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FloobMember
I’m assuming you are scraping with
“scraper -thumb_only” ?FloobMemberThe functions look like they are defined at the end of this file
/home/pi/RetroPie-Setup/scriptmodules/supplementary/retropiemenu.shi.e.
showip.rp) ip addr show sleep 5 ;;
FloobMemberEdit your /boot/config.txt to specify your CRT.
http://elinux.org/RPiconfig#VideoFloobMemberPress F8 to take a screenshot (or hold your hotkey enable button and press F8).
Edit your gamelist.xml to use that image, or just replace the existing screenshot image with it.
FloobMemberCould you let me know if this makes your settings as you would expect?
https://mega.co.nz/#!mQAxBTZa!VRvzQZdQrmZ7suBBiBqh2Wy2L2PU0v82dwLKMXB2O5ERemember – either backup your settings or use a new sd card, as this will overwrite some files.
It has a backup option in the tool, but best to do your own as well.When you have copied the zip file to your home directory (/home/pi), do the following
unzip rp-video-manager.zip rm rp-video-manager.zip cd /home/pi/rp-video-manager chmod 755 videomode.sh ./videomode.sh
Currently I’ve just set the 5x option in the tool, and just for snes, megadrive, nes and psx.
Could you also post your
/opt/retropie/configs/all/videomodes.cfg ?FloobMemberFloobMemberDo you have a spare SD card to try a clean RetroPie 3 beta 2 image?
Then you could make sure it is wholly standard and it’ll be easier to debug one step at a time?
i.e. first step is to literally change
input_enable_hotkey =
to be a key your ipac sends (As well as add in your main ipac settings to the keyboard sectionthen we can see exactly whats going on.
Or just try remapping your ipac to not use any of
Ctrl
Alt
Shiftkeys, as I’ve seen this could cause some issues before.
FloobMemberIs this happening even if you just put, say SNES roms, in place, and dont copy other systems roms yet.
Just wondering if it locks up with one system?05/31/2015 at 13:50 in reply to: Emulator specific button remapping is overwritten by all/retroarch.cfg #98797FloobMemberThats not quite right, and as punishment you should watch this:
But in summary, the setup in RetroPie3 is (in terms of retroarch)
– First reads this file
/opt/retropie/configs/{systemname}/retroarch.cfg
– Which pulls in this file at the point of the #include line
/opt/retropie/configs/all/retroarch.cfg
– That file, in turn applies the auto detected controller file from
/opt/retropie/emulators/retroarch/configs/{yourcontoller}.cfgSo in terms of controller settings, just edit what you want in the auto controller file. Then put your overrides as you have done in the system specific location.
A good rule of thumb, is to never alter the /all/retroarch.cfg unless you know you always want the rules in there to always apply, regardless of system or controller used. To be honest I hardly edit that file at all.
FloobMemberOk, I could write profiles for 4x and 5x. Lets sort out the 5x settings first when you can check them and I’ll put that together.
Do you mean this should also be added in your settings?
# video_crop_overscan = trueFloobMemberThe global retroarch.cfg is at:
/opt/retropie/configs/all/retroarch.cfgCheck this section
# Audio volume. Volume is expressed in dB. # 0 dB is normal volume. No gain will be applied. # Gain can be controlled in runtime with input_volume_up/input_volume_down. # audio_volume = 0.0
FloobMemberI’m trying to boil down the differences between the two approaches from a retroarch config angle (as opposed to personal opinions).
One element seems to be:
video_scale_integer = “true” / “false”
video_smooth = “false” / “true”and separately the pixels specified in:
custom_viewport_width =
custom_viewport_height =What else am I missing?
FloobMemberThey are listed here (source db), so I guess it should be possible:
http://thegamesdb.net/platforms/FloobMemberJust looking into integer scaling. Would you agree with this?
http://emulation-general.wikia.com/wiki/ScalingInteger scaling is scaling by a factor of a whole number, so 2x, 3x, 4x, etc. In RetroArch, the option scales the image up to the greatest integer scale below the set resolution. So for instance, if you set your fullscreen resolution to 1920×1080 and enable integer scaling, it will only scale a 320×240 image up to 1280×960, and leave black borders all around.
Just read the monster thread you started here:
http://nintendoage.com/forum/messageview.cfm?catid=31&threadid=135619To be honest, my conclusion at the moment is that you cant get exactly what a CRT would do, because 1) Many CRTs are different from eachother, and 2) Emulation is a compromise. Therefore whichever solution someone uses, will always be lacking a certain element of the original setup.
Given that scanlines on overlays are a vast improvement over the default output, and I really cant tell much difference, I’m probably going to stick with what I have at the moment.
FloobMemberOk, so I’m no expert on the video output, but I’ve been trying the overscan view on the 240p test suite:
http://junkerhq.net/xrgb/index.php/240p_test_suite#GridSticking with SNES as the example, you can get it here:
http://sourceforge.net/projects/testsuite240p/files/SNES_SFC/?Here is a screenshot of the settings from you both, both of which seem to show pixels in the overscan area – personally I like that, as there is valid imagery there, it certainly doesnt bother me. But thats a personal thing.
Again, I’m not sure about the validity of the test (Plus my TV has a slightly odd setup due to the 768 pixels and Elgato setup), but its an interesting one to run through.
EDIT: hmm, not convinced about the way my TV scales this, be good to see someone elses opinion
patl settings
http://s3.postimg.org/c6asrung3/patl.png
patrickm settings (based on overlay-thread
http://s8.postimg.org/ak933e1k5/patrickm.png
The overscan test in that tool is good as well:
http://junkerhq.net/xrgb/index.php/240p_test_suite#OverscanPatrickm settings:
Top: 11 pixels cut
Bottom: 11 pixels cut
Left: 0 pixels cut
Right: 0 pixels cutpatl settings:
Top: 9 pixels cut
Bottom: 10 pixels cut
Left: 0 pixels cut
Right: 0 pixels cuthmmm – thats on my TV anyway
FloobMember[quote=98733]patl, could you please tell me how the config should look and which overlay to use for PC Engine, lr-mednafen-pce? I tried the NES setup but something seem to differ look odd.
[/quote]
Most seem to use 256×239, so a multiple of that would be needed.
I think thats the same as the SNESFloobMemberI’ve rolled patl config settings into my auto video tool (as well as your shader tip for 720p), if we could get yours (preferred retroarch settings – see your main thread) as well I could do a side-by-side video comparison, then RetroPie users could pick and choose between which they prefer.
After all, at the end of the day it a user preference based on a combination of what they remember and what they prefer now.
Whatever gets closest to a 1990 Sony RGB CRT is probably best for me :)FloobMemberIf you had 22 emulators with 1 rom in each, does it crash?
If so, I guess the focus should be on the images its processing in the theme.I cant say I’ve had mine up and running with that many emulators yet.
FloobMemberMaybe its the way ES processes the gamelist.xml?
May be worth asking in the ES forums as well.FloobMemberCould it be related to this?
05/30/2015 at 18:04 in reply to: How to get scanlines and vastly improve picture quality: the best method #98715FloobMemberIf I can confirm your settings, I could add it as an option in my new tool here:
https://github.com/biscuits99/rp-video-managerIf we just focus on SNES for the moment, then I can apply it to others by largely just updating the resolution settings.
Can you see if this content in your /opt/retropie/configs/snes/retroarch.cfg achieves what you expect?
video_shader = /opt/retropie/emulators/retroarch/shader/crt/dotmask.glsl video_shader_enable = true video_smooth = false video_scale_integer = "true" aspect_ratio_index = "22" input_overlay = /opt/retropie/emulators/retroarch/overlays/effects/scanlines/scanlines1920x1080-5x.cfg input_overlay_opacity = "1.000000" custom_viewport_width = "1536" custom_viewport_height = "1120" custom_viewport_x = "0" custom_viewport_y = "0" #include "/opt/retropie/configs/all/retroarch.cfg"
It would also help if you posted your videomode file:
/opt/retropie/configs/all/videomodes.cfgFloobMemberIt sounds like your keys are just acting with the hotkeys, so you need to make sure a line like this is in your /opt/retropie/configs/all/retroarch.cfg
input_enable_hotkey = alt
FloobMemberI’m presuming you scrape when emulation station isnt running to ensure there wont be any corrupt gamelist files?
FloobMemberHave you double checked your ipac has the latest firmware – that has caused issues before.
If you unmap a save game button totally and only have it for the purpose of saving (to test) does it work?
FloobMemberI’m also assuming your SNES specific retroarch.cfg is untouched.
FloobMemberLets come back to the restoration of save states when starting (its to do with the difference between srm and .state file usually – check out my 2 videos on youtube about saving games)
Going back to your save games hotkeys:
Are you saying when you have this (dont add extra lines, just use these)
# Saves state.
input_save_state = 5
# Loads state.
input_load_state = 6AND you hold your hotkey enbale key (so hold Start and press whatever 5 is, it doesnt work? Yellow text should appear at the bottom of the screen if it does work.
If it doesnt, try putting the 5 in quotes “5”FloobMemberOk, so based on your 08:52 post.
(I’m presuming there is no joypad plugged in, and just the iPac)Are you able to verify the button you press for Num1 is definitely sending that signal and not Num2?
What happens if you remove this line:
input_exit_emulator_btn = num2For saves, you are on the right lines.
Dont use the _btn variants. And hold your hotkey as you press the save function.FloobMemberNew Version out. v0.2
From your home directory (/home/pi)
wget https://github.com/biscuits99/rp-video-manager/releases/download/v0.2/rp-video-manager.zip unzip rp-video-manager.zip rm rp-video-manager.zip cd /home/pi/rp-video-manager chmod 755 videomode.sh ./videomode.sh
FloobMemberIf you use the stock /all/retroarch.cfg and instead edit the system specific one, do you still get an issue?
05/29/2015 at 21:22 in reply to: How can I use core-specific button remapping for Retroarch emulators? 3.0 beta 2 #98650FloobMemberIt looks like this may be slightly bugged in the existing retroarch version in RetroPie:
https://github.com/libretro/RetroArch/issues/1593
http://blog.andressm.org/new-retroarch-features-2/You could do this with manual configs by the look of it (in first link above), but I’d be tempted to wait for an updated version.
In the short term you could remap per system as opposed to per core?
FloobMemberHi ragnaer. To be honest given the amount of changes in your system I’d be tempted to set your retroarch.cfg back to the default and start from there.
This one should be clean – or rewrite the image if thats feasible:
http://pastebin.com/raw.php?i=5YN8wfE7Then edit the keyboard section to get your ipac working then we can get hotkeys working one step at a time.
Which should largely be setting this value to be a keyboard key that is sent from the ipac:
input_enable_hotkey = altFloobMemberYes the _btn refers to mapping a button on the joypad – without the btn its the keyboard equivalent.
Maybe you could try a clean retroarch.cfg file and specify a hotkey for the keyboard then, pretty much as patl has mentioned above.
FloobMemberYes, press “x” as the game starts to set the resolution of the game/emulator.
05/28/2015 at 11:13 in reply to: How can I use core-specific button remapping for Retroarch emulators? 3.0 beta 2 #98584FloobMemberWhich NES emulator are you using? I’ll take a look later.
FloobMemberWell, the overlays are designed for 1080p – and the shaders for 720p.
But you could always try the overlays on a 720p and see if they look weird? -
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