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    Raspberry Pi 4B 4GB and the Sega Saturn

    Scheduled Pinned Locked Moved Ideas and Development
    saturnemulationimprovement
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    • B
      barbudreadmon @sergioad
      last edited by

      @sergioad said in Raspberry Pi 4B 4GB and the Sega Saturn:

      @barbudreadmon I will check it out

      i'm never too sure what people like about those training/practice mode, but if it's only about having infinite everything to go all out, i know pretty much any fighting game has cheats to allow that, using cheats might be less convenient than having a practice mode though, idk.

      FBNeo developer - github - forum

      sergioadS 1 Reply Last reply Reply Quote 0
      • sergioadS
        sergioad @barbudreadmon
        last edited by

        @barbudreadmon it is not only having everything, but having an inmobile punching bag and being able to swap characters on the fly

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          h2805270
          last edited by

          Here's an appropriate challenge (skip to 37:45)

          SEGA Rally Championship was one of the bottleneck titles of the system. If you can get it to run on a Pi, you can automatically run anything.

          I think the issue is that nobody made any special Dynamic Re-compilers for any of the Emulators. Saturn Emulation has always been heavily CPU reliant.

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            barbudreadmon @h2805270
            last edited by

            @h2805270 said in Raspberry Pi 4B 4GB and the Sega Saturn:

            I think the issue is that nobody made any special Dynamic Re-compilers for any of the Emulators

            You are wrong though.

            This video is the perfect illustration of how bad sega saturn emulation is on pi4 despite the fps counter sometimes being close to 60, it's crazy how high the auto-frameskipping gets, i'm wondering how many frames it actually shows out of those nearly 60, feels more like using microsoft powerpoint at this point, it's almost hilarious in street fighter alpha 2 (one of the saturn 2D games reported as "being perfectly playable" on pi4 ?) when the flickering fireballs sometimes won't even be visible due to all the visibility frames being skipped.

            FBNeo developer - github - forum

            DreamcastKidD A 2 Replies Last reply Reply Quote 2
            • dankcushionsD
              dankcushions Global Moderator @h2805270
              last edited by

              @h2805270 said in Raspberry Pi 4B 4GB and the Sega Saturn:

              I think the issue is that nobody made any special Dynamic Re-compilers for any of the Emulators. Saturn Emulation has always been heavily CPU reliant.

              yabause has had an sh2 dynarec forever.

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                barbudreadmon @dankcushions
                last edited by

                @dankcushions said in Raspberry Pi 4B 4GB and the Sega Saturn:

                yabause has had an sh2 dynarec forever.

                Yeah, furthermore the bottleneck for saturn emulation has always clearly been the rendering part with its 2 VDPs. Pi4's GPU is just way too lacking to handle that...

                FBNeo developer - github - forum

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                  Zering @barbudreadmon
                  last edited by

                  @barbudreadmon So, being realistic, we can't expect Saturn emulation to improve until the next generation of Pi computers?

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                    barbudreadmon @Zering
                    last edited by barbudreadmon

                    @zering I suspect a big part of the problem to be in pi's GPU drivers, but yeah having a superior GPU (assuming pi5 will have that) would certainly help. Otherwise you could also consider buying a better SoC, like the odroid n2 which was available long before the pi4.

                    FBNeo developer - github - forum

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                    • DreamcastKidD
                      DreamcastKid Banned @barbudreadmon
                      last edited by BuZz

                      @barbudreadmon said in Raspberry Pi 4B 4GB and the Sega Saturn:

                      it's almost hilarious in street fighter alpha 2 (one of the saturn 2D games reported as "being perfectly playable" on pi4 ?) when the flickering fireballs sometimes won't even be visible due to all the visibility frames being skipped.

                      Perfectly playable on my RPi4 .. no frame skipping on or flickering fireballs

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                      • DreamcastKidD
                        DreamcastKid Banned @barbudreadmon
                        last edited by BuZz

                        @barbudreadmon said in Raspberry Pi 4B 4GB and the Sega Saturn:

                        All of this to say : "Marvel Super Heroes Vs Street Fighter" and "Night Warriors" are perfect examples of games you should never even think of playing on yabasanshiro.

                        Have only test Night Warriors ... runs pretty good using lr-yabause with no frame skipping on :)

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                          barbudreadmon @DreamcastKid
                          last edited by barbudreadmon

                          @dreamcastkid said in Raspberry Pi 4B 4GB and the Sega Saturn:

                          no frame skipping on or flickering fireballs

                          One of those statements is false.
                          Just to be clear, the fireballs must flicker, they do in all 2D street fighters afaik, flickering was an effect used to fake transparency before 3D systems, it is about showing an element for 1 frame then not showing it in the next one, and repeat.
                          If your fireballs don't flicker, then that means the frames when the fireball is invisible are skipped, and you have frameskip on.

                          FBNeo developer - github - forum

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                          • A
                            acidtech @barbudreadmon
                            last edited by acidtech

                            @barbudreadmon Sorry, but that video was horrible. I compiled a version of Yabause/Sanshiro last year/early this year and played Sega Rally significantly better than that and that was just a goof to see what was could be done.

                            see link below.

                            So don't get too down based on that video.

                            Found the old thread: https://retropie.org.uk/forum/topic/24568/is-yabasanshiro-emulator-coming-on-retropie/268?_=1613102464587

                            Follow the instructions there(you will have to piece them together somewhat but its not that hard) and you should be able to build a standalone yabause/yaba sanshiro that plays sega rally decently. Not completely without frame skip but way better than that video shows.

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                              barbudreadmon @acidtech
                              last edited by

                              @acidtech said in Raspberry Pi 4B 4GB and the Sega Saturn:

                              I compiled a version of Yabause/Sanshiro last year/early this year and played Sega Rally significantly better than that and that was just a goof to see what was could be done.

                              I know the situation, actually i was the one who recommended to use standalone and to forget about the libretro core i wrote.
                              With standalone version it will be significantly faster :

                              • because you won't have to go through the libretro api for gl rendering, the most significant overhead you'll get with a libretro core over its standalone version is when opengl/gles is involved
                              • because standalone version of yabasanshiro is offloading part of the rendering to a subthread, which is something impossible to do with the libretro api

                              FBNeo developer - github - forum

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                              • Z
                                Zering @barbudreadmon
                                last edited by

                                @barbudreadmon How do you go about installing the standalone core on the pi 4?

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                                • B
                                  barbudreadmon @Zering
                                  last edited by

                                  @zering clone the pi4 branch with git clone https://github.com/devmiyax/yabause.git -b pi4 then follow the steps at https://github.com/devmiyax/yabause/tree/pi4/yabause/src/retro_arena#retropie-on-raspberry-pi-4 to build it ?

                                  FBNeo developer - github - forum

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                                  • Z
                                    Zering @barbudreadmon
                                    last edited by

                                    @barbudreadmon Thanks. I've successfully cloned the branch but when I try the first cmake command I get a bash command not found error. Is it possible there's an error in the syntax?

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                                      barbudreadmon @Zering
                                      last edited by

                                      @zering i think that command line expects you to run https://github.com/devmiyax/yabause/tree/pi4/yabause/src/retro_arena#get-source-code first

                                      FBNeo developer - github - forum

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                                      • Z
                                        Zering @barbudreadmon
                                        last edited by

                                        @barbudreadmon Thanks, I got it working. Very impressed with the results. Finally I can play Panzer Dragoon Saga again!

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                                        • G
                                          G30FF
                                          last edited by

                                          I followed the instructions to install standalone yabasanshiro for my Pi 4, and it's up and running. I tried a couple of games, and they work great! However I'm having one minor issue I'm hoping for help with. It says in the README that select is hard mapped to Show/Hide Menu, but even after mapping select manually through keymapv2.json in ~/.yabasanshiro, it's not recognizing select on my controller. I can only open the menu with Esc on a keyboard. Also, I need to use a mouse to navigate or interact with the Yabasanshiro menu. Is it possible to do this with just a controller? Sorry if this is a dumb question or one that has already been answered.

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                                          • A
                                            AdamBeGood @Zering
                                            last edited by AdamBeGood

                                            @zering I've done something wrong here.

                                            Is this the order of code?

                                            $ apt update 
                                            $ apt install -y git python-pip cmake build-essential protobuf-compiler libprotobuf-dev libsecret-1-dev libssl-dev libsdl2-dev libboost-all-dev 
                                            $ git clone https://github.com/devmiyax/yabause.git
                                            $ cd yabause
                                            $ git submodule update --init --recursive
                                            $ mkdir build
                                            $ cd build
                                            
                                            $ cmake ../yabause -DGIT_EXECUTABLE=/usr/bin/git -DYAB_PORTS=retro_arena -DYAB_WANT_DYNAREC_DEVMIYAX=ON -DYAB_WANT_ARM7=ON -DCMAKE_TOOLCHAIN_FILE=../yabause/src/retro_arena/pi4.cmake -DCMAKE_INSTALL_PREFIX=/opt/retropie/emulators/yabause/
                                            $ make 
                                            $ sudo make install
                                            

                                            I get all kinds of errors on the cmake line:

                                            CMake Error at /usr/share/cmake-3.13/Modules/CMakeDetermineSystem.cmake:100 (message):
                                              Could not find toolchain file: ../yabause/src/retro_arena/pi4.cmake
                                            Call Stack (most recent call first):
                                              CMakeLists.txt:1 (project)
                                            
                                            
                                            CMake Error: CMake was unable to find a build program corresponding to "Unix Makefiles".  CMAKE_MAKE_PROGRAM is not set.  You probably need to select a different build tool.
                                            CMake Error: CMAKE_C_COMPILER not set, after EnableLanguage
                                            CMake Error: CMAKE_CXX_COMPILER not set, after EnableLanguage
                                            -- Configuring incomplete, errors occurred!
                                            

                                            It was going smoothly until then, I thought I was on to a winner!

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