• Clocks and timers

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  • Are multi level carousels a possibility.

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  • Grid tile background size

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    paffleyP

    Hey @A12C4 Hows the grid view coming along? anything new with it as yet?

  • Pushing crt-pi shader optimization even further

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    B

    Actually, thinking about this further, it might really be best to move the scanLineWeight * BLOOM_FACTOR out of the pow call. All this does is apply a nonlinear filter to the scanlines (why?), which should increase aliasing artifacts.

    Another thought I had considered was using a quadratic Taylor series approximation to the gamma filter given by x^a ~= x*(1+(a-1)(x-1)), which works pretty well as in this quadratic approximation. A cubic approximation is even closer (but may not be necessary), as shown. But I note that someone seems to have had a similar idea here with these new "zfast" shaders, so perhaps those are already doing this sort of thing...

  • Port emulationstation Steam Link

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  • Input Lag guide

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    Y

    Oh, I agree - I based it on what Brunnis himself was doing comparing the press vs LED tests: differences were minuscule. See it here: https://forums.libretro.com/t/an-input-lag-investigation/4407/524

    But he did have a 240fps cam. I'm not sure if I can be bothered myself, it's just an idea. Overall it's all just out of curiosity and old benchmarking habits, which I have since the days of 3dfx cards :P I don't need this to prove anything to myself or others, since I can live with this lag as it is at the moment.

    One test though I would definitely would like to conduct is to take some people who claim that are "sensitive" to lag and do some blind trials on multiple setups with various slight differences. I think the results could surprise a few, especially those who swear that 1 -2 frames of lag makes games unplayable for them :)

  • Update Binary for lr-pcsx-rearmed.

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    R

    Nice, but so where is this advanced speed hacks menu then?

    Looking at the menu source at https://github.com/libretro/pcsx_rearmed/blob/40c380a8e8080ecb38159ee5aad1ce149e9889fc/frontend/menu.c , there seem to be a ton of options missing, such as plugin selection, memory card options, advanced speed hacks etc.

    It looks like these options were part of a native menu system of the standalone emulator which is disabled/unsupported in Retroarch. I made an issue here: https://github.com/libretro/pcsx_rearmed/issues/176
    You can see on this blog how the menu options in the original emulator looked. They appeared on a press of ESC.
    https://retroresolution.com/2016/01/01/playstation-emulation-on-the-pi-enhancing-the-experience-with-the-options-menu-part-one-basic-features-and-save-states/

    Since the native menu system is based on a menu rendering library not available in Retroarch (libpicofe), the solution is to map all the missing options into the Retroarch Quickmenu. Currently, only some of the options are mapped to the Quickmenu.

  • 0 Votes
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    mediamogulM

    @pjft said in Recent RetroPie Documentation Changes - PSX - Emulator Info and BIOS Info.:

    Either that or my defaults were already overwritten by today's change :)

    That could be the case. Mine was 'Auto' and I didn't run the update beforehand.

  • path to http?

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    B

    Thanks for giving me a lead. and noted on the retroarch, i know they got it locked up pretty good.

  • 0 Votes
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  • I.K.E.M.E.N or M.U.G.E.N clone

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  • I want you to add the scan linear generator function.

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    ?

    @mitu Thank you very much! I didn't know this function!

  • 0 Votes
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    markwkiddM

    I think it's just an oversight that RGUI doesn't have user # labels in the remapping interface. I have not done any work with the RetroArch UIs and I'm pretty backlogged with mame2003-plus coding. If no one has addressed this in a few weeks a month or two I will be more tempted myself.

    I did start an issue here requesting it: https://github.com/libretro/RetroArch/issues/6843

    It's probably not hard to add a new row that just says something like "User 1 Controls----" between each section but then again, maybe it is hard. :shrug:

  • What would it take to play Quake 2?

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    R

    search for yquake2 i think is in experimental otherwise to optional

  • Third Partition??

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    mooseprM

    @mitu yeah that could work, if someone is savvy enough to be wanting to change configs and such, then they would in theory have the know-how to get the pi online and ssh in anyway. I might have to have a play, see what happens

  • 2 Votes
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    Used2BeRXU

    I'm currently batch ripping the manuals I have to PNG with 300DPI.

    Sadly, some of these scans are pretty low quality to begin with, so no matter what I do with them they're never going to be perfect. It's kind of ironic that aside from the NES Classic Mini manuals that I got my hands on, the Japanese manuals in the collection are generally in much higher quality than the US manuals. This is due to the fact that the Japanese scans are far more recent and there was much better and cheaper technology to get them done than when these US manuals were scanned. I find it kind of hard to believe that nobody ever really upgraded the US manuals in all of this time. Most of them seem to be the exact same ones that I had a decade ago with a few exceptions.

    Even though they're much larger in disk space real estate at 300DPI in PNG format, I feel this is the way to go. Edits can then be made at any time to them without degrading the quality.

    Some things I'd love to do at some point with these images are as follows:

    Split the 2-page scans so every image is a single page. Make all manual images the exact same size. Clean up the images.

    Ideally, with a lot of work, a ton of cleaning up could be done to these and many of them have the possibility of one day being as high quality as the NES Classic Mini scans. I don't know if I'd ever do this though, but after splitting the images I would at least like to remove the creases and staples from the bindings, as well as clean up the other three edges of the images.

    This doesn't sound too bad when I'm looking at an 8 page manual, but it seems rather daunting when I'm looking at one of the manuals that are over 50 pages.... and then I start thinking about how I have about 1,000 more of these to do. :(

    At any rate, it's never going to happen on my end with my current PC. Messing with files like this slows my work down to a crawl and I spend more time waiting on my PC than actually working and it just drives me crazy. At least with the PDF files ripped to the PNG/300DPI format, separated by folder and numbered correctly all of the materials will be there if I ever get a chance to upgrade my rig and decide to tackle this project.

    In other news.... I re-ran the gamelist.xml script last night and I'm over 1/3rd of the way toward reversing the process for the 2nd time back to the [synopsis].txt files. So far out of around 700 txt files, 72 of them were different because of the new code changes I made the other day, and none of those differences were undesired or unexpected.

    Differences so far on 2nd re-run are as follows:

    Removed extra blank spaces at end of lines in Description: 69
    Removed 2 extra blank lines at the end of the Description when there was no URL citation: 3

    Once this is done re-running this time, I'll have 2,118 unique NES/FDS [synopsis].txt files with absolutely no strange characters or formatting errors that will look wonderful on the XBox.

    Oh, and anybody that hasn't been following along... These new synopsis files are no longer the novels of information that nobody read that they used to be. Every one of them is 1kb or less in total, and the Game Descriptions now read like the "exciting" text you'd see for the game on the back of the box, or the story in the manual, or on an advertisement for the game.

    For example:

    The classic tale of horror comes to vivid life in this fast-moving video game! Dr. Jekyll succeeds in separating a man's personality into GOOD and EVIL - but he experiments on himself! Now, without warning, the kind Dr. Jekyll transforms into the monstrous Mr. Hyde. Follow Dr. Jekyll as he fights off enemies in hazardous 19th century London, only to be suddenly plunged into Mr. Hyde's World of Demons! But the excitement doesn't end there - as you do battle in each of the two worlds of this game, the worlds themselves are struggling with each other for control! Which will triumph - GOOD or EVIL? DR. JEKYLL or MR. HYDE?

    Sure it's all lies, but it does make it sound like a game you'd want to play. :)

  • 1 Votes
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    Used2BeRXU

    Here is a full list of all of the synopsis fixes that were made by creating a gamelist.xml for the RetroPie and using the new Reversal script to create [synopsis].txt files usable in Madmab Edition emulators, as well as how many instances were fixed:

    PAGE SETUP / FORMATTING:

    All Windows based (CR LF) line breaks replaced with Linux based (LF) line breaks: 1,228 (This is a document count. Actual instances of this fix is likely in the 30,000 to 40,000 range)

    Added double spaces to lines that should have had them: 38

    Corrected established order for "Original Title: " and "Alternate Title: " lines: 29

    REMOVED extra blank line in between Description and first URL: 1

    Line had a line break in the middle where it shouldn't have been: 2

    Two extra lines after Description when there was no URL: 12

    Extra spaces at end of lines: 5

    Blank line with only a single space in it. The original code kept that line because of the space, as well as adding a Double Space before and after it, leaving 3 blank lines between the end of Description and the beginning of the first URL: 1

    Added "Blank Space" under "_____________" that notes the beginning of the Game Description text. (NOTE: This looks much better in the XBox [synopsis].txt format than not having it, but this extra line is removed in the [synopsis].txt to gamelist.xml conversion code because this leading blank space does not look good on the RetroPie.): 1

    GRAMMAR:

    "Original (T)itle" Capitalized: 10

    "Hacked (B)y" Capitalized: 16

    "Translated (B)y" Capitalized: 6

    UNUSED FIELDS REMOVED:

    REMOVED blank "Alternate Title: " line: 56

    REMOVED blank "Original Title: " line: 41

    BLANK FIELDS THAT SHOULD HAVE HAD INFO (Usually "Unknown" except for Players info):

    Missing "Players: ": 5

    Missing "Release Year: ": 19

    Missing "Hack Release Year: ": 27

    Missing "Translated Release Year: ": 1

    Missing "Hacked By: ": 1

    Missing "Version: ": 2

    MISSING TAGS OR INCORRECT TAGS, BUT INFO WAS THERE:

    Missing "Players: " Tag, so line and data were lost: 4

    Missing ":" in "Version: ", so line and data were lost: 2

    "Release Year: " misspelled "Relase Year: ", so line and data were lost: 1

    "Release Year: " misspelled "Releaese Year: ", so line and data were lost: 1

    "Alternate Title: " mislabeled as "Alternative Title: ", so line and data were lost: 3

    "Translated By: " written as "Translated y: ", so line and data were lost: 1

    "Publisher: " written as "Publisher:" without space. Somehow code re-wrote this as "Publisher: Publisher: " after the reversal script. (Assumed code would mimic this behavior for any tag missing the space before the info): 1

    URL TAG FIXES:

    URLS that started with "www." were ignored by all code and just showed up in the Description rather than the <url> or <urlalt> tags: \

    (Fixed this so no matter what order the two links are, or combination of "www." "http" or "https" they are they will both print on separate URL tags and in the order they are in the [synopsis].txt)

    PROBABLY NOT GOING TO BE "FIXED":

    On VERY rare occasion there are more than two links in a synopsis file (For instance, if multiple hacks were applied to a single file). The code currently adds any more than two to the <urlalt> tag with a line break in between them. Most likely will not put in additional tags for the 0.0002% of games that would have this extra link or two.

    In the next week I will create a new gamelist.xml file and run the reversal code again and compare the new output. I expect after doing this a second time with some code changes that I made today that the input [synopsis].txt files should be a 100% exact match to the output [synopsis].txt files.

    The above fixes should then be applied to any synopsis files for other systems I work on in the future. Also, in the future, rather than do the crazy amount of editing I did by hand that could be handled with code like this, I will be adding more things to the existing code to automate all of that process.

    Man... I'm glad I finally started learning how to do this for myself. :)

  • 3 Votes
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    5k Views
    cyperghostC

    @thelostsoul I used the scrip for your genesis custom collection....
    2 files are missing....

    Sonic Blast .... This file is not in my collection, so impossible to find DECapAttack ... That's an error in writing, so no chance to discover

    oUTPUT OF LOG
    https://pastebin.com/9L9D3iU6

  • Make it easier to manually add preview images

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    J

    This is already supported if you are running the master branch (which can be installed using the emulationstation-dev module). It looks for a subfolder named 'images' within the roms folder. It will find images, marquees and videos using the following paths:

    <rom-director>/images/<rom-name>.(jpg|png)
    <rom-director>/images/<rom-name>-marquee.(jpg|png)
    <rom-director>/images/<rom-name>-video.mp4

  • Can you manually add a scrape source?

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    B

    @muldjord Weird, I thought I did put it under that thread.
    Anyways, I couldn't help with c++ unfortunately.
    However they do mention API's, but I'm not sure how to find them on their site. https://emumovies.com. Sorry, I'm not much help.

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