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RetroArch Wii

MessagePosté: Lun 10 Sep 2012 09:23
par actarus1973
RetroArch Wii

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RetroArch est un émulateur multi-système qui est conçu pour être rapide, léger et portable.
Il peut fonctionner avec un grand nombre de systèmes, y compris CPS1, CPS2, et NEOGEO.

Les jeux/émulateurs suivants ont été portés à RetroArch et sont inclus dans la version Wii de RetroArch:

  • Final Burn Alpha [version 0.2.97.28]
  • Final Burn Alpha Cores (CPS1 - CPS2 - NeoGeo) [version 0.2.97.28] (**)
  • FCEUmm (Nintendo Entertainment System) [recent SVN version]
  • NEStopia (Nintendo Entertainment System) [1.44]
  • Gambatte (Game Boy | Super Game Boy | Game Boy Color) [version 0.5.0 WIP]
  • Genesis Plus GX (Sega SG-1000 | Master System | Game Gear | Genesis/Mega Drive | Sega CD) [version 1.7.3]
  • SNES9x Next (Super Nintendo/Super Famicom)
  • VBA Next (Game Boy Advance) (*)
  • Prboom (for playing Doom 1/Doom 2/Ultimate Doom/Final Doom)
  • Mednafen PCE Fast (PC Engine/PC Engine CD/Turbografx 16)
  • Mednafen Wonderswan (WonderSwan/WonderSwan Color/WonderSwan Crystal)
  • Mednafen NGP (Neo Geo Pocket Color)
  • Mednafen VB (Virtual Boy)

Installation :

Copiez tout le répertoire (retroarch-wii) sur votre carte SD dans votre dossier 'apps'.
Lancez le Homebrew Channel et démarré RetroArch Wii.

Au premier démarrage, RetroArch va créer un dossier à la racine de votre périphérique de stockage appelée «retroarch». Tous les fichiers de configuration RetroArch sont stockés ici.

Vous pouvez maintenant sélectionner une ROM qui prend en charge ce noyau et le charger dans le Filebrowser.


[BBvideo 640,360]https://www.youtube.com/watch?v=7X5QFA5MP24[/BBvideo]


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Télécharger
Téléchargement
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Changelog :

0.9.9-fix1 : * 0.9.9-fix1 uploaded, fixes the USB issues and Snes9x speed regression.

0.9.9 : * (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.
* (ZIP support) Switch from builtin zlib to miniz - less codebloat.

0.9.8.4 : * [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


0.9.8.3 : * [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
0.9.8.2 : - [Genesis Plus GX] Updated to latest SVN - Lunar: Eternal Blue (MCD, JP) works again
- [Gamecube Initial release of RetroArch Gamecube.
- [Wii] Fixed serious blitting bug that affected certain PCE games - Dai Makai Mura, R-Type et al should display correctly now
ancienne version : v0.9.8.1
- (Android) Lots of changes - too numerous to list
- [FBA] Fixed serious bug that would cause a lot of games to get stuck in service mode or to display graphical corruption (CPS1).
- [NEStopia] Now outputs in mono sound mode.
- [FCEUmm] Uses RGB565 now - should no longer flicker on RMenu.
- [Mednafen PC Engine Fast] Fixed libretro issue where certain games had totally wrong pitch
- [Mednafen Wonderswan] Core fixed, works again.
- [Genesis Plus GX] Set audio samplerate at 48KHz (from 44KHz).
- [PS3] Fixed serious bugs where it could get 'stuck' or the app could 'hang' while toggling between ingame and quickmenu/file browser.
- [PS3] Added 'Menu Skins' to 'Retro Settings' - will allow you to select a different background for the menu. Captain CPS-X's menu skin is also included.
- [Wii] Fixes serious analog stick issues with CC Pro/CC.
- [Wii] Added additional resolutions - 304x224, 576x224, 608x224
- [Wii] More natural way to switch between cores

V0.9.8- (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.

V0.9.7.2 (SNES9X-NEXT ONLY) Fixed Tales of Phantasia not running
Fixed Robocop 3 not progressing past the title screen (backported echo buffer patch)
Fixed broken color addition (odd non-transparent tile patches in Zelda 3 and others)
Freed up some more RAM for Gamecube port
Some miscellanous speed hacks added

V0.9.7.18 (FBAcores CPS1) Sound crackling/popping fixed
(FBACores CPS2) Sound crackling/popping fixed
(FBACores NeoGeo) Sound crackling/popping fixed
Fixed left/right audio channels being in reverse issue
Filebrowser now filters by core supported extensions
Fixed filebrowser performance issues in v0.9.7

V:0.9.7 (Wii) Made a Wii port.
(LIBRETRO) Added Mednafen PCE FAST, and Mednafen Wonderswan cores
(Genesis Plus GX) Updated to v1.7.0
Improved stability / error trapping
ZIP extract modes expanded - it can extract the contents of a ZIP file to the current directory, and/or extract to current dir and immediately load the first ROM/game file.
Too many things to mention


Source

Re: RetroArch Wii

MessagePosté: Ven 14 Sep 2012 09:09
par actarus1973
Ajout dans le lien :
- la chaine forwarder
- la cover pour wiiflow
- retroarch_wii_0.9.7.1

Re: RetroArch Wii

MessagePosté: Ven 14 Sep 2012 09:47
par Oops
sympa le cover :bravo:

merci ;)

Re: RetroArch Wii

MessagePosté: Sam 15 Sep 2012 13:33
par actarus1973
J'ai fait une petite vidéo bien cracra (j'ai pas les mêmes moyen que le rouge :mrgreen: )

ou je me fait bien rétamer a sfa3 sur CPS2 :arff:

Re: RetroArch Wii

MessagePosté: Sam 15 Sep 2012 13:46
par Jiiwah
Tu es trop nul actarus, il ne te restait plus qu'à lui arracher un poil et il était KO !!

Par contre, trop fort le code dump :D

Re: RetroArch Wii

MessagePosté: Sam 15 Sep 2012 17:01
par actarus1973
pour le code dump c'est de ma faute !

j’aurai du faire un restart avant de lancer un nouveau jeu :mrgreen:

Re: RetroArch Wii

MessagePosté: Mar 12 Fév 2013 11:41
par Ayatus
Maj RetroArch Wii 0.9.8.3

Re: RetroArch Wii

MessagePosté: Mar 19 Fév 2013 07:40
par actarus1973
Maj RetroArch Wii 0.9.8.4

Re: RetroArch Wii

MessagePosté: Sam 9 Mar 2013 14:08
par xtopher
Salut,

Dans Retroarch, je n'arrive pas à faire tourner les jeux CPS1 , CPS2 et MAME. J'ai beau sélectionner le bon "core" avant, rien à faire j'ai le message "error occured during roms loading".
J'ai même dézippé, rezippé, redémarré l'Arch, repompé tous les jeux (à d'autres endroits) et testé 2 versions de retroarch (9.7.X et 9.8.4), bref dans tout les sens Je ne vois pas du tout ce qui coince d'autant que les jeux font moins de 23mb (il s'agit des Marvel ... entre 10 et 20mb/jeu) .

Où est l'astuce ? Il faut installer les bios MAME, CP1, CP2 (normalement non!) ? Un conflit entre homebrew?
Astuce: la rom Marvel vs Street Fighter (MAME) se lance avec le Core CP2 (cela vaut uniquement pour ce jeu ! Pour le reste rien ne va !!).

J'ai l'impression d'être le seul à avoir ce problème avec Retroarch. Cela viendrait de la Wii? La carte SD est un 2GB (non HC).

Si quelqu'un a une idée, une piste, je prends :o)
Merci beaucoup !!!

ps: Pour les jeux "genesis", "snes" (en sélectionant le bon core), Retroarch fonctionne... mais bon j'ai déjà d'autres émulateurs qui marchent très bien pour ces jeux-là.

pps: L'émulateur SDMAME (télécharger par après) voit bien les jeux mais ne peut les lire non plus (Retour au HBC après être arrivé à 100%). Bizarre !

Re: RetroArch Wii

MessagePosté: Sam 9 Mar 2013 16:54
par Ayatus
Jette un œil sur ce sujet aidewii/retroarch-fba-neo-ne-lance-pas-mes-roms-t11795.html

C'est aussi valable pour les jeux CPS1 et CPS2.

Re: RetroArch Wii

MessagePosté: Dim 10 Mar 2013 11:42
par xtopher
Salut,

Merci je vais y jeter un oeil.

Mais j'ai finalement réussi à lancer correctement les trois jeux "Marvel". J'ai repompé des 3 roms MAME ailleurs. Puis, je les ai lancées en utilisant le CORE CPS2. Là, ça fonctionne correctement. Bizarre ! D'autant, que cette methode ne fonctionne pas avec d'autres jeux. Problème de roms, de classement sur les sites... je n'en sais rien. Mais, mon gamin est content, ce qui l'intéressait c'était les jeux de combats avec Spiderman :)

Il ne me reste plus qu'à trouver un forwarder pour "retroarch". Car, pour les gosses, il est interdit de toucher au Homebrew Channel (trop de risque de lancer un HB genre Pimp... et mettre le souk).

Sinon, j'ai vu qu'il y avait un Forwarder en image dans ce sujet. Est-il possible de l'avoir ? (En échange je veux bien donner les deux que j'avais bidouillé moi-même pour SuperTuxWii & DuckHuntWii)

Merci.

Re: RetroArch Wii

MessagePosté: Dim 10 Mar 2013 14:22
par Ayatus

Re: RetroArch Wii

MessagePosté: Dim 10 Mar 2013 19:32
par xtopher
Génial ! Un tout grand merci !

Juste pour info:
Les roms (MAME) de :
- Marvel Super Heros
- Marvel Super Heros vs. Street Fighter
- Marvel Super Heros vs. Capcom
- Street Fighter Alpha 3
- X Men vs. Street Fighter
fonctionnent correctement tels quels avec le core CPS2 de retroarch (sans ajout de bios externe, ni autre modif). :D
Voilà.

Re: RetroArch Wii

MessagePosté: Mer 29 Mai 2013 18:47
par actarus1973
RetroArch Wii V0.9.9

Re: RetroArch Wii

MessagePosté: Mer 29 Mai 2013 20:59
par actarus1973
:100: :100: :arff:

RetroArch Wii V0.9.9


:vacance:

Re: RetroArch Wii

MessagePosté: Mer 5 Juin 2013 06:20
par actarus1973
:100: :100: :98:

RetroArch Wii 0.9.9-fix1