Rip your CDs as cue/bin files directly. Verify the files are correct by comparing the checksums for the .bin files and the .cue file's contents with the ones published on redump.org. You can use ImgBurn on Windows to rip the disc to .cue/.bin files.
I don’t know how to mark this post as [solved], but I’ll try to make a summary of the lessons learned here anyway:
lr-fbneo-msx needs all MSX BIOS files in on pack named msx.zip in /home/pi/RetroPie/roms/msx/msx.zip
lr-fbneo-msx needs ROM files to be zipped and verified against DAT checksums (the filename and CRC must match)
MSX ROMs that are downloaded together with lr-fmsx does not work with lr-fbneo-msx (CRC are different for all files); you have to find the right BIOS files elsewhere.
I still unable to load ROMs with lr-fmsx (however lr-bluemsx is a good alternative so far)
In lr-bluemsx you can use the keyboard in MSX if you add a input_enable_hotkey in /opt/retropie/configs/all/retroarch.cfg or /opt/retropie/configs/msx/retroarch.cfg:
input_enable_hotkey = "tab"
Normally you would press "F1", when enabled you have to press "TAB + F1"
Yesterday I was interviewed in a podcast talking about my contributions for the RetroAchievements project and some "behind the scenes" info.
During the interview I also talked a bit about how the RetroPie project was a big and positive influence in my life.
If you guys are interested in hearing it (and probably have some fun with my foreigner accent), you can check it here:
The work you and the other devs do for RetroAchievements really cannot be praised enough. It's something that is invaluable to me, as the achievements make me want to play some of the old games more just so I can get them. Some of them are really clever too, like the Michael Jackson moonwalk achievement for Sonic 3.
So... I might have found a bug or maybe that's just the way it is. Apparently, RetroArch is only able to configure things in the remap , if they exist in the controller config? In other words "if the button 5 is not configured in the config, it will be only available in the current session, but not for the remap file"?
Kind of. It's not really button 5, but button who' s input code is 5. If the input code is not mapped to one of the RetroPad's buttons, then it's not available for remap.
If you modify your controller's .cfg file and add labels to the buttons (like I did), then you'll get rid of input codes and just see the button names in the control mapping menu - makes it easier to see which is which.
I went through config files and even used the rp-dist in /opt/retropie/configs/mame-libretro to replace the modified one in the retroarch.cfg in that directory. Still no luck.
But I've come upon a frustrating issue that does not seem to fit in with the situation. It's so different from what I'm dealing with, I started a new thread and went into long and careful detail of what I did and what's going on. It's here.
Input Overlays as I understand them are not ideal for this. I can see in the examples that static images are manipulated across the display, but they are still static images. Say I wanted to implement a timer that hangs out in the corner during gameplay - I would have to configure logic to swap out images for each digit of the timer every time increment. That's a bit much! I'm just looking for some way to add my own system text, similar to how the frame counter, fps, or memory utilization can be optionally displayed on the OSD.
As for the latter point, it seems like reaching out to the memory domains is something you can do in libretro according to the API, but I'm not sure how to set up a script that would assess memory state as it is executed - is there any kind of next_frame event or otherwise that could be used to fire off a script to check? There are numerous layers in the system, each with their own sets of capabilities, scripts, and events, so I'm not sure which layer I want to be targeting to get this kind of functionality.