well...from gbatemp:
Ah well that sucks. I wondered why the last nightly build was 2 days ago
well...from gbatemp:
You can in-fact download everything you need just fine (the in-app updater works fine too)
They took down the servers but I have a mirror at my office
http://buildbot.libretro.com
well...from gbatemp:
You can in-fact download everything you need just fine (the in-app updater works fine too)
They took down the servers but I have a mirror at my office
http://buildbot.libretro.com
Doesn't seem to work for me for cores - doesn't list any of them, instead just redraws the previous menu (with cores/assets/db/etc update options) on top of everything else.
How good do the cores run on latets version of RA for the Wii??. Im give serious consideration to getting a Wii and soft modding it and using it in 240p mode along with an RGB scart lead on my CRT
Scart leads for the Wii can be had for £1 !!!!!....
http://www.maplin.co.uk/p/nintendo-wii-and-wii-u-scart-cable-a98lk
very very well.
Yoshi's Island runs full speed on the snes9x core for example. And it's fantastic in 240p - retroarch has a specific option for it.
you tried stuff like PSX and N64 cores?
It was a long time ago, I can't remember. Mario 64 ran well iirc.
LOL what? There are no psx or n64 cores for the Wii
I spent a lot of time configuring version 1.1 and have many config files (in read only even) for each core. I would like to use those in 1.2 version, is it possible or it will cause conflict issues?
1.1 works pretty great for me so if i have to reconfigure everything from ground up, i'd like to know if it's worth it. I mean, is there any major difference or addition? I'm using the Widows version.
Just the core settings. Paths, controls, shaders, etc. After each core setup was complete, i made it read only because RetroArch has the tendency to change random settings or mess the shaders when i change cores in the UI. By making them read only, all the settings stay no matter what i do (i can even test different settings and mess around without fearing that anything will be saved) and everything works smooth.Make a backup and then just overwrite 1.2 config files with your's and see if it works. what type of configs do you have set up?
Just the core settings. Paths, controls, shaders, etc. After each core setup was complete, i made it read only because RetroArch has the tendency to change random settings or mess the shaders when i change cores in the UI. By making them read only, all the settings stay no matter what i do (i can even test different settings and mess around without fearing that anything will be saved) and everything works smooth.
Anyway, i will test this at some point, thanks.
solid12345 said:Figure i'd start a new thread. Forgive me this will be light on screenshots as i'm dead tired but here is a comparison shot of the various options to choose from. If you guys would like to test and contribute that would be nice. No need to muck with anything, just select the corresponding .cgp file in the folder of the pack and get to enjoying some CRT-esque goodness.
Bear in mind you'll need the latest retroarch that supports a higher number of shader stacks, although I managed to keep the resource level down, I have a 4 year-old Dell XPS and everything runs smooth on my end, obviously YMMV. It should be a nice alternative to CRT-royale which my machine has trouble keeping up with when combined with other shaders
The versions you can choose from are:
B&W TV: Pretty self explanatory
Vintage TV: This looks really good with low-res pixel games on systems like the Atari 2600
Composite: Simulating a typical cheap CRT using composite cables
S-video: Much the same but better quality video signal
RGB-Shadowmask: This is more akin to a high quality CRT with RGB/SCART cables
RGB-Scanlines: Like the previous but with thick bold scanlines like you'd find on a Sony PVM or other broadcast quality monitor, nice and bright
As a sidenote i'm not including any overlays, there were some issues last time with people with different sized screens and resolution and now that retroarch supports overlays in the menu that you can adjust manually, people can select their own from the various ones out there. If there is a demand though i'll include the old one I was using.
Here is the link to the files
https://mega.nz/#!5kdjGIoK!UXyxGbzB7YeqJ-bdTb-gjM9y77DkvFj33DXd6oxl5bQ
Thanks to everyone whose shaders made this possible, particularly hunterk he's been real helpful.
Jesus, they're all amazing.Was lurking the libretro forums and saw that solid12345 released a new version of his analog shader the other day. Anybody try it?
When I try loading it my shader parameters seem to remain the same. I have the same loading issue with crt-lottes-halation. I noticed Solid's .cgp files have backslashes ( ) instead of forward ( / ) for the shader directory paths. I changed them, but with that modification RA just crashes. Any idea? I'm running 1.2.2 on OSX btw, aside from lottes-halation all other shaders run just fine.
Was lurking the libretro forums and saw that solid12345 released a new version of his analog shader the other day. Anybody try it?
When I try loading it my shader parameters seem to remain the same. I have the same loading issue with crt-lottes-halation. I noticed Solid's .cgp files have backslashes ( \ ) instead of forward ( / ) for the shader directory paths. I changed them, but with that modification RA just crashes. Any idea? I'm running 1.2.2 on OSX btw, aside from lottes-halation all other shaders run just fine.
problem with the last few nightlies then, everything else downloads bar the cores. Click on the cores and it does nothing bar copying the XMB GUI menu over the top of itself, so when you move up and down you can see multiple copies of the gui!
but what's the URL in your config?
check your config
# URL to core update directory on buildbot.
# core_updater_buildbot_url = "http://buildbot.libretro.com"
Yep, and it includes the option to turn off interlacing detection. I love how it doesn't really lose brightness like most other CRT shaders and the even scanlines with non-integer scaling easymode is known for.has crt-easymode-halation been uploaded to the common shaders yet?
Yep, and it includes the option to turn off interlacing detection. I love how it doesn't really lose brightness like most other CRT shaders and the even scanlines with non-integer scaling easymode is known for.
video_shader = ":\shaders\desmume_libretro.dll.cgp"
rewind_enable = "false"
Any idea why Desmume x64 core doesn't work from XMB/RGUI?
No problems with x64_w32 version. Games load fine.
No problems with x64 version when loading through commandline ("D:\Gry\retroarch\retroarch.exe" -D -L "d:\Gry\retroarch\cores\desmume_libretro.dll" "Etrian Odyssey.zip")
Trying to load the same game from XMB/RGUI results in a crash in desmume_libretro.dll.
I thought it was a problem with rewind, like the PS1 core has on booting, but disabling it doesn't fix the crash.
This thread mentions that going back to an older core fixes the problem, it's so old it doesn't seem to be available on buildbot anymore.
//EDIT: Weirdest thing, I've added this core option override:
and the blasted thing started working. Disabling the rewind in the main retroarch.cfg doesn't work, so I'm stumped why doing so in override cfg would help. :\Code:video_shader = ":\shaders\desmume_libretro.dll.cgp" rewind_enable = "false"
//EDIT2: Got it - as soon as the game loaded from command line passes the boot screen and provided you have auto-save/load enabled, you can use XMB/RGUI to load it. Otherwise - hard crash as described above.
I don't have any of those issues, I tried with rewind, with auto load and autosave and it's still working.
Side note, the core still has some internal sync mechanism screwing us up, performance is terrible with hard gpu sync enabled and rewind.