It came with this weird distro called Endless OS
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Of course that's buried in a bazillion other lines in the .CFG.
That's because you enabled 'Config Save on Exit' and all the configurations have been dumped in this file. You shouldn't do that, core options are saved by default (in a separate file) and for other options you use 'Save Core Override'.
retroarch.cfg file contents you have now in the
gb folder with
input_remapping_directory = "/opt/retropie/configs/gb/" #include "/opt/retropie/configs/all/retroarch.cfg"
After that, start a game and use the RGUI to change the Video Settings, but use the
Save Core Override option this time. Re-start the game and see if the changes persist.
Hint: you don't need to download the file from the RetroPie system, just use Samba Share from your Finder to open the
\\retropie\configs\gb folder and edit the file directly.
pedantic point of order - samples are typically for sounds that have yet been emulated. a typical use is for ancient arcade games (like donkey kong), that had what amounts to a full synthesizer inside. emulation/reverse engineering then gets tricky, as you're trying to figure out how some bespoke sound doohickey reacts to electrical signals etc, and recreating that via digital sound, etc. you can buy full music production software suites that can't get a TB-303 patch to sound right...
so often it's just the most practical thing to do is just record the generated sound from the cab, and release that as a sample.zip.
i think if the samples were actual binary sound wavs that the cabinet just triggered, or whatever, they would just be part of the main game.zip. i guess that's how most later period arcade games work.
so yeah, later version of mame often start properly emulating sounds that were previously relegated to samples. i don't know if 2014 still needed sounds for dkong, but it sounds like it does.