Homebrew Official Retroarch WiiU (wip.)

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Also, got it to DSI through PrBoom
eO6Jwf9.jpg


And another from FBA
8PjdZWA.jpg
They look like two seperate errors, I'd file a GitHub issue for each - the first one looks like a RetroArch issue, while the second could be a core issue. Can you make them happen somewhat reliably? We'd need that info for a filed issue, but if you can do that I'd reccomend filing them both.

(That first one is giving me the heebie-jeebies... looks like ControllerPatcher all over again)
 

bixxewoscht

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I tried 1.7.1 stable because I had many bugs before. But when using Overlays and setting the screen size accordingly it still happens that the whole UI dissappears which makes using retroarch with custom overlays a pain.
Is there any fix for this?
 

Osakasan

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I tried 1.7.1 stable because I had many bugs before. But when using Overlays and setting the screen size accordingly it still happens that the whole UI dissappears which makes using retroarch with custom overlays a pain.
Is there any fix for this?

Are you sure you didn't go over 1080p while setting the screen size? That's what usually makes the UI disappear
 

Rockhoundhigh

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Since this question has been brushed aside before I guess I'll throw my hat into the ring. Has anyone besides I'm assuming aliaspider managed to successfully compile shaders into the format necessary to get them running on Wii U? As I understand it, it involves proprietary software so I understand why precompiled packs can't be distributed but would anyone be willing to write a tutorial for those of us who are less technologically inclined so it can be added to the first post.

I can't find any documentation anywhere besides the raw conversion scripts and those don't mean anything if I don't have the first clue what to do with them. The robust shader support is one of RetroArch's best features but its accessibility is severely limited on this platform. Sorry for the wall of text but if anyone could help out with this issue it would be much appreciated.
 

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