I want it to there. There's only two minor problems I'm watching git for fixes for: the black screen when switching between fullscreen and windowed in PPSSPP and the lack of microphone noise button in Desmume (for blowing away finger print dust in Ace Attorney games and other things). Both of these already have issue reports on git so they won't be forgotten.What is missing for you, I mantain those builds, here is what's missing for me:
- PPSSPP (can't build with mingw)
- MAME 2010
- MAME 2003
- puae (not in libretro super)
- pocketsnes (not in libretro super)
- PCSX-ReARMed (not targetting windows)
- stonesoup-libretro (haven't managed to get it to build)
I just fixed bnes, hatari and mednafen-ngp, should be included tonight
PPSSPP was the one I noticed. I'm fine with the 1.0.0.3 beta for now though, since pretty much everything works how I want it to there. There's only two minor problems I'm watching git for fixes for: the black screen when switching between fullscreen and windowed in PPSSPP and the lack of microphone noise button in Desmume (for blowing away finger print dust in Ace Attorney games and other things). Both of these already have issue reports on git so they won't be forgotten.
Also, I saw the commits for input descriptors, which I didn't expect to come this quickly . Being able to see which buttons from the original system's controller are which on the RetroPad while in the menu will make remapping much easier.
And I'm curious what's now different between beetle-psx and mednafen-psx. Looking through the commit log there's a bunch of stuff about the deinterlacer, and a new widescreen hack option for beetle.
Hey Andres,
Any idea how the current nightlies on Android are working with the ART runtime? I've been holding off on updating my tablet to Lollipop until everything's clear with Retroarch, heh.
Cool, thanks for the info. Love you guy's work as always!mednafen is what we had in the beta, beetle is the new one with a lot less C++ and some enhancements, it should be faster too and "safer" on the toolchain I use for win32
The PPSSPP bugs need to be fixed by someone more knowledgeable, they need to hook context_reset properly.
I've been messing with the mic thing but I didn't get it to work yet
So thank you for that one.
I got the default CRT shader that comes with RetroArch to work, but I can't get EasyMode's shader to load properly. Is it only for SNES stuff or something?
Anyway, the packed-in one has a really nice screen curve effect that I like.
Under video settings, you can turn Integer Scale off to fill the screen vertically. Aspect ratio should be 4:3 for retro console cores.
Bloody Roar 2 and Ehrgeiz do this. The rest run perfectly. Is it because they are both 60fps?
I have a question. Can anyone tell me what is this and why it happens? I disabled the shader to get the clear shot:
Bloody Roar 2 and Ehrgeiz do this. The rest run perfectly. Is it because they are both 60fps?
I actually don't think 4:3 is really correct for anything. There's a thread on the libretro site about aspect ratios, and most systems seem to be best represented at 8:7. PS1 and PS2 games played through PS3 appear to use a 6:5 aspect ratio.
How many hundreds of hours I spent playing Super Street Fighter 2 on SNES as a teenager, the short, squatty characters at 4:3 never looked right to me.