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I have a fully working build for Commodore Amiga now on my NVIDEA Shield (2017 model). It took me a good while to get it up and running.
I thought it might be useful to post an 'all in one place' tutorial. Thanks go to Honosuseri over in this post for convincing me it was possible.
Commodore Amiga is infamously painful to configure on any and all emulation setups. Retroarch takes the pain out of some of this, since we don't need individual .uae files for every single game now. But there are still some hoops to jump through.
Onto the tutorial
1. Find/setup your own Hyperspin
Hyperspin is free and available on this very website. Install the app on your NVIDEA Shield, and compile your roms and Hyperspin setup on an appropriately sized external harddrive/USB.
As for the ROMs, videos, wheel images and all the aesthetic stuff you need to get your setup running, you will have to source that yourselves. The Hyperspin website is good for some material, emumovies for videos, and Google and Archive dot org for everything in between.
For this setup I used a properly named romset for Commodore Amiga in .zip format, but you can also use .lha or .hdf format. .lha is smaller in size, but all of these run pretty much the same on Retroarch now.
There is no need for those pesky .uae files anymore!!!!!!!!!!
Once you have all your roms, you will need to allocate them to the right videos and images and build your .xml database. The info for how to do this is available elsewhere on this very website. I used HyperspinChecker to do this.
Now, onto the part where we make Hyperspin and Retroarch play nicely so you can finally play your Commodore Amiga games
2. WHDLoad and kickrom setup (bios file preparation)
I obviously can't link to kickroms or WHDload.hdf and some other stuff, but Google is your friend.
You can get kickroms legally as part of the Amiga Forever app on Google Play Store for only £1.79.
You ABSOLUTELY NEED to get hold of these EXACT kickroms:
kick34005.A500 kick37175.A500 kick40063.A600 kick40068.A1200 Some info on kickrom file names and how to match them up correctly can be found here.
MAKE SURE THE FILENAMES ARE PRECISE! I left one of those As in lowercase and Retroarch didn't like it.
You also need a properly prepared WHDLoad.hdf file: ADD THESE EXACT KICKROMS TO YOUR WHDload.hdf file (guide to do this here using ADF Opus)
Copy all these file to the external drive you are keeping your Hyperspin setup on (I made a 'bios' folder in mine for safe keeping).
3. Retroarch Setup
Install the latest Retroarch on your NVIDEA Shield (probably works on other Android setups too). You can do this through the Google Play store, but as of writing this, version 1.8.9_GIT definitely works.
You will need to make sure you have setup a way to load the Retroarch main menu from within games. Go to 'Settings', 'Input', 'Hotkeys' and set the 'Menu Toggle Gamepad Combo' to something like 'Select + Start'.
Download the latest Commodore - Amiga (P-UAE) core from within Retroarch (use 'Online Updater' menu)
Now 'Load Core' and choose the P-UAE Core. Start the core, then immediately go back to the Retroarch menu (Start + Select). From the 'Quickmenu' select 'Options'. Change the 'Model' here to something with plenty of power like the 'A1200 (2MB + 8MB)'. Scroll down to 'WHDLoad Support' and make sure this says 'HDFs'.
(NOTE: ONLY if that last setting doesn't work, try this: Scroll down to 'Global Boot HD' and 'WHDLoad Support' and make sure both of these are marked as 'Files'.)
One other thing from within Retroarch: having a way to 'Quit' from within games is useful for Hyperspin. So go to 'Settings', 'Hotkeys' choose a button for 'Quit Retroarch' (I use the click of my Left Analogue, but anything will do). You may also need to mess around with button mappings, but most of this should work fine if you have a NVIDEA Shield compatible gamepad. Mouse and keyboard are also, obviously, nice additions for Amiga stuff.
Go back to 'Quick Menu', 'Overrides' and select 'Save Core Overrides' to make sure your Retroarch Amiga setup is saved.
Lastly, and very importantly...
Leave Retroarch. You will need an Android directory viewing program like 'FX File Explorer' for this step. Copy the EXACT kickroms listed above and the WHDload.hdf file you created into the /Retroarch/System/ folder on the INTERNAL drive of the NVIDEA Shield.
4. Commodore Amiga.ini Commands
In your Hyperspin setup you should now have all your roms, videos, images, menu setup, and a Commodore Amiga.xml database file all neat and tidy.
You now need to get Hyperspin to talk to Retroarch properly.
Back on your PC, load your Hyperspin folder and go to the /Settings_Android/ folder.
Create or open the Commodore Amiga.ini in a text editor. Most of the stuff in here will be the same as other systems, but you can find my ini file attached here.
Make sure the top lines in your ini read like this:
[exe info] path=H:\hyperspin\emulators\Commodore Amiga\ rompath=Roms/Commodore Amiga/roms userompath=true exe=com.retroarch/com.retroarch.browser.retroactivity.RetroActivityFuture romextension=zip,hdf,lha,HDF,ZIP,LHA parameters=cores/puae_libretro_android.so searchsubfolders=false pcgame=false winstate=HIDDEN hyperlaunch=true Each of these lines corresponds to your setup. So if you have your roms folder somewhere else, you need to tell the file. If you are ONLY using .zip versions of your roms, then you don't need the entire 'romextension=zip,hdf,lha,HDF,ZIP,LHA' line - you can change this to just 'romextension=zip' and it will work fine. (But my line here covers all the possible rom extensions, so you can leave it). The 'exe' and 'parameters' entries are really important, as this tells Hyperspin to load Retroarch, and then Retroarch which core to load for Commodore Amiga.
Save your file, and hook your Hyperspin external drive back to your NVIDEA Shield.
5. Play some games
Everything *should* be working now. If you are having problems with videos and roms matching up, or entries showing in the Amiga menu on your Hyperspin, then that is an issue with your original setup. There are many tutorials out there.
I can vouch that THIS EXACT setup works great, and loads and plays most Amiga games I have thrown at it without too many glitches.
6. Now, please answer me a Q
When using an external mouse in Retroarch and playing a game like Lemmings, I get TWO cursors - the in game Lemmings cursor, and the NVIDEA Shield arrow.
Does anyone know how to get rid of this for good? Thanks
Please note my knowledge of this system does not run deep but everything here works and plays fine.
What is it?
Capcom Play System III or CPS-3 is an arcade system board that was first used by Capcom in 1996 with the arcade game Red Earth. It was the second successor to the CP System arcade hardware, following the CP System II. It would be the last proprietary system board Capcom would produce before moving on to the Dreamcast-based Naomi platform.
How to emulate in Android (Shield TV)
Quick and simple way is with the FBA core of RetroArch and matching FBA romset.
At time of writing current versions are:-
Core:- FB Alpha v0.2.97.42 (commit 6b7a701)
FBA:- 0.2.97.42 (9 July 2017)
Other options are MAME core in RetroArch or MAME4Droid reloaded (0.139mame romset). I believe the CHD files are needed for some games and with MAME4Droid, at least, I had to "install" the game when it 1st launched in the emulator. That process took about 20-30mins and not all worked. Redearth was one I tested and "installed".
JoJo no Kimyouna Bouken: Miraie no Isan (Japan 990913) = (jojoba.zip)
JoJo's Venture (USA 990108) = (jojo.zip)
Red Earth (Euro 961121) = (redearth.zip)
Street Fighter III 2nd Impact: Giant Attack (USA 970930) = (sfiii2.zip)
Street Fighter III 3rd Strike: Fight for the Future (EUR 990608) = (sfiii3.zip)
Street Fighter III: New Generation (USA 970204) = (sfiii.zip)
I replaced this entry in the official database with the european version as I could not get it to launch in FBA.
Street Fighter III 3rd Strike: Fight for the Future (USA 990608) = (sfiii3u.zip)
EDIT:- USA version is working with RetroArch core version 0.2.97.44. Make sure you have the correct RomSet version
1. Open RetroArch and download the Arcade (FA Alpha) core.
Main Menu -> Online Updater -> Core Updater
1a. Transfer your games to your prefered location (You only need the six zip files listed in the database and above)
2. Add the "Capcom Play System III" system to your Hyperspin setup with HyperHQ on a PC and transfer the files/folder to your device or by manually creating all the relevent folders to your device. (Download at bottom of guide)
3. Add Capcom Play SYstem III to your Main Menu.xml or Main Menu_Android.xml
4. Add these lines to your Capcom Play System III.ini file found in Hyperspin/Settings/ or Hyperspin/Settings_Android/
PLAY SOME STREET FIGHTER .......................
Under the FB Alpha "Quick Menu -> Options" you can select between different regions. Choosing a different region will give you the different loading screens along with other things I'm not sure about.
Street Fighter III 3rd Strike (Default)Euro
Street Fighter III 3rd Strike (USA)
ANDROID MEDIA PACK AND DATABASE (Get your videos from emumovies.com)
(FYI having trouble with upping some screenshots and the new formatting so please excuse the wierd format)
Converting 16x9 Themes for Hyperspin Android
List of theme animation compatibility
(I am in NO way competent with artwork resolutions but my method works and looks good to me)
Because sometimes that theme you really liked just doesn’t display correctly
The main reason for theme problems is the use of animation and scripting of the .swf assets in the “theme”.zip
(It’s best to replace themes that cause Hyperspin to crash out, but you can try to convert them)
1. Extract PNG assets from swf files
2. Reduce HQ artwork to be compatible with Hyperspin
3. Further reduce artwork width to allow for Hyperspin 4x3 -> 16x9 stretching
4. Recompile your theme
What is Needed:
Update on resizing tool.
Fotosizer is now advised against because of the compression/quality loss it causes.
pPlease use Photoshop or this program recommended by @IceLancer https://sourceforge.net/projects/easyimagesizer/?source=typ_redirect
A A Fotosizer (http://www.fotosizer.com/) batch resize image files
B. Flash Decompiler (https://www.free-dec...flash/download/) extract png’s from swf
C. Time and Themes
I have done a little testing for Main Menu themes. This spreadsheet shows what I have tested and its Android compatibility status. The sheet has download section links for all themes I have tried.
Let’s get to it...
So grab a theme zip you want to play with and Unzip it. Any 16x9 Main Menu, Game or System Default theme will do.
BakerMan provided me a guide to extracting the PNG’s from SWF but it has since been lost.
These are the steps
1. Open JPEXS once downloaded and installed from link above
2. Click on the “Open” tab and browse to the offending .swf file from your unzipped theme
3. Right click on “Images” on the left and click “Export Selection”
(At this step you may find multiple images. If these images are only parts of one image, say the arms and legs of a character, you will have to lose that image completely from the theme or replace it with another one)
4. Click “ok” to PNG file type then choose a location for the exported images (Default is Desktop. Only export one at a time and then move the PNG out of the output folder as it overwrites each one if not)
5. Now browse to that Output location and you will find your PNG’s in an “images” folder.
You are now ready for phase 2 – Resizing the images
Note, fotosizer does cause a reduction in artwork quality. If your sensitive to this you may want to use another method. (If you know of a better program please comment) I only run a 37' screen and don't mind myself.
(Resizing Artwork is covered comprehensively by Avar in his tutorials found HERE)
Open Fotosizer Add the Artwork that was converted to PNG Reduce the images to 68% KEEP MAINTAIN ASPECT RATIO TICKED (this is the best size for the ones I have done)
4. Move the right side settings bar down and select an Output Folder
5 Remove that Artwork from Fotosizer
6. Add the newly resized artwork back into Fotosizer
7. Reduce the Width to 75% (to allow HS to stretch it back when its loaded)
8. UNTICK MAINTAIN ASPECT RATIO
9. Now add this finished art back into the theme folder and zip it up again
10. Name the zip file the same as you have it in the “Main Menu.xml” database
Now when you try this theme out you may find the artwork has slightly changed location. If so adjust the Artwork positions in the theme.xml file within the theme.zip OR load it into Hypertheme and adjust it as required
Hope this helps someone.
HS Android Theme Animations.txt
This is the start of the WIP guide and Amiga Project thread
DONT REPLY TO THIS THREAD
REPLY TO THIS ONE(clicky)
For now this will become a tempory guide to UAE4arm setup with the Ultimate Amiga Raspberry Pi Project a helpful source of information in google
Step 1 - Install Uae4arm (beta)
You need to follow this link to sign up to be a beta tester to gain access to the apk that can launch games directly from Hyperspin.
Link above taken from the English Amiga Board and the post below
Step 2 - Install Kickstarts
Database taken from this thread post
More to follow
Amiberry Android progress threads
Hi Forum Members,
I purchased a 32in upright 4 player cabinet from recroom masters and I love it. Its finally all setup and I ordered side art from them too. The only thing it is missing is some sort of guide or cheat sheet that gives a quick rundown of what original console buttons each of the control panel buttons are mapped to.
For example, I would like to add a vinyl sheet (sticker, decal, etc) to the cabinet and attach it to the roughly 3 inch tall horizontal wood board that runs the width of the cabinet right underneath the monitor. This sheet would show all the emulators I have installed on hyperspin (mame, NES, SNES, etc) horizontally, with next to each system showing the control board button layout and the corresponding mapped letters from the original system. So for NES, it would show my 6 button arcade controller layout with the NES B and A represented on the applicable buttons and the rest of the buttons blank. For SNES it would show all 4 original SNES buttons and 2 trigger buttons on their corresponding mapped arcade controller buttons.
Im looking for an example, or maybe a file that someone has created that I can use. Also any recommendations for a graphic printer that would handle something like that. Google wasn't much help, but maybe I just haven't figured out the right keyword to search for yet.