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Everything posted by zerojay

  1. I have my own server set up with everything already, it's just a matter of figuring out what it is that Retroarch is looking to read from. And yeah, whatever cores and stuff we want.
  2. Here's the updated 0.1.8 build: https://zerojay.com/nextcloud/index.php/s/3QfPqYM4A6ymjr4 It gives me problems, likely because my configs aren't in the proper places anymore judging from the changelog for 0.1.8, so my controllers aren't recognized as they used to be, for instance. Once I figure this out for myself, I may move on to trying to update the CONFIGFILE part of the launch intent so that 32 and 64 bit will have their own configurations respected. I can say that MAME-2013-plus seems to play Killer Instinct far smoother on 64-bit than 32-bit.
  3. I would love to. If you have some info you can point me to, it would be appreciated.
  4. Hmm, you're right. The version on the store is more up to date than what apkpure gave me. I'll fix this.
  5. 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.
  6. 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:
  7. It was about ten minutes of time, so I'm not worried about it. What I care about mostly is that I have a core that works in one or both. Not too worried about Dolphin core, for instance, more about atari800 not working in 32-bit but working in 64-bit, for instance.
  8. 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!
  9. Thanks for the explanation. If I could get that Daphne test core, I would really appreciate it.
  10. Uh... is there some reason you guys aren't using the Core downloader built into Retroarch? No need to "import" anything, no need to worry about permissions, etc...
  11. Nothing short of writing an Android app is going to work here. A simple app will need to receive an intent from Hyperspin, read the extra intent info and then use that info to send an intent to our emulator of choice with extras needed.
  12. Just got back to this last night. I succeeded in creating a task in Tasker that can launch either 32/64 bit versions of Retroarch with the game and config files needed. 64-bit launches and works properly, unlike the previous attempts where it was clear the config file wasn't being passed. Looking into how I can pass parameters to the task to allow me to create one task that can handle all ROMs for a system... and if that works, maybe all ROMs period. Long-term, I'd like to also add the ability to define a libretro core per game from a text file. We'll see. More updates soon.
  13. There are other ways of skinning this cat. A tasker task that sends out the proper intent when it itself is run as an application through HS. Or writing an app that receives intents and then sends them out depending on what it receives. Basically, we would need to create an app that would be the go between HS and Retroarch or whatever else.
  14. Also, in watching how Arc Browser launches the aarch64 build, it's clear that it is passing to Retroarch the path to the config file to use, however Hyperspin is not, which leads to Retroarch making its own best estimate which is wrong.
  15. Odd discovery slightly related to this. The atari800 core has been known broken for Android for months now, but appears to be working the aarch64 build just fine. Another reason to want to get this all working.
  16. zerojay


  17. Okay, so here's an unfinished version of the database as it stands currently. I haven't had a ton of time to work on it with E3 zooming up so fast so there are still some potential changes and additions but it might be best to get the eyes of the community on it now. So I want to say the following without sounding like I'm trying to attack those who started this. Without your efforts, I wouldn't have bothered to start work on this, so please don't feel slighted by anything I'm about to say. I took the original list created here in the OP and decided to do the following: * Strip out all minor/useless/low effort graphics hacks, most made during the Nesticle era of emulation (Arctic Tennis, Afro Bros, etc...) * Correct as many ROM hack names as possible, using the name on RHDN as my guide. Unfortunately, this means that the list isn't quite as easy to read when you have simply "New Controls" and not "Earthbound New Controls" but going this route means it's far easier to find the hacks this way. Super Mario World Central and Sonic Retro also were used for their respective series if specific hacks didn't exist on RHDN. (Accuracy of the names is very important because without accuracy, some of these hacks are nearly impossible to find. An example: "Leo" was actually Ieo, making it much easier to find.) * Insert the ROM name and console in the manufacturer slot. Mainly using the "rom name to patch against" from RHDN when possible to make it easier for you to find, but also so that the more ambiguous names caused by the above change are a little easier to deal with as well. Also visible in HS. This will be less of a problem with proper wheels made in the same style as OP. * Added a ton of newer hacks, updates to sport game rosters, multiplayer hacks of single player games and more. Almost 600 hacks total. Current version: https://zerojay.com/nextcloud/index.php/s/yOT6XV5qZLksjPe Let me know what you think.
  18. I wouldn't bother, I already have something almost complete already that I'm very close to sharing here. Stripped out all the dupes and worthless graphic hacks and added a ton of stuff including stuff just released. Sent from my SM-G955W using Tapatalk
  19. Glad to see that there was an effort at all to get something like this going however the database is just... in really really poor shape with inconsistencies and dupes all over the place. I might take a whack at cleaning it up and adding some more stuff to it.
  20. Any chance you can upload the videos anywhere else other than Mega? Their bandwidth limitation makes that Videos package impossible to download.
  21. Apologies that I haven't gotten back to you yet. Been doing hardcore hours on my VR game at work so I haven't had the time. Yes, I did get it working. No, I do not actually have the hack nor the module I used back then to do it. I think I might have special cased it in the module if I remember correctly so if the module saw it was trying to launch the hack, it would launch with different parameters to make it work properly. I guess I could give it another shot since I actually have some time off this weekend, but no promises.
  22. I don't think Hyperspin is a copyright of Nintendo.
  23. Uh, yeah... none of that has ever been true. Lol AAE is very prone to crashing, can't handle most resolutions and is based on ancient MAME code. MAME now is better in every way. Sent from my SM-N920W8 using Tapatalk
  24. You really shouldn't be bothering with AAE anymore.
  25. zerojay

    A little help

    Where did you put it? Sent from my SM-N920W8 using Tapatalk
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