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Showing content with the highest reputation since 03/20/2019 in Posts

  1. 3 points
    A few days ago, I decompiled and edited the Hyperspin APK to allow users to use 32-bit and 64-bit installations of Retroarch together. It's been confirmed working by the community and you can find that edited APK here: https://zerojay.com/nextcloud/index.php/s/3QfPqYM4A6ymjr4 It works as you would have originally expected using a 32-bit or 64-bit version of Retroarch to work, so in your Settings_Android system ini file, change the exe to com.retroarch to use the 32-bit version or change it to com.retroarch.aarch64 to use the 64-bit version. 32-bit Retroarch: exe=com.retroarch/com.retroarch.browser.retroactivity.RetroActivityFuture 64-bit Retroarch: exe=com.retroarch.aarch64/com.retroarch.browser.retroactivity.RetroActivityFuture Currently, both 32-bit and 64-bit versions of Retroarch will be called using the 32-bit configuration files, however I will likely be updating the APK to allow you to use the 64-bit configs as well for those who may wish to use different settings for both. When that happens, I'll keep both versions of the APK available so that you can decide what you want to use. So now that the community has solved the Retroarch 32-bit problem, it would be really helpful to compile a list of cores and the version of Retroarch that it works best under. In some cases, certain cores currently only function under one or the other, but not both. In some rare cases, cores stopped working like Daphne, so again, these are things that we would like to call out. (By the way, for anything like Daphne where more recent cores no longer work, I can host them for the community if needed. Just let me know (and I do myself still need to get that working Daphne core myself). I'll update the top post here to reflect the community's findings so that people only need to come to one place to find the info they need. --- Core Information ---- atari800 - non-functional on 32-bit due to Android security changes, use 64-bit Retroarch core. mame - Latest version of MAME core only recently started compiling on 32-bit, not available yet on 64-bit. EDIT: Updated link for latest updated build.
  2. 3 points
    Hi guys, it's been a while. Been pretty busy doing other things and not really touching the Nvidia Shield at all. So I came across this thread again tonight and saw someone had put up a tutorial to make Hyperspin launch using the 64-bit version of Retroarch. Cool stuff. I decided to push it a bit further. I've edited Hyperspin to automatically select between running the 32-bit and 64-bit versions of Retroarch depending on what you have exe set to in your system's Settings_Android file. If exe is set to the 32-bit version (com.retroarch), the 32-bit version will launch. If exe is set to the 64-bit version (com.retroarch.aarch64), the 64-bit version will launch. The only caveat I want to mention is - just like the previous hack here - there is no change to the configfile sent along with the launch intent, so basically you are launching the 64-bit and 32-bit versions of RetroArch with the 32-bit version's configs. If there is any need, I could attempt to hack it to also automatically switch config files so that both will stay separate entirely. Personally, I find both using the same configs more convenient for me but I'll let you guys decide. Here's a hacked and resigned APK for you guys to use: https://zerojay.com/nextcloud/index.php/s/zA3dKDZXLMAzASY Let me know what you think. I'll likely put a small blog post detailing the changes made to my blog (https://zerojay.com) for those interested. Have fun!
  3. 3 points
    I feel the same but with this topic I understand why the devs wont be doing that until its real. To much history now for that.
  4. 2 points
    Oh yeah definitely, I noticed right away when I tried to install the modded apk over my latest version. I actually had to delete the latest version just to install the mod. I figured that's the way things had to be since he chose that version until he replied lol. This is good development right here as far as pushing Android Hyperspin forward a little.
  5. 2 points
    It's great to see another "Amiga Amigo" on the forum enjoying these games! Your theme and media needs some TLC but that will come in time, getting the games working is always the first priority. I'll attach my default.zip file which you can put in your Amiga theme folder, it'll fix your odd looking Amiga banner on the game selection wheel. I busted my leg badly start of January which has slowed me down doing my Amiga project. Whilst laid up I've been playing the games that are missing video snaps, recording gameplay to fill in those blanks. Diskmach has been doing missing wheel art, i'll run these through auto kustom so they'll match the wheel art I already use. I've already played around with this P-UAE core I'll chip in with what I've found... 1) You don't need to run that script. All it does is extract the HDF files, rename their slave files then repack them as HDF again. There's already a HDF romset for Retroarch "archived on the internet" if people search. 2) Strictly speaking you do still need uae files. The core can create a temp. generic one. It's default A600 preset works quite well for most games but some games will want to run as an A1200 (CD32 HDF files for example, as the CD32 was based on the A1200). You can switch between A500, A600, A1200 in the quick menu and reset but really each game should have it's own uae file to state what configuration to use ideally. 3) The WHDLoad.hdf file by Lindqvist needs the kickstarts injected into it with ADF OPUS. He explains how to do this in his tutorial (https://lindqvist.synology.me/wordpress/?page_id=182). I had issues loading games which boiled down to one of the kickstart files I was using. Had to find an alternate one for the A600, odd as the one I was using worked fine in UAE4ARM. The kickstarts and the WHDLoad.hdf live in the designated RetroArch system folder too as you rightly say. 4) You won't get the music (or FMV) for CD32 games. The HDF files don't have the CD audio in them, honestly there's not much point using them over an Amiga AGA version of the game. This is why I use UAE4ARM as it can play the CD32 CD rips, so we do get the FMV and CD audio. 5) I didn't get this working on the 32bit version of RetroArch, only the 64 bit version. I see you supplied a tutorial to modify Hyperspin to use Retroarch64. Would be nice if you provided an apk for others to download who aren't as tech savvy as some of us For me UAE4ARM is still the better emulator to use on Android. I hope Lubomyr can resolve the issues on Android TV devices, so we can use the latest version of the emulator. I think the Amiberry devs got their funding for the software to do the Android port but I imagine it will be quite sometime before we see it released. Unfortunately uae files are NOT universal between emulators. I already have files for UAE4ARM, I have no real enthusiasm to redo them for RetroArch or Amiberry. All the best with your Amiga project Yarrick Default.zip
  6. 1 point
    Use hypermint! Sent from my iPhone using Tapatalk
  7. 1 point
    How to convert my HS favorites.txt to xml? Como converter meu HS favorites.txt to xml? 😥
  8. 1 point
    I would love to. If you have some info you can point me to, it would be appreciated.
  9. 1 point
    Yeah I'm not an Atari fan but I see where you're coming from. The current core for Atari 800 is broken on RA32 but I have a retroarch config file which downloads from an alternate source. The atari 800 core from there works on RA32. Iirc atari 800 core can emulate quite a few Atari systems BUT you have to set it to just one at a time. Frontends can't use it to cover several systems, so having RA32 and RA 64 working could double up the options
  10. 1 point
    I think what I'll do is start a new topic and we can use that topic to discuss what cores/versions of Retroarch to use to get best results for each because I think we'll get more help and participation than having this being buried 3 pages intp another topic. Here we go:
  11. 1 point
    Zerojay thanks bro for editing the apk....I can confirm that everything is working gr8 now and I can use retroarch64 for gamecube and any other core that works better than retroarch32...now it's time to just investigate what cores should be used in 64 and or 32 ...I've heard that ps1 works better with retroarch64 but haven't looked into it yet
  12. 1 point
    none of those files are needed you do need 7z.dll and 7z.exe but those files are found at RocketLauncher\Module Extensions\7z.dll RocketLauncher\Module Extensions\7z.exe and C:\HyperSpin\Modules ---> Hyperlaunch2 modules C:\HyperSpin\Hyperlaunch.exre --->Hyperlaunch2 I'm pretty sure that the HScript.ahk is just an example of a custom script you can run with Hyperspin. its not really doing anything #NoEnv SetWorkingDir %A_ScriptDir% OnExit, ExitSub themeStart(system, game) { ;MsgBox % system . " " . game } return ExitSub: ExitApp
  13. 1 point
    RetroArch 64 has cores that are NOT on the standard RetroArch version we know and love. I think the fuss was really over the Dolphin core to do Gamecube and Wii, although this core is flawed and there are graphical glitches in some games (e.g Starfox). I've yet to find a reason to really use RA64. I don't recommend the PUAE core for Amiga, Dolphin I have more success with the standalone emulator. I'm sure one day we will want to use it but not today
  14. 1 point
  15. 1 point
    Any info on Hyperspin 2.0 progress would be appreciated by all I'm sure.
  16. 1 point
    This revised tutorial should show you how to use Retroarch64 with Hyperspin, sorry I just don't have the programming ability to incorporate a split choice of 32/64! Hyperspin_Retroarch64_fix.docx
  17. 1 point
    FYI we had a maintenance build released in 2018 to fix a windows issue and also add the ability for animated wheel artwork.
  18. 1 point
    Your JUST about keeping the rom talk clean Interesting alternative to uae4arm....I will keep half an eye on this. Since the issues with uae4arm i have found it annoying to use with no sign of it changing. Kinda hoping the Amiberry fund raising turns fruitful but theres not been a sniff of the android port since which is a shame
  19. 1 point
    Been working on a lot of new captures for the nes/famicom to fill missing games, improve quality as well as get frame rates correct. In this batch we have 213 new videos. Big thanks to @Audi85 for the captures he submitted on these. There are still plenty more on the list of redo's and fills so hopefully we will get another update out soon. In the meantime you can grab the new videos in all the normal places and after the preview I will add the details. High Quality Sample Nintendo Entertainment System-USA,World (Video Snaps)(EM 2.3)(No-Intro) Added / Replaced 63 Videos @Audi85, @Circo Nintendo Famicom-Europe (Video Snaps)(EM 2.3)(No-Intro) Replaced 98 Videos @Audi85, @Circo Nintendo Famicom-Japan (Video Snaps)(EM 2.3)(No-Intro) Added / Replaced 20 Videos @Circo Nintendo Famicom-Other (Video Snaps)(EM 2.3)(No-Intro) Replaced 32 Videos @Audi85, @Circo Update your videos today EmuMovies Website (SQ Only) Directly through your front-end or our app using EmuMovies Sync (HQ & SQ) EmuMovies File Server (FTP) (HQ & SQ) View all our updates on the EmuMovies FIles Feed (We only post a handful in the news feed) Follow EmuMovies on Facebook Join EmuMovies on Discord View the full article
  20. 1 point
    HS joystick/pad support is dodgy. It was made to work with joy2key etc where keypresses are bound to controllers, direct pad support that is fairly standard now has these issues. I found using the joystick support in the hyperspin start up script application works best, you can find it in the download section and check out ninja2bceens tutorial for setting it up.
  21. 1 point
    Your zip map has a few errors - corrected in version below... Microsoft MS-DOS.ini
  22. 1 point
    Hi Guys, I just updated to the latest Microsoft MS-DOS sets from eXoDOS. As such, I hacked together a new ZipMapping file for the 3.11 sets as well as an XML. The XML contains all the games, but no data (genre, year etc). Has anyone put together a more complete database, based on this newer set or does anyone have any ideas of how to go about exporting the data from the eXoDOS sets into an XML? I'm contemplating hiring someone on Upwork to see if they can't script together something to accomplish it, but wanted to check in here, first... I've attached my XML and ini file for ZipMapping, for anyone that would like to use them Microsoft MS-DOS.xml Microsoft MS-DOS.ini
  23. 1 point
    I've been gone for a long time. Looks like I need to update HS...
  24. 1 point
    I don't have 0.186 as I've just come from the Arctic where I wasn't unable to update MAME for some years due to the download size But here are examples: <game name="005" index="true" image="0"> <game name="1on1gov" index="true" image="1"> <game name="qberttst" index="true" image="q"> W/e the first game is for each letter, that's the one you index.
  25. 1 point
    I can't see the video at work but I believe one of the ones I have integrates that very thing quite well. I'll post a link in the thread and (unless the file's huge) upload to the download section.
  26. 1 point
    If I remember right having the trackball setup in the Hyperspin controls can cause that. You may need to disable the trackball in HyperHQ. Then again I might be remembering wrong, don't have a trackball myself.
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