video_shader = ":\shaders\shaders_cg\crt\crt-easymode-halation.cgp"
video_hard_sync_frames = "1"
video_scale_integer = "true"
How is Virtual Boy doing these days? Especially on the N3DS?
I own a VB and many games and I'm thinking I should be selling the VB before one of the mirror breaks and it is worthless. Got it out tonight and it still works great, but it sounds like they mostly die at some point.
I would try using a full path to the shader to rule out a relative path issue first. I use the same type of setup to have different shaders between GB and GBC and just updated to yesterday's nightly and it still works for me.I have a perfectly working nightly of 1.2.2 from 24 September. Loads configs per game even within cores-- for example, Pokemon Red looks like this
and Pokemon Crystal looks like this
Just using one core, Gambatte.
I'm tinkering with the latest nightly (25 February 2016), and redoing my settings from scratch. But this override (in \config\Nestopia\Family Computer game name.cfg) that works perfectly in my 1.2.2:
Code:video_shader = ":\shaders\shaders_cg\crt\crt-easymode-halation.cgp" video_hard_sync_frames = "1" video_scale_integer = "true"
doesn't work perfectly in my nightly 1.3.0. The build does activate the override-- because the integer scaling does happen-- but it doesn't seem to be able to find/trigger the appropriate shader.
Am I missing something? Granted, I haven't used RA in a long time, so I've probably forgotten how to use it.
You can simply replace retroarch.exe to update the frontend then use the updater in the GUI to grab the latest cores. For CRT shaders, nothing beats crt-easymode-halation for me.Couple of questions:
I'm going to update Retroarch tonight, as I'm using a build from at least October, I believe. When I installed it back then it was a fresh install. How do I update to the latest version while keeping all of my settings intact?
Second question is kinda basic but I like to ask from time to time: what's everyone's preferred shader for 8-bit and 16-bit games to emulate the look of playing them on a tube television? Months ago I think I was using CRT-Royale or Easymode, but I'm wondering how things have progressed since then.
You can simply replace retroarch.exe to update the frontend then use the updater in the GUI to grab the latest cores. For CRT shaders, nothing beats crt-easymode-halation for me.
Yep. Well, I guess sometimes you need to update your assets when new graphics are made for the XMB interface. That's easy to do from the GUI's online updater too.That's it? Wow! Thanks for letting me know!
That's what I was using before I switched to a wired Xbox Elite and it was good. I didn't really notice a difference lag wise switching over.Does anyone here use a Wii U pro controller with Mayflash adapter? Just wondering if the input lag is tolerable. I'm currently using an official SNES controller with a Super Smart Joy, but I think some of the buttons are going on it lately. Been missing button inputs here and there.
Does anyone here use a Wii U pro controller with Mayflash adapter? Just wondering if the input lag is tolerable.
Hmm, Neo Geo games in FB Alpha don't seem to like save states. It's almost like the original state of the game is trying to run at the same time as the loaded state, everything slows down and I can hear the audio from the original state.
Also, to echo an earlier question - it looks like the scan directory feature doesn't work for neo geo games, maybe because of the size of the games? Any workarounds for that?
If you are on PC use the FBA svn core it's better and serialization works correctly.
The scanner doesn't work because the rom format is not straightforward to support.
Ah, i see saving a new config is fixed now. I wonder what the problem was as it took a while.
Well, thanks for looking at it. I use configs per system as i need them for other frontends like Hyperspin and LaunchBox and i prefer using RA and it's cores the default emulator.Well no-one looked at it, that's why it took a while, I think most of use just use one config.
The issue was rather simple but it took me a couple of hours to find were the problem was.
https://github.com/libretro/RetroArch/commit/5f3b27417b866c1e38bb197fd85c9f03d89492cf
I switched to Mercury Balanced recently. The main reason I like it more is because it doesn't have that couple second loading time the mainline BSNES cores have when loading ROMs. But it's also got some HLE options for speeding up special chip games on slower CPUs and SuperFX overclocking for better FPS in Starfox. Those are nice options to have. It's supposed to be 20% or so faster in general without losing any accuracy too. There are more details about the differences if you scroll down on the GIT page.Question about SNES cores: what's the difference between bsnes balanced and bsnes balanced mercury? A guide I read today on lifehacker said the mercury version is the best, but I can't seem to find any info on what would make it better.
Stable 1.3 has a bug with some shaders. It's fixed in nightlies.I updated to the latest stable release this weekend and the CRT filters I like all seem to be borked on N64 games. I didn't have this problem on the older version I was using before. It's not a big deal, though.
Also, I've never been able to get my Sega CD games to work with Retroarch. Not sure what I'm doing wrong, it just crashes straight away.
Stable 1.3 has a bug with some shaders. It's fixed in nightlies.
For Sega CD, it's probably a BIOS issue. The first three listed here need to be in your system folder. If you have those three and it's still not working, make sure your system folder is set correctly in the directory settings. BIN/CUE dumps of Sega CD games are generally the best to use; make sure to open up the .cue file with a text editor and see if the correct filename is set for the .bin.
Thanks for the advice, I'll look into these. It would be nice if the program gave some verbose error messages instead of just crashing to desktop.
Bit of an odd one thing happening on me. I've been trying out the DeSmuME with a few games. I have Enable HotKeys set to right-trigger on my Xbox controller (I use Right-Trigger+Start to exit retroarch). Right-trigger is also the button to "press down" the stylus.
On NSMB and Super Princess Peach, the stylus works fine. However, on Super Mario 64 DS when I press right-trigger to activate the stylus, nothing happens. If I switch the Hotkey button to Left-Trigger, it works fine in Mario 64. Any idea why only Mario 64 doesn't like this conflict?
I feel like an idiot, but I can't find the shaders in Retroarch. Where can I load/activate some presets?
They are under quick menu after loading content
Well, when you press "hotkey" it blocks all retropad inputs, the bug is it actually working on some titles, basically, it works when the game reacts immediately (in the same frame) to the input. Maybe in the other game input is delayed a few frames (even one frame would make it not work)
For that reason it's recommended to use a buttons that is not used for anything else. Really there is no way to solve this, if we don't block it could for instance lead to people jumping in games when trying to create a savestate, or something like that, and by blocking it causes these inconveniences.
Just test a game that we can confirm it scrolls smoothly all the time. Try Mario Bros 1. It's perfectly smooth on my end.
Also make sure you are using US NTSC roms. PAL versions are made for 50hz TVs so they should run at 50fps. That means they can't sync perfectly if your TV doesn't support 50hz.
I would try using a full path to the shader to rule out a relative path issue first. I use the same type of setup to have different shaders between GB and GBC and just updated to yesterday's nightly and it still works for me.
video_shader_enable = "false"
It's got a nice professional look to it. I usually end up playing at my desktop, so an interface designed for quick mouse navigation might be preferable for me.Soon...-ish-oknotreally
Someday:
I think they mix well enough with the actual Steam games in my Recent list.
Here's the problem though, it messes with the art direction and makes everything look rounded, including assets that aren't supposed to be rounded and smooth. Look at the bricks on the platform in the Mario picture, for instance. These shouldn't be smoothed out like that. I don't think the designer would want them to look so rounded.Hylian's new xbr-lv2-accuracy-multipass shader is well done. It seems to be the best at not losing detail of the super clean up res style shaders. Here it is compared to crt-easymode-halation and pixellate: