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dov_EL

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Posts posted by dov_EL

  1. Using MAME's core in Retroarch is really amazing because it allows us to use DirectX12 or Vulkan, as well as DirectX11.

    I solved the problem of the commands, setting the commands in the retroarch with F1 -> Input -> Set the commands in retroarch, set DirectX, Save the separate settings example mame.cfg . Enter again in the retroarch - Press TAB -> enter MAME - Configure the commands for THIS GAME, go back to the retroarch and save the CORE overide and not Game overide .

    Ok , now the problem is : 
    Fullscreen tends to maximize everything , 
     

    if I go with F1 in retroarch, I fix the aspect ratio, every time I close and re-open the game, the aspect Ration I lose it again, and it goes completely to full screen.

    I do not think I'm making a mistake, I know pretty well retroarch ... how are you doing?

  2. If we decide to select SKIP to the game information, and then launch the game directly from the wheel, we can no longer manage the favorites in any way from Big Box.
    It would be enough to be able to select an ADD or REMOVE key from the favorites with the controller as well as all the other functions are already available.

    28958348_1640163256019332_1954428888820627393_n.jpg

    • Like 1
  3. another problem was the configuration of the keys that with the Bartop was lost as soon as I configured a different game. this is the solution.
    Autosave - NO 
    Open game with retroarch ,+ TAB +  input this game - Save core overide 
     

  4. I mean, when a new version and a retroarch comes out, I do not update by importing the old settings with the new version available.
    Normally only save the SYSTEM folder, and then I do a new setup, and set it all up again.

    So if this core of MAME was perhaps compatible with the old versions, and for those who perform the manual update by copying the old settings, maybe this core is still working.
    But with a new retroarch setup, it does not seem to work.

  5. Just now, Lordmonkus said:

    I edited my post after but are you using the 64 or 32 bit version of Retroarch ?

    32 and 64 bit , in different PCs, and in both it does not seem to work.
    However, maybe the fault could be that I do not update retroarch, but I always do a new setup and then the settings of the old versions of RA do not have them?

  6. https://www.libretro.com/index.php/retroarch-1-7-1-released/

     

    General changelog

    – 3DS: Now correctly reports amount of CPU cores.
    – 3DS: Frontend rating is now correctly implemented for both New 3DS/2DS and Old 3DS/2DS.
    – 3DS: Initial networking support, HTTP requests won’t work yet.
    – 3DS: Now reports memory and battery state.
    – AUDIO: Added ‘Audio Resampler Quality’ setting to Audio Settings. Setting this higher will increase sound quality at the expense of sound latency and/or performance. Setting this value lower will improve sound latency/performance at the expense of sound quality. Only has an effect if the Sinc resampler is used, and you have to restart the game for changes to take effect.
    – CHEEVOS: Fix unofficial achievements not being loaded.
    – CHEEVOS: Show savestate menu entries when no achievements are found even if hardcore mode is enabled.
    – CHEEVOS: Support Neo Geo Pocket.
    – COMMON: Bugfix for issue related to ‘Windows mouse pointer visible when running MESS or MAME cores’.
    – COMMON: Fix bug ‘Last item in a Playlist is ignored’.
    – COMMON: New LED API. Driver implemented for Raspberry Pi, proof of concept implemented for core MAME 2003.
    – COMMON: Add quick menu option to watch shader files for changes and recompile them automatically (Linux only for now).
    – D3D8: Direct3D 8 can now work on systems that have Direct3D 8 installed.
    – D3D9: Add menu support for MaterialUI/XMB.
    – D3D10: Initial video driver implementation.
    – D3D11: Initial video driver implementation.
    – D3D11: SPIRV-Cross/slang shader support for D3D11.
    – D3D12: Initial video driver implementation.
    – DINPUT: don’t reinitialize input driver on network events / media insertion / network drive connection
    – INPUT: show friendly names when available under input binds and system information
    – INPUT: show the config name when available under system information
    – GUI: Allow changing menu font color.
    – GUI: Menu visibility options for RGUI and MaterialUI.
    – GUI/MaterialUI: Works now with D3D8, D3D9 Cg, D3D11 and D3D12 drivers.
    – GUI/XMB: Add Monochrome Inverted icon theme.
    – GUI/XMB: Allow changing menu scale to 200%.
    – GUI/XMB: Works now with D3D8, D3D9 Cg, D3D11 and D3D12 drivers. Menu shader effects currently don’t work on D3D8/D3D9 Cg.
    – HAIKU: Restored port.
    – KEYMAPPER: prevent a condition that caused input_menu_toggle to stop working when a RETRO_DEVICE_KEYBOARD type device is enabled
    – GL: ignore hard gpu sync when fast-forwarding
    – IOS10/11: Handle hardware keyboards and iCade controllers
    – LOCALIZATION: Update Italian translation.
    – LOCALIZATION: Update Japanese translation.
    – LOCALIZATION: Update Portuguese-Brazilian translation.
    – LOCALIZATION: Update Spanish translation.
    – NETPLAY: Add menu option to select different MITM (relay) server locations.
    – OSX: Modify HID buttons detection algorithm.
    – QB: Added –datarootdir.
    – QB: Added –bindir and –mandir and deprecated –with-bin_dir and –with-man_dir.
    – QB: Added –docdir.
    – SHADERS: Allow saving of shader presets based on the parent directory (Saving one for */foo/bar/mario.sfc* would result in *shaders/presets/corename/bar.ext*). We decided it’s safer to still isolate the presets to a single core because different cores may treat video output differently.
    – SHADERS: Don’t save the path to the current preset to the main config. This was causing weird behavior, instead it will try to load *currentconfig.ext* and it will save a preset with that name when select *apply shader preset*. The resulting shader will restore properly after restarting and even after core/parent/game specific presets are loaded
    – SOLARIS: Initial port.
    – SWITCH: Initial Nintendo Switch port, based on libtransistor SDK.
    – PS3: Enable Cheevos.
    – PSP: Enable threading support through pthreads.
    – SHADERS: SPIRV-Cross/slang shader support for D3D11.
    – SHIELD ATV: Allow the remote / gamepad takeover hack to work with the 2017 gamepad
    – SUBSYSTEM: Subsystem saves now respect the save directory
    – SUBSYSTEM: You can now load subsystem games from the menu (see https://github.com/libretro/RetroArch/pull/6282 for caveats)
    – VULKAN: Fix swapchain recreation bug on Nvidia GPUs with Windows 10 (resolved in Windows Nvidia driver version 390.77).
    – WINDOWS: Improved Unicode support (for cores/directory creation and 7zip archives).
    – WINDOWS: Show progress meter on taskbar for downloads (Windows 7 and up).
    – WINDOWS: WS_EX_LAYERED drastically decreases performance, so only set it when needed (transparency in windowed mode).
    – WIIU: Overlay support.
    – WIIU: Transparency support in menu + overlays.
    – WIIU: Increased stability during core switching.
    – WIIU: Shader support.
    – WIIU: Menu shader effects added (shaders).
    – WIIU: Add missing time/clock support. (also fixes RTC [Real Time Clock] in Gambatte)
    – XBOX OG: Restored port.

     

    RetroArch 1.7.1 now features very robust and feature-complete Direct3D 11/12 drivers for Windows users! Direct3D 11 should be available to users starting as of Windows 7, whereas in order to use Direct3D 12, you need Windows 10.

    See here the following features:

    • Supports Slang shaders, the same shader format that Vulkan uses
    • Suports the menu; supports MaterialUI and XMB.
    • Supports overlays.
    • All menu shader effects have been ported.

    Do note that right now, it is recommended you use the Direct3D11 driver instead of Direct3D 12. D3D11 is many times faster than D3D12, and while there are still gains to be had, we are not necessarily sure if the D3D12 driver will ever be able to outperform the D3D11 driver.

    The Direct 3D 11/12 video drivers should work with any libretro core that does not require either OpenGL or Vulkan to function.

    Some minor features which are currently not available is features like Max swapchain image control, GPU Hard Sync and/or Black Frame Insertion.

     

    • Like 3
  7. I have never loved AMD, my ideal computer has always been powered by Intel + Nvidia , But in this particular period where thanks to Bitcoin it is becoming impossible to buy a new GPU, I wonder if maybe it is worth giving an opportunity to AMD with these new Ryzen 3 with Vega.,
     

    what do you think ?

  8. 12 hours ago, Sour said:

    The Arkanoid controller is meant to be used with the mouse, not a keyboard/gamepad.  Move the mouse left/right to move, and click to select options or shoot the ball.

    If you're using a keyboard/gamepad, it makes more sense to just use the "standard controller" instead.

    In the BARTOP i have only Joystick , no keyboard , no mouse. 

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