› Foros › Xbox 360 › Exploits y homebrew
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v0.9.8
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- (Android) Initial release of RetroArch Android.
- [LIBRETRO] Added Mednafen NGP and Mednafen VB.
- [LIBRETRO] Added NEStopia Undead (1.44).
- [LIBRETRO] Updated Mednafen PCE Fast and Mednafen Wonderswan to 0.9.28.
- [LIBRETRO] Added PCSX ReARMed for RetroArch Android.
- [FBA] Updated Final Burn Alpha to 0.9.27.28.
- [Gambatte] Updated Gambatte (now has built-in GBC BIOS color palettes).
- [SNES9x Next] Updated SNES9x Next (fixes numerous bugs).
- [FCEUmm] Updated FCEUmm to latest version.
- [Genesis Plus GX] Updated Genesis Plus GX to latest version.
- (360) Gamma correction can now be applied on-the-fly - no longer requires
reboots
- (360) Added new shaders - mudlord-oldtvshader-variant, crt-curved, and
others
- (360) Added 'SRAM dir Enable' option - allows you to save all your SRAM to
game:/sram instead of the ROM directory
- (360) Added 'SRAM dir Enable' option - allows you to save all your states to
game:/savestates
- (RARCH_CONSOLE) Various stability fixes
- (RARCH_CONSOLE) More sane unzipping mode - will temporarily extract file to
HDD and then instantly delete it when it's done with it (ie. when another ROM
gets loaded or when RetroArch shuts down)
- (RARCH_CONSOLE) All console ports now use 59.94Hz for synchronization on
the RetroArch side instead of 59.92Hz as before. All consoles use 59.94Hz
so this agrees better with them.
- (PS3) Added PAL60 temporal PAL mode
- (PS3) Fixed a lot of path issues - SRAM/savestate dir enable now work,
'Default ROM directory' should now work, etc.
- (PS3) Added rewind granularity options
- (PS3) Rewrote video driver from scratch (RGL v2). Faster blitting.
- (PS3) Onscreen keyboard should work again.
- (WII) Made a custom wiiuse input driver and built it in. Slimmed down
and should give better results. Also rejigged input in general.
- (WII) Added rewind option. NOTE: This feature is CPU intensive - a core
might need to at least run at double realtime FPS in order for this option
to be useful.
- (WII) Button combos can now be done ingame. You can do rewinding, fast
forwarding, selecting save state slots and 'save state load/save state save'
all ingame without first going to the menu. For more information, read the
README.txt for the Wii release.
V1KT0R escribió:Acaba de salir la version 0.9.8
A probarla insensatos!!
Bilkoff escribió:¿Qué core estáis usando, el Mednafen PCE Fast o el Final Burn Alpha?
Rubéns escribió:alguien me dice si van juego de la psx y como hacerlo?(tambien para todos los juegos, en general no se como usar este multiemulador)
tekno18 escribió:Rubéns escribió:alguien me dice si van juego de la psx y como hacerlo?(tambien para todos los juegos, en general no se como usar este multiemulador)
Rubens, este multiemu no trae emu de psone, busca en el foro el hilo de guia de emuladores, en ese encotraras del de psx.
Alguien tiene el link de la nueva versiòn?
RetroArch 360 v0.9.8.3
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* [FBA core] Various changes/fixes
- Hook up Armed Police Batrider controls
- Afterburner – make fire buttons work
- Hook up Bad Dudes controls
- Hook up Cyberbots controls
- Hook up 1942 controls
- Add missing Chase HQ controls
- Add missing WWF Wrestlefest controls
- EEPROM save should now work (tested with EEPROM-based system such as Capcom CPS2)
- Samples are now looked for – should be in ‘samples’ subdirectory
- Hiscore files should now be read from/written to.
* [SNES9x Next] Added big speed hack for Star Fox 1 – makes it fast enough for it to run at fullspeed on the Wii.
* [Genesis Plus GX] Set samplerate back to 44Khz.
* [Android] New ‘Calibrate Refresh Rate’ option – use this to get an accurate estimation of your screen refresh rate. NOTE: Touch the screen at all times during calibration for more accurate measurements. You might have to slightly tweak the value later on for the best results.
* [Android] Added a ‘Set OS-reported refresh rate’ which should do the same as what ‘Sync refreshrate to Screen’ previously did. Note 2 users might get better results with this than they will with ‘Calibrate refresh rate’.
* [Android] Added a built-in help system that should answer a lot of the frequently asked questions.
* ]Android] Add iCade profiles – two added for now – iPega and Red Samurai
* [Android] Audio resampler now faster
* [Android] Input autodetection expanded -
* [CONSOLES] Audio resampler is now adjustable – can choose between Sinc resampler (new) and Hermite resampler (old). Sinc is now selected by default, is superior audio-quality wise and will fix a lot of sound issues.
* [PS3] Save Preset fixed
* [PS3] Starting with Dual Shader/Custom Scaling mode OFF and then turning it ON works now
* [Wii] Numerous Wii video mode fixes – including PAL modes that went beyond the internal framebuffer bounds
- PC2JAMMA-USB (needs to be tested)
- Genius MaxFire G-08XU
- Zeemote Steelseries
- Saitek Rumblepad
- Super Smart Joy
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v0.9.8.4
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* [NEStopia] Famicom Disk System support. For Android users - put disksys.rom
into the same folder as the FDS ROM you're trying to load. For everyone else -
put disksys.rom into your system directory.
- Y Button will switch sides of a disk.
- If you get any problems of the sort DISK A / B ERR 07' - pressing Y button again or letting it run its course should do it.
- NOTE - Famicom Disk System loading is slow, so you might be tempted to fast forward through most of it. However, I'd advise caution when doing so and to savestate regularly in case 'fast forwarding' can negatively affect disk loading.
* [FBA core] Various changes/fixes
- Hook up Eco Fighters controls (Turn 1/Turn 2 bound to L and R buttons)
- Hook up Pnickie controls (Turn 1/Turn 2 bound to L and R buttons - press
one of the buttons to progress beyond start screen)
- Hook up Continental Circus controls - Brake 2/Brake 3 (L1/L2 buttons)
and Accelerate 2/Accelerate 3 (R1/R2 buttons)
- Hook up Gun Smoke controls - Start button (needed to progress beyond
title screen)
- Hook up Mighty Pang controls (P1 Shot1/P1 Shot2/P2 Shot1/P2 Shot2)
- Fixed Varia Metal palette
- Fixed Fairyland Story palette
- Fixed Return of the Invaders palette
- Fixed Act-Fancer palette issue
- Endian fixes in the following games (PS3/360/Wii/Gamecube) -
- Surprise Attack
- Rollergames
- Ultra Man
- Oh My Gods
- Moonwalker (Sega System 18 bootleg) [magicseb]
- Hyper Pac
- Snow Bros 1
- Honey Dolls
- Fixes pitch issue in Gals Hustle (will possibly fix more games as well)
* [FBA core] [For Wii/Gamecube/Xbox 1 only] The main FBA version now has CPS1/CPS2/
Neogeo and Mega Drive/PC Engine drivers removed. To play CPS1, use FBA Cores CPS1.
To play CPS2, use FBA Cores CPS2. To play NeoGeo, use FBA Cores Neo.
* [FBA core] Made FBA Cores CPS1 - use this to play CPS1 games (all CPS1 ROMs
fit into memory on Gamecube).
* [Android] Fixed regression where a button bound to AKEYCODE_BACK would 'exit out'
of RetroArch.
* [Android] Fixes Madcatz fighting stick being autodetected properly.
* [Android] Input autodetection expanded -
- iControlpad
* [Gamecube] Made RetroArch cores 'standalone' - ie. no core switching.
* [Xbox 1] Add Low RAM mode - this needs to be used to play games that won't otherwise fit into RAM,
such as Street Fighter Alpha 3/Vampire Savior and other big ROMs in FBA Cores CPS2/NeoGeo/FBA.
* [Unzipping [All consoles/Android]] Moved from rzlib to miniz/minizip -should increase compatibility
with ZIP archives
Lagumon escribió:Justo ayer estaba tratando eso mismo, hacer correr metal slug con el FBA next, la cosa es que debes buscar la bios de neo geo(neogeo.zip y recuerda google es tu amigo) y estar en la misma carpeta de las Roms de neo geo, pero debe ser la bios de 1MB o mas ya que las otras no sirven... ahora tengo problemas porque se inicia y me sale Video Ram error, segun leia ese problema es por tener activado el rewind o algo asi, que debo colocarlo en Off, despues lo pruebo... prueba si quieres con lo que te dije aver si te funciona
Gromber escribió:.9.8.4 Ya disponible.
Recordar que es multiplataforma, por lo que no todos los cambios estan centrados en las versiones de 360.------------------------------------------------------------------------------
v0.9.8.4
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* [NEStopia] Famicom Disk System support. For Android users - put disksys.rom
into the same folder as the FDS ROM you're trying to load. For everyone else -
put disksys.rom into your system directory.
- Y Button will switch sides of a disk.
- If you get any problems of the sort DISK A / B ERR 07' - pressing Y button again or letting it run its course should do it.
- NOTE - Famicom Disk System loading is slow, so you might be tempted to fast forward through most of it. However, I'd advise caution when doing so and to savestate regularly in case 'fast forwarding' can negatively affect disk loading.
* [FBA core] Various changes/fixes
- Hook up Eco Fighters controls (Turn 1/Turn 2 bound to L and R buttons)
- Hook up Pnickie controls (Turn 1/Turn 2 bound to L and R buttons - press
one of the buttons to progress beyond start screen)
- Hook up Continental Circus controls - Brake 2/Brake 3 (L1/L2 buttons)
and Accelerate 2/Accelerate 3 (R1/R2 buttons)
- Hook up Gun Smoke controls - Start button (needed to progress beyond
title screen)
- Hook up Mighty Pang controls (P1 Shot1/P1 Shot2/P2 Shot1/P2 Shot2)
- Fixed Varia Metal palette
- Fixed Fairyland Story palette
- Fixed Return of the Invaders palette
- Fixed Act-Fancer palette issue
- Endian fixes in the following games (PS3/360/Wii/Gamecube) -
- Surprise Attack
- Rollergames
- Ultra Man
- Oh My Gods
- Moonwalker (Sega System 18 bootleg) [magicseb]
- Hyper Pac
- Snow Bros 1
- Honey Dolls
- Fixes pitch issue in Gals Hustle (will possibly fix more games as well)
* [FBA core] [For Wii/Gamecube/Xbox 1 only] The main FBA version now has CPS1/CPS2/
Neogeo and Mega Drive/PC Engine drivers removed. To play CPS1, use FBA Cores CPS1.
To play CPS2, use FBA Cores CPS2. To play NeoGeo, use FBA Cores Neo.
* [FBA core] Made FBA Cores CPS1 - use this to play CPS1 games (all CPS1 ROMs
fit into memory on Gamecube).
* [Android] Fixed regression where a button bound to AKEYCODE_BACK would 'exit out'
of RetroArch.
* [Android] Fixes Madcatz fighting stick being autodetected properly.
* [Android] Input autodetection expanded -
- iControlpad
* [Gamecube] Made RetroArch cores 'standalone' - ie. no core switching.
* [Xbox 1] Add Low RAM mode - this needs to be used to play games that won't otherwise fit into RAM,
such as Street Fighter Alpha 3/Vampire Savior and other big ROMs in FBA Cores CPS2/NeoGeo/FBA.
* [Unzipping [All consoles/Android]] Moved from rzlib to miniz/minizip -should increase compatibility
with ZIP archives
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v0.9.9
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* (iOS) Initial release of RetroArch iOS.
* (Blackberry) Initial release of RetroArch Blackberry (for BB10/Playbook).
* [SNES9x Next] No longer disable high resolution for SA-1 games for Xbox 1 /
Wii / Gamecube
* [SNES9x Next] Seiken Densetsu 3/Romancing Saga 3 no longer downsample to
low-resolution for high-resolution modes on Xbox 1/Gamecube/Wii
* [SNES9x Next] Add Core Option - 'SuperFX Overclock'.
* [SNES9x Next] [Gamecube/Wii] Use sthbrx/stwbrx for READ_WORD/WRITE_WORD macros - speedup.
* [Gambatte] Fixed serious input reporting bug on libretro side that could
drastically slow down gameplay speed - found an edge case in a Japanese
Pokemon Blue version that triggered this.
* [Gambatte] Make colorization optional and not enforced through use of a
Core Option.
* [FCEUmm] Should load UNIF ROM format now.
* [NEStopia] Fixes Famicom Disk System support.
* [NEStopia] L/R now inserts coins on Vs. System games
* [NEStopia] Add Core Option 'Sprite Limit'.
* [Mednafen] Add several Core Options for Mednafen PSX, Mednafen PCE Fast,
Mednafen Neo Geo Pocket Color, etc.
* [Mednafen PSX] Add disk swap mechanisms - exposed through RGUI
* [PCSX ReARMed] Latest update to r19 fromnotaz (main author)
* [PCSX ReARMed] Totally rewritten ARM code by notaz in order to support outdated version of Apple's GAS (for iOS support)
* [PCSX ReARMed] Add disk swap mechanisms - exposed through RGUI
* [PCSX ReARMed] Add m3u Mednafen-style cuesheet support
* [PCSX ReARMed] Add core option 'Frameskip' - users with bad performance on Android should try out if setting this higher than 0 fixes their problems.
* [PCSX ReARMed] Add core options 'NEON enhanced resolution' and 'NEON enhanced resolution speedhack' - this is for systems with ARM NEON CPUs. Note that this will easily triple or even quadruple CPU requirements. If you have an underpowered CPU, you might want to try this out in combination with the 'Frameskip' option (setting it higher than 0) to make things somewhat playable.
* [Genesis Plus GX] Latest compatibility updates from ekeeke (main author)
* [Genesis Plus GX] Add Core Options for blargg NTSC, Overscan and Game Gear Extend Screen
* [Final Burn Alpha] Add several Core Options for going tO Service Mode, Resetting game, etc.
* (LIBRETRO) Added Tyrquake
* (LIBRETRO) Added ModelViewer and SceneWalker (for platforms which support
libretro GL).
* (LIBRETRO) NXEngine / Cave Story is now completely playable on consoles
(Wii/PlayStation3/Xbox 1/Xbox 360) thanks to many code alterations. Performance
is also much improved on the platforms which could already play them, such as
Android and PC.
* (Shaders) New shaders- mdapt, new xBR versions, new Harlequin Gameboy/LCD shaders, etc.
* Threaded video option. Mainly for Android users but works for OpenGL driver in general.
* (Android) Add iControlPad support.
* (Android) Add the following gamepads / etc to autodetection list:
- Tommo NeoGeoX Arcade Stick
- Xperia Play (fixes ANR issues after 30 seconds)
- TTT THT pad
- JXD S7300B
- Sega Virtua Stick
- Ouya pad (untested)
- Gamestop Wireless
- Tomee NES USB
- Thrustmaster T Mini Wireless
* (Android) Add back key behavior - can either 'toggle' RGUI' on/off or exit the app.
* (RGUI) RGUI now works on PC, Android, iOS and Blackberry - and is no longer Wii-exclusive.
* (RGUI) RGUI is an ingame menu that can be toggled from within the game. It looks and functions a bit like MAME's OSD system. It is possible now to configure most of RetroArch's settings from this builtin menu instead of having to exit the game and go to an 'external' settings menu.
* (RGUI) Added a 'Game History' list.
* (RGUI) Added sophisticated shader stacking - for Cg shaders.
* (RGUI/Libretro) Add disk image swapping - supported by Mednafen PSX and PCSX ReARMed.
* (Libretro) Add libretro GL capability to libretro API. Supported currently by PC, Android, iOS, Blackberry, Raspberry Pi, and Pandora. Targets either GL 2.0 or GL ES 2.0. Targeting GL ES 2.0 is encouraged for maximum portability to mobile platforms.
* (Libretro/RGUI) Add Core Options. This makes it possible to 'expose' options for a libretro core to the frontend.
* (Libretro) Add SET_SUPPORT_NO_GAME to API.
* (RGUI) Change menu layout options.
* (PS3) Optimize PS3 video driver extensively - should result in a big latency reduction.
* (PS3) Totally remove the 'old' fixed 2-pass shader system and replace it with a new, forward-compatible with PC 8-pass shader stacking system. RGUI/RMenu makes CGP files dynamically as you set new shader stacks.
* (Wii) Optimize Wii video driver by using inlined macros for certain fixed-function state code.
* (360/Xbox 1) Optimize 360/Xbox 1 video drivers by using inlined command buffer macros
* (360) Removed shader system for this release - will be re-added in a future 0.9.9 point release. The main problem is that on Xbox 360, all our render targets need to fit inside 10MB of EDRAM - which is just pathetic if you want to have any FBO scaling options similar to what can be done on PS3. I'll be looking at either tiled rendering or just implementing the same 'hack' I did before (where I forcibly set the maximum source framebuffer resolution at 512x512 for two-pass shaders and hoped nobody would notice so I could stay within the confines of the 10MB of EDRAM for render targets). For now, the PS3 port is way superior than the 360 port in the graphics stakes due to this 10MB EDRAM limitation for render targets.
* (Menus) Standardize RGUI, RMenu and RMenu XUI to look and work the same.
* (Overlays/RGUI) Overlays can now be scaled and their opacity changed from RGUI).
* (RMenu/RGUI) Add text scrolling when a text string is too large to fit onscreen.
* (RMenu XUI) Have all menu screens now use the same basic XUI template. Cuts down on a lot of code maintenance at the expense of language customization by end-users. A solution will be looked at later.
* (Xbox 1) Slim down on menu texture - leaves us with more free RAM to play with - only tested on 480p - somebody with 720p/1080i resolution support should contact me - even though I'm afraid making the menu texture any bigger is going to be a waste of RAM anyways. Upsides of this are obvious - far faster switching between menu and game and consumes way less RAM which means games like Street Fighter Alpha 3 and Vampire Savior now fit into RAM without pesky and slow file I/O-based VM.
* (Wii) Add additional VI resolutions.
jiXo escribió:desarchivado
So the Xbox 360 port is back again from the dead. I was unable to do anymore work on the 360 when my K 360 broke down. I got a Slim 360 from JPizzle and Matthie sometime ago which made it possible for me to resume work on this port.
Unified menu system
We have finally reached the stage where all the different versions of RetroArch use the same centralized menu system. This means that while they may look differently in terms of appearance, they are exactly the same functionality-wise and feature more or less the same options.
This is a big milestone, especially for the Xbox 360 port since it was always lagging massively behind the other versions when it came to features implemented. Having to duplicate work per port is really unsustainable and it’s fortunate that we finally have a more robust menu abstraction that allows us to not even think so much about the platform this is going to run on.
In similar fashion, the XUI presentation layer for the menu has been updated. It is basically a single XUI scene consisting of a listview that gets updated manually by the underlying RetroArch menu code. There may be some label updating issues still left in, but these issues will be sorted out in subsequent releases.
There are some other big advantages this time:
- The menu presentation uses a fullscreen viewport whereas the other image uses the user-defined viewport. In previous versions of RetroArch 360, the UI would only be visible on the user-defined viewport. This meant that at times the UI would be cut off and wouldn’t render fully. Thankfully this is behind us now.
- Previously, you could not ‘return’ one directory level up in the filebrowser. Since the code that the XUI layer is now using is the same as all other versions, this is now possible.
- It is now also possible (thanks to the unified menu system) to set path settings.
Please be aware that certain options in the menu may either not be available right now on Xbox 360 or serve no purpose anyway. If so desired, we may put in some ifdefs to hide some of these options for 360, but for now it tries to expose as many menu options as possible.
More features implemented
The video driver has been given a big makeover, and it now implements integer scaling options. Blitting has also been made faster, which should reduce video input latency some.
On the input side, it is now possible to map the left or right analog sticks to the D-pad. Full analog stick support has also been implemented – so cores that make use of RETRO_ANALOG functionality (such as TyrQuake) can be played now with analog controls. It is now also possible to map any button to any action. You can even bind the analog stick axes to certain frontend actions if you so desire.
Auto S-RAM Save has been carried over from the other ports. Core Detect functionality is in now.
MAME 2003 0.78
The MAME 0.78 libretro core has been out for a while now on PlayStation3, Android, iOS, Blackberry, and PC. Now it hits Xbox 360 as well. On 360 thankfully we have more than enough RAM for any game that MAME circa 2003 supported, which leaves performance as the only issue. 360 performs a little bit better than the PS3 for this core, although it’s by no means a huge difference. In any case, the Mortal Kombat/Midway DCS games should be fully playable at fullspeed with the DCS Speedhack enabled. Taito F2/F3 is borderline fullspeed, and Street Fighter The Movie and Konami GX (Sexy Parodius/Salamander 2) as well.
It should also be possible to bring up the MAME OSD menu by pressing the Right Shoulder button – and it is possible to remap the buttons from MAME’s OSD menu as well.
A work in progress
Let it be known – this release is a Work-In-Progress. There are many features that don’t work just yet, but also many new features which already work just fine.
Among the things known not to work right now is:
Threaded video. Don’t try to toggle it in the menu.
Shaders. More on this later, but for now just pretend like the shader submenu doesn’t exist (yet).
Onscreen keyboard. This will be added in future releases and it will allow you to input text for certain settings in the menu that require it.
Custom ratio. Well, this does work but it’s slightly finicky right now in terms of how to set it up. Fortunately, integer scaling will save the day for overscan correction purposes in case setting up the custom ratio proves too irksome.
Overlays. Not implemented yet. Just ignore the stub functions for now.
Netplay. Not even tested yet. It won’t be of much use anyway until the Onscreen Keyboard has been implemented.
Why no shaders yet?
This is a fair question. If you have used RetroArch PS3, then you know that one of its strong points is the shader system that allows you to configure up to eight passes at the same time, and also allows you to set Framebuffer Object sizes 2 to 5 times as big as that of the original game image. It’s fair to say that the PS3 out of all game consoles so far is in a league of its own here.
So why don’t we have this goodness on Xbox 360 yet? Well, it turns out that Microsoft just went about things in a very stupid way that basically prevents us from ever reaching this kind of visual fidelity on 360.
And it’s all due to the fault of this thing called EDRAM. The Xbox 360 came with 10MB of embedded RAM (called EDRAM) – this has long been touted as a chief selling point for 360 that made all sorts of framebuffer and anti-aliasing effects essentially “free”. However, here comes the big caveat – Microsoft expects you to put ALL your render targets (Direct3D’s equivalent term for ‘FBOs’) into 10MB of EDRAM.
And if you’re thinking that – hey – maybe I can just use a memory pool from that big unified 512MB main RAM block and put my render targets on there, bad news again – you can’t. So there is a pretty severe problem where you’re expected to put your entire framebuffer, your depth buffers and your color buffers all inside a paltry amount of RAM that is even 6MB less than the Dreamcast’s VRAM. No wonder so many Xbox 360 games had sub-720p resolutions and this spilled over into the PS3 ports as well.
Another big handicap of this EDRAM approach BTW? The shader units can’t fetch from it – so instead, the EDRAM image needs to be copied (otherwise called ‘resolved’) back to main RAM whereupon the shader unit can fetch colors from it.
Microsoft suggests using the built-in predicated tiling to ‘work around’ the EDRAM limitations but there is really nothing to work around really and it doesn’t magically ‘fix’ the structural problem either – overall it is simply inferior to what we are able to do on PS3. On PS3 I have a full 256MB segment of VRAM that I can put my render targets on, my LUT textures – whatever. This is perfect for RetroArch’s purposes since 256MB of main RAM seems to be more than enough for most cores out there (especially emulators), and that still leaves you with a big block of RAM which you can totally dedicate to graphics, shaders and LUT textures.
So – long story short? Pretty big compromises will have to be made when shaders make their return for the 360 port. Previously – before we took shaders out – we had several hacks in that already catered to this limited amount of EDRAM – for instance, game frame images could be 512×512 max in size. Obviously this will not be sustainable with upcoming cores like ScummVM running comfortably at 640×480 so a less hacky and generic solution will have to be thought of.
Maybe we will have to go with just one shader you can apply instead of allowing for several shader passes. I’ll be researching my options for 1.0.0.3. In any case, this is definitely one area where PS3 has the lead and it turns out that the same situation is repeating itself now between Xbox One and PS4 – with the Xbone’s limited amount of ESRAM not capable of holding a full 1080p framebuffer, depth/color buffers etc.
Final notes
NOTE: DON’T USE OLDER CONFIG FILES WITH THIS NEW VERSION OF RETROARCH 360. Start out with the one that comes withe the release and go from there.
RetroArch Xbox 360
- Threaded Auto SRAM save should be available now.
- Reimplemented the menu – now uses the common menu code.
- XUI GUI no longer is bound to the game’s viewport – so it should no longer cut off when using certain aspect ratios.
- It’s now possible to go back a directory level in the file browser.
- It’s now possible to change path options.
- Analog input works now – cores that support RETRO_ANALOG (such as TyrQuake) should now have working DualShock controls.
- Analog mapping to D-pad works now for all cores.
- Ported MAME 2003 [0.78] to Xbox 360.
- Integer scaling works.
- All the changes made to RGUI since the last release (Core Information, reorganized Settings, possible to map frontend actions to gamepad buttons/analog axes, etc)
- Faster blitting – now uses XGCopySurface
PD: La verdad que es una lastima ver como se saca algo tan interesante como una actualización y info muy jugosa de una de las suites de emuladores más interesantes, pero parece que cada vez interesa menos, es algo que entiendo y no puedo criticar a nadie, yo mismo ahora estoy más dedicado a steam y a otros asuntos, aunque siempre saco algo de tiempo para sacar la consola de su descanso, a ver si un año de estos me pongo con algo que no me gusta dejar a medias.
V1KT0R escribió:Y lo he probado y va peor que el anterior, el análogo no selecciona bien las opciones tienes que ir con la cruceta.
Para mi un paso atrás...
Pararegistros escribió:Bueno compañeros, después de echarle un ojo a las 14 páginas del hilo, no he visto aún cómo configurar los paths para las roms. Es caótico.
Quiero añadirle el path de las carpetas de Roms de los otros emuladores que tengo instalados para no tener que mover ni duplicar las mismas al meterlos dentro de la carpeta Roms del Retroarch y nada.
El primer engorro es que voy a Settings y al pulsar "A" funciona como "B" ordinariamente (volver atrás); pulso "B" y funciona como "A" (validar), estoy en Path Options y veo los siguientes:
- Content directory <default>
- Core directory: game
- Core Info directory: game\roms
Me meto en este último y veo game: : (Dir) entro y me encuentro las siguientes opciones:
<Use this directory>:
- media: (Dir)
- roms: (Dir) ... etc.
Entro en Roms y ahí están:
- doom : (Dir)
- nxengine-datafiles: (Dir)
Y hasta ahí puedo llegar sin añadir un puñetero path. ¿Qué es lo que estoy haciendo mal?
Gracias.
alfageorge escribió:no me aclaro, donde se meten las roms de cada uno de los sistemas?
dentro de la carpeta roms que esta dentro de RetroArch-360?
y si es asi, dentro de esa carpeta puedo separar las roms en otros subdirectorios para cada sistema?
si el programa una vez lo ejecutas desde la 360 te da la opcion de navegar entre directorios, entonces da igual donde pongas las roms. no se como funciona pues aun no lo probe.
snake218 escribió:alfageorge escribió:no me aclaro, donde se meten las roms de cada uno de los sistemas?
dentro de la carpeta roms que esta dentro de RetroArch-360?
y si es asi, dentro de esa carpeta puedo separar las roms en otros subdirectorios para cada sistema?
si el programa una vez lo ejecutas desde la 360 te da la opcion de navegar entre directorios, entonces da igual donde pongas las roms. no se como funciona pues aun no lo probe.
No es que todas las roms van revueltas, dentro de la carpeta roms se pueden crear subdirectores, varias carpetas para separar por sistemas. Y puedes buscar directorios siempre y cuando estén dentro de la carpeta principal del retroarch.
Lo que yo hice fue crear en la carpeta roms carpetas para nes, snes, etc, y para q funcione con los otros emus configure sus rutas para que apunten a retroarch/roms/snes (por ejemplo)
Para poder usar los archivos de mame del fbanext y del mame 360, con el retroarch, como éstos emus solo aceptan buscar archivos dentro del directorio principal, la única solución que encontré para que compartan archivos, es poner estos emus dentro de la carpeta retroarch, quedando algo asi
retroarch/roms/mame/archivos del mame360/archivos del fbanext/roms
Es un relajo pero es la única forma de que estos tres emus compartan las mismas roms, ya que no permiten buscar roms que no estén en un subdirectorio. Aunque claro, se puden poner normalmente cada emulador de mame en su respectiva carpeta y con sus roms, pero me gusta ahorrar espacio
alfageorge escribió:snake218 escribió:alfageorge escribió:no me aclaro, donde se meten las roms de cada uno de los sistemas?
dentro de la carpeta roms que esta dentro de RetroArch-360?
y si es asi, dentro de esa carpeta puedo separar las roms en otros subdirectorios para cada sistema?
si el programa una vez lo ejecutas desde la 360 te da la opcion de navegar entre directorios, entonces da igual donde pongas las roms. no se como funciona pues aun no lo probe.
No es que todas las roms van revueltas, dentro de la carpeta roms se pueden crear subdirectores, varias carpetas para separar por sistemas. Y puedes buscar directorios siempre y cuando estén dentro de la carpeta principal del retroarch.
Lo que yo hice fue crear en la carpeta roms carpetas para nes, snes, etc, y para q funcione con los otros emus configure sus rutas para que apunten a retroarch/roms/snes (por ejemplo)
Para poder usar los archivos de mame del fbanext y del mame 360, con el retroarch, como éstos emus solo aceptan buscar archivos dentro del directorio principal, la única solución que encontré para que compartan archivos, es poner estos emus dentro de la carpeta retroarch, quedando algo asi
retroarch/roms/mame/archivos del mame360/archivos del fbanext/roms
Es un relajo pero es la única forma de que estos tres emus compartan las mismas roms, ya que no permiten buscar roms que no estén en un subdirectorio. Aunque claro, se puden poner normalmente cada emulador de mame en su respectiva carpeta y con sus roms, pero me gusta ahorrar espacio
ok gracias, ahora me pongo con el.
un saludo.
edit, pos no chuta, pase la carpeta "retroarch-360" tal cual a la raiz de una unidad usb de disco duro, me salen las opciones seting, cores y demas, pero al darles con el A no pasa nada, si le doy con el B me aparecen los cores, le vuelvo a dar y me manda de nuevo a las opciones de inicio del programa despues de hacer como un amago de carga pero de nuevo sin nada cargado.
le de a lo que le de con el boton B, siempre me manda a "core selection" cuando le doy a uno de los cores de nuevo con B, hace que carga, se pone la pantalla en negro y me vuelve a las opciones de inicio sin cargar nada.
Chichazor escribió:
A mi me pasa lo mismo, creo que no funciona, y lo he intentado varias veces. El anterior funciona sin problemas. Una pena.
Lagumon escribió:Chichazor escribió:
A mi me pasa lo mismo, creo que no funciona, y lo he intentado varias veces. El anterior funciona sin problemas. Una pena.
A mi tambien me pasaba, pero era error mio, la cosa es que se maneja diferente esta version, si le das con es stick pareciera que se mueve, pero en realidad si seleccionas con el B siempre seleccionara una opcion, lo que debes hacer es moverte en el menu con la cruz y asunto arreglado