Working Dreamcast games
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@Stuart2773 because you aren't using the latest version of the romset
@MrLightgun except if you like unexpected issues, there is no reason for using the deprecated lst format
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Hello, someone managed to start the lr-reicast core on RetroPie installed on an Ubuntu Server 18.10 64bit machine?
This core after some seconds hangs completely the retroarch (show some graphics then freeze)...
I tried several combination but i have the same issue on Ubuntu (not server), Lubuntu and i tried an Ubuntu 17.10 32bit version too with no luck.
The Reicast core instead works but doesn't have Naomi/Atomiswave support.
The only thing that seems to work for the lr-reicast core is to create the "10-intel.conf" file and set the AccelMethod option to "uxa" but the graphics become inaccurate and everything runs slower and stuttering.
Someone using Ubuntu could help?
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@fastpop72 Please open a new topic, add more details about your system - https://retropie.org.uk/forum/topic/3/read-this-first - and post your RetroArch log file (
/dev/shm/runcommand.log
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@fastpop72 said in Working Dreamcast games:
The only thing that seems to work for the lr-reicast core is to create the "10-intel.conf" file and set the AccelMethod option to "uxa" but the graphics become inaccurate and everything runs slower and stuttering.
try setting "DRI" to "2" instead
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@barbudreadmon said in Working Dreamcast games:
@fastpop72 said in Working Dreamcast games:
The only thing that seems to work for the lr-reicast core is to create the "10-intel.conf" file and set the AccelMethod option to "uxa" but the graphics become inaccurate and everything runs slower and stuttering.
try setting "DRI" to "2" instead
With this method the core doesn't freeze but the whole emulation is more stuttering and texture are inaccurate.
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When using lr-reicast on my rpi, I get occasional "hangs". The emulator will freeze up for a few seconds but then resume normally. Standalone reicast doesnt do this. Has anyone else experienced this?
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@fastpop72 said in Working Dreamcast games:
With this method the core doesn't freeze but the whole emulation is more stuttering and texture are inaccurate.
Sorry, idk how to help then, i encountered a similar issue myself after upgrading mesa but setting DRI to 2 seemed to solve my issue without causing side effects to my knowledge. Open sources intel gpu drivers are way too crappy, buy a cheap nvidia gpu and use proprietary drivers if you have room for a video card.
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Has anyone had any success getting the two Tomb Raider games for the Dreamcast working?
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The Reicast Facebook page is posting updates with pics from Tomb Raider, Worms and others. AFAIK this is for the standalone Reicast android app. Should I be excited for more enhancements of the RetroPie Reicast(s) coming or is this a quite separate thing?
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@George-Spiggott Currently running at 2fps (and i'm talking about a normal computer btw), there is still a long way to go because all 4 dynarecs need a major rewrite, it will take months, maybe years, but yeah winCE support is coming to reicast
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Ok the WinCE thing is new to me. I assume all of these WinCE games are difficult to emulate https://segaretro.org/Windows_CE
Looks like I'll be sticking with PS1 Tomb Raiders 4 and 5 for a while.
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@George-Spiggott said in Working Dreamcast games:
I assume all of theese WinCE games are difficult to emulate
More like a different thing, emulating arcade naomi2 or cave-1k would probably ask for less changes in reicast than emulating wince. A major concern for me is that it will cause the current dynarecs to be more complex, which might end up having an impact on speed for all games.
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Oh so this WinCE stuff is why Virtua Cop 2 doesn't work, hopefully it keeps on progressing.
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@barbudreadmon I just want to make sure I am right on this and am not missing something. With some number of games I feel that they “perform” really well on Dreamcast but there are significant polygon issues. Cannon Spike for instance the characters move around really fluidly but it becomes unplayable because polygons across the whole screen are flashing in and out. I just tried Zombie Revenge on Dreamcast and although not as bad at all as Cannon Spike there is definitely a polygon drop in/drop out fluctuation issue too though it only gets bad in the second scene not the first one. Absent this, sound, character movement etc are excellent. I was watching a video online of
someone playing Expendable on reicast (very old video though, like 2015) and it seems the same issue is happening - game moving fast but polygon issues. I don’t even think that was a Raspberry Pi. Is there any fix I am missing for this on lr-reicast or regular reicast that works on raspberry pi? . -
@BJRetro said in Working Dreamcast games:
Is there any fix I am missing for this on lr-reicast or regular reicast that works on raspberry pi? .
The only way to solve part of those issues is to use the per-pixel alpha sorting (aka OIT), it won't happen on a raspberry, you need a desktop gpu for this, and a good one.
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@barbudreadmon ok got it I thought I remembered something like that but wanted to be sure.
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I finally got to reading this entire thread so I could get naomi to work.
Why was it this;< /dev/null
?I got Deadly Skies to work, it plays full speed. There are very few negligible frame skips when you line up to the densest part of the city, but it clears up by the time your weaving through buildings. Taking down an f-16 and entering the stratosphere is very cool. You can change the controls to expert mode. Also known as Airforce Delta by Konami. It didn't quite keep up before, it probably makes use of both the higher overclocks and the reicast updates.
Dragonriders: Chronicles of Pern, works in lr-reicast, slowly. Does anyone have an idea why it won't work with reicast; crashes after the first movie?
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I don’t know if this will help anyone so just throwing it out there - in Capcom vs SNK 2 (Dreamcast) I was sering some vertical lines going through the characters sometimes in standalone and lr-reicast. Using lr-reicast, runcommand menu setting for video mode for emulator + rom as CEA 3 and then going into the Retroarch GUI in game, options, internal resolution LOWER to 320, and then running the game with the shader 2x sal (Retroarch GUI, shaders, shader passes =1, shader 0=2x sal) and then saving the shader game preset, saving game override, and in the options menu clicking on save game options file made it so these settings only applied to this game (rather than every lr-reicast rom, some of which didn’t need the lower res) and made it look really great, perform well, and not have the vertical lines. On the other hand, for instance, setting Ikuraga with the runcommand menu as CEA-1, Retroarch GUI internal resolution 640, not shader, was the best for that game. Also I have found that (odd to me because I don’t really know anything) some games look worse with frameskip on 1 then completely off (I think Ikuraga looked smoother without it). That’s another setting you want to “save game options file” for otherwise for me changes seemed to apply to across all games on lr-reicast. Just putting this out there to say these are the sorts of settings you may want to mess with if you are getting visual glitches, performance issues etc. Hope it helps someone.
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Record of Lodoss War freezes after defeating an enemy, I tried .chd .gdi and reicast and lr-reicast, the game plays fine otherwise.
Has there been a solution for setting analog deadzone in reicast?
Also is there a way to resume the game in reicast after a controller drops out and is resynced, the SDL controller won't pass through anything to the emulator once this happens? -
@Efriim I think analog dead zone is a setting in lr-reicast.
I haven’t tried playing that game you are mentioning.
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