lr-beetle-supergrafx is now very laggy.
-
I have debugged and found the issue. When CHD support was added, a DEBUG flag was left switched on which affects performance. I have submitted a fix upstream here - https://github.com/libretro/beetle-supergrafx-libretro/pull/29
(RetroArch really need to do more reviews of PRs)
-
@buzz Thanks
-
Uh do I have to update from source? Cause I did a binary update an no dice on fixing it.
-
@redbatman the fix is not yet accepted. I opened a Pull Request. Upstream needs to merge it. When they do you can install from source (or wait for me to update binaries).
-
@buzz Okay thanks again.
-
@buzz said in lr-beetle-supergrafx is now very laggy.:
... When CHD support was added...
Holy...really!!!!?? wags my tail excitedly can not wait to try this out! Finally I can fit some bin/cues on a sd card! :D
Hey BuZz What version of CHDs is used?
(I forget the numbers..but I'll get them posted if anybody cares.) -
@akafox no idea. Not checked.
-
@buzz So I just compiled it. I used no flags and turned off the debug in the makefile. Compiled no errors. I don't know if I need enable some flags or not. Or at least tell it to compile for the rasp pi.
Seems to have worked though. The core loads and plays smooth. Have not tried the chd yet..i'll get back to you on that.
Other thing the core that I compiled through retropie is 1.9MB the on I compiled is only 810.3 kb.....huh?? lol
-
Ok so the chd info I used Exile II: Wicked Phenomenon in cue/bin form..together they run 535.2MB. The chd is 285.0MB. I kept getting an error on the starting the game though. "This software is super CD-ROM and requires either the turboduo or the super system card 3.0" Not sure there..get that on both cores...
(Anyone have a solution?)So..I'll test another...
Bishoujo Senshi Sailor Moon cue/iso format 548.2MB chdman reports a 48% crushd down to 237.8MB. Not too shabby. It loads just fine. No problems sound and all. Runs smooth.Note that I had to manually add the .chd extension to the es_systems.cfg by typing sudo nano /etc/emulationstation/es_systems.cfg Then I looked for pcengine (ctrl+w) and then between <extension> tags I inserted .chd and .CHD and saved the file. Finally restarted emulationstation. ES found it and loaded it just like any other game.
The pce fast core will load cd-com only in cue the supergrafx will load cue or chd. Maybe they will add that to the fast core soon. Anyway those are my findings.
-
@akafox I tried Exile 2 chd on pce-fast. It works fine. Now to convert the rest of my library. I used QT Chdman gui with default compression. Can't troubleshoot the problem because it's my first time converting to chd and it worked on the first try.
-
@darksavior what are you using to convert them?
-
@edmaul69 QT Chdman gui which is a part of the qmc2 package http://qmc2.batcom-it.net/index.php/download
You still need to hunt down chdman.exe seperately. I could only find it in that killer instinct backup guide website. Unless anyone recommends a later version.
EDIT: Doh, latest is in the mame package. I'll restart my conversions..good thing I have a 6 core(12 thread) cpu:)
Re-tested Exile 2 with mame 0.188's chdman.exe..still works. -
Just for information, yesterday i try the 5 games on SuperGrafx and all is working fine for me. I only use this emulator for SuperGrafx games :)
-
@darksavior So strange..I wonder what my problem is then..I know it worked at one point. It says something about the card 3.0 but..I have that..or I wouldn't be able to even start the game in retroarch...shrugs
Are you sure it was the pce fast core? my setup won't even see a chd with that core..even on a pc..but I could be wrong..
And yes i am using QT Chdman gui as well...
On a side note...Crash Team Racing (for the psx) is 605.7 MB cue/bin. pbp format is (and works perfectly..and supported in the psx core) is 372.9 MB. The chd from is 317.9MB (but of course I have no way of testing it..yet..) This is good news though for our PIs..that can only hold 512GB (once they are less than $125.00!) on an sd card. Yeah I know we can use a hard drive but that is just more wires and cords and stuff that can go wrong.. ;)
-
Updated from source, and all is swell. Thanks BuZz!
-
@akafox I think I updated pce fast from source.
-
updated and working great thank you (ooohh shiny!)
We have nes and snes and megadrive and N64 controller clones...we need at least a six-button pcengine controller...I feel like the sega police are going to come get me for using the "wrong" controller ;)
-
@akafox i modified all my pc engine controllers for my setup. I recommend the avenue pad 3 and the avenue pad 6. You could probably use an nec avenue pad 6 controller (or any other pc engine controller) with one of these:
-
@akafox Why? No pc-engine game requires a 6 button pad. It's recommended for sf2, but at that point, why not play the arcade version instead? I modified a pce pad with some ps3 chip the size of a quarter that I was never going to use. Pad feels a bit too loose but I think it's more due to the wear and tear. I bought it used. I wouldn't mind buying a new pce/tg16 2button pad, but they're impossible to get. There's one ebay seller that sells "oem" new but they're too much $ .
-
@darksavior that is not correct. All of the pc engine cd "arcade" games require a 6 button controller as they are all 4 button games. And saying "why not play the arcade version" if we all did that why play any games that arent on mame? I enjoy playing the same game on several consoles. I dont like confining myself to one version.
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.