Homebrew Retroarch Emulation Thread (Nightly Builds Included)

RegularMoron

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I'm going to try with a different bios, and different rom, and then if it is still not working I'll try the 3dsx version.

.../...

Not a bios nor a rom problem.
I'm going to test the 3dsx build.
 
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Sizednochi

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Okay, @aliaspider got back to me on IRC about DSP on the CIA builds. He says the next build will allow for us to extract the needed firmware from a game or app's code.bin, and we just put this code.bin in /3ds on the SD card.

Here's how to get it:
1. Run neobrain's braindump and pick something like Nintendo 3DS Sound. Alternatively, dump a retail game (.CIA or .3DS, it doesn't matter, as long as it's decrypted) and get its exefs.
2. Take the exefs.bin you dumped, and put it on your computer somewhere.
3. Use ctrtool to extract the exefs:
Code:
ctrtool -p -t exefs --exefsdir=exefs --decompresscode exefs.bin

4. After that, grab the code.bin file from the exefs folder, and put it on /3ds on your SD card.
5. Run RetroArch, and it'll auto-extract the firmware.
6. Set the sound driver to DSP and restart RetroArch (not sure if it's necessary, but I did it to be safe).

Afterward, you can remove code.bin from /3ds, but do NOT delete dspfirm.cdc, as that is the DSP firmware Retroarch will use for the CIA builds.
Thanks!! I extracted the code.bin just fine with the included instructions. Are the DSP builds available already?
 

RegularMoron

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yeah... well they're known to have the wrong bios, had the same issue when I started using gpsp on psp years ago^^''

makes sense for. sav.
(for transfer you could still screenshot in RA or take a picture if you use an injected rom and write that horribly long password lol)

pretty sure it's bios related, with cia, the English rom woks fine.

j'testerai la rom fr si tu veux, mais j'pense que ça serai pareil.
(could try the french rom if you want, but will prolly be the same)
Okay. So.

I don't have the problem on the .3dsx build.
So only two solutions remain :

1/ It could be a problem with the gPSP cia build with N3DS 9.0 (tried both 25th october and 27th october)
2/ It could be a problem with my Rxmode version or setup. Do I need to do something special? Have I done something wrong? Is someone here using cia builds on N3DS 9.0-9.2 ?


EDIT

Very curious. GS1 is fine on *.3dsx, but GS2 is slow as hell.
GS2 is full speed on the *.cia, but crashes obviously, as I was saying earlier.
 
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Sizednochi

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Just tried out DSP on Gambatte .cia. Didn't actually fix any of the audio issues, and games are running slower than they should when using it. Mario Tennis drops to 50fps. Reverting to CSND makes everything run as before, fullspeed and all.
 

duwen

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Where did you get your Roms from?
Websites like *CENSORED* and *CENSORED* don't give good roms.
Your roms need to be specifically from the FBA v0.2.97.36 Romset.
Google is your friend.
You shouldn't be mentioning rom sites by name, you'll get a slapped wrist! :rolleyes:

Also, your info's not entirely true - while the FBA 0.2.97.36 romset should work, the build retroarch uses for NeoGeo is 0.2.97.30, and the CPS ones are lower than that (can't remember exactly which right now, but I think they're 0.2.97.28).
 
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Stack3r

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So why does catsfc lag really bad when loading a game sometimes, and then other builds it will be fine? Just curious doesn't really effect gameplay.
 

RegularMoron

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Okay. So.

I don't have the problem on the .3dsx build.
So only two solutions remain :

1/ It could be a problem with the gPSP cia build with N3DS 9.0 (tried both 25th october and 27th october)
2/ It could be a problem with my Rxmode version or setup. Do I need to do something special? Have I done something wrong? Is someone here using cia builds on N3DS 9.0-9.2 ?


EDIT

Very curious. GS1 is fine on *.3dsx, but GS2 is slow as hell.
GS2 is full speed on the *.cia, but crashes obviously, as I was saying earlier.
DUN DUN DUUUUUUUUUUUUUUUUUUUUUUN!!!!

Rolled back to the earliest CIA build available with my time machine: October the 13th, and guess what?
The problem is gone on GS1. It is also gone on GS2, only to be replaced by a random soft reboot of the rom after the title screen (that's another problem: this time the game is stuck in an infinite loop from the game boy bios screen to the post-title intro scene).
So something happened since the 10/13 build, that broke the compatibility with GS1 & 2 on cia builds. Maybe while trying to resolve the soft reboot problem.

Great scott!
 
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Ardend

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Take some more videos of what your seeing and lets see if we can take a look and figure out whats going on, all ive been doing is updating my .3dsx every night, overwriting all of my emulators
Ok here is my original Super Metroid video again, and I think the effect is maybe easier to see here, and a new video I took of Super Mario World. It seems the tearing only affects foreground objects, but not 100% on that. The tearing happens on the left side of the screen on both. Itll look exactly like what screen tearing normally looks like, only vertical. Apologies for the video quality if it isn't good enough, but hopefully they show what I'm talking about. Again, wouldn't be so bad if there wasn't an older build that worked better :)
 
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Xenosaiga

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Okay, @aliaspider got back to me on IRC about DSP on the CIA builds. He says the next build will allow for us to extract the needed firmware from a game or app's code.bin, and we just put this code.bin in /3ds on the SD card.

Here's how to get it:
1. Run neobrain's braindump and pick something like Nintendo 3DS Sound. Alternatively, dump a retail game (.CIA or .3DS, it doesn't matter, as long as it's decrypted) and get its exefs.
2. Take the exefs.bin you dumped, and put it on your computer somewhere.
3. Use ctrtool to extract the exefs:
Code:
ctrtool -p -t exefs --exefsdir=exefs --decompresscode exefs.bin

4. After that, grab the code.bin file from the exefs folder, and put it on /3ds on your SD card.
5. Run RetroArch, and it'll auto-extract the firmware.
6. Set the sound driver to DSP and restart RetroArch (not sure if it's necessary, but I did it to be safe).

Afterward, you can remove code.bin from /3ds, but do NOT delete dspfirm.cdc, as that is the DSP firmware Retroarch will use for the CIA builds.
Um... Not to sound like an idiot but where can I get ahold of ctrtool?
 

SeongGino

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Ok here is my original Super Metroid video again, and I think the effect is maybe easier to see here, and a new video I took of Super Mario World. It seems the tearing only affects foreground objects, but not 100% on that. The tearing happens on the left side of the screen on both. Itll look exactly like what screen tearing normally looks like, only vertical. Apologies for the video quality if it isn't good enough, but hopefully they show what I'm talking about. Again, wouldn't be so bad if there wasn't an older build that worked better :)


I never had these issues, even on the latest 3dsx build (N3DS *hax2.5 10.2). However, I only ever use CatSFC+. Maybe this is a regular variant specific bug...?
 
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Ardend

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I never had these issues, even on the latest 3dsx build (N3DS *hax2.5 10.2). However, I only ever use CatSFC+. Maybe this is a regular variant specific bug...?
Sorry, I should have mentioned that this is using CatSFC+. And again, CatSFC+ on the 10/2 build doesn't do this at all on the same machine. But you did see what I was talking about? Just want to be sure my videos are conveying the problem ok.
 

SeongGino

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Sorry, I should have mentioned that this is using CatSFC+. And again, CatSFC+ on the 10/2 build doesn't do this at all on the same machine. But you did see what I was talking about? Just want to be sure my videos are conveying the problem ok.

No, I saw... and even on the same game, I don't have this issue.
Vsync is off, too.
However, before I dismiss this, does this ONLY happen in THAT specific area you recorded for Super Metroid?
 

RegularMoron

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DUN DUN DUUUUUUUUUUUUUUUUUUUUUUN!!!!

Rolled back to the earliest CIA build available with my time machine: October the 13th, and guess what?
The problem is gone on GS1. It is also gone on GS2, only to be replaced by a random soft reboot of the rom after the title screen (that's another problem: this time the game is stuck in an infinite loop from the game boy bios screen to the post-title intro scene).
So something happened since the 10/13 build, that broke the compatibility with GS1 & 2 on cia builds. Maybe while trying to resolve the soft reboot problem.

Great scott!
All available cia versions tested with GS2 the lost age.

Releases before the 10/17 have the infinite loop on GS2 (otherwise running at 59 FPS)

Releases from the 10/17 to the 10/20 (included) curiously have no infinite loop and no crashing, but run at approximately 27-30 FPS! Also these versions are incredibly talkative on the bottom screen.

Releases after the 10/20 are freezing/crashing on GS2 (and GS1 is now also broken) - both running at 59 FPS before the crash

Tested on gPSP core, cia build, 9.0 N3DS using Rxmode (Rxtools latest Lavanoid nightly)
 
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Stack3r

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Ok here is my original Super Metroid video again, and I think the effect is maybe easier to see here, and a new video I took of Super Mario World. It seems the tearing only affects foreground objects, but not 100% on that. The tearing happens on the left side of the screen on both. Itll look exactly like what screen tearing normally looks like, only vertical. Apologies for the video quality if it isn't good enough, but hopefully they show what I'm talking about. Again, wouldn't be so bad if there wasn't an older build that worked better :)

Yeah you can really tell its on the super Metroid one right at the beginning, that's the issue I was having on catsfc and on fceumm on journey to silius, and on gambette and gpsp but I don't really see it anymore, im almost at that ridley part ill pay attention to that and see if mine does it then.
 

Ardend

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No, I saw... and even on the same game, I don't have this issue.
Vsync is off, too.
However, before I dismiss this, does this ONLY happen in THAT specific area you recorded for Super Metroid?
It happens all over Super Metroid, and I didn't play into SMW any further, but I assume it will happen all over that too. The thing is, and you can see this in the video for Metroid, it doesn't every time I walk back and forth, but it happens a lot. It really feels like screen tearing, but vsync is on, and the interval is set to 1. What does the interval do actually?
 

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