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Author Topic: NULL  (Read 388 times)

'sotu'

  • Guest
NULL
« on: February 20, 2013, 09:48:44 PM »

'
               Wow another great project.  Good job!
               
               

               
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'ressurectionx'

  • Guest
NULL
« Reply #1 on: February 21, 2013, 03:00:57 AM »

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               My ONLY question.....

Does this make Madmab's work easier?

Short of that, I guess my second question would be, would any of the brilliant work that madmab has done over the years or will hopefully do help further the project, even if he doesn't personally take even more time out of his busy family life to make it happen?

Just looking out for old friends.....

I'm hoping this is a "Borg taking the tech/software" situation, and not a "Borg assimilating people" situation.....

Thanks for your time,
~Rx
               
               

               
            '
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'ldotsfan'

  • Guest
NULL
« Reply #2 on: August 24, 2012, 05:50:21 AM »

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               This came from other sites so the credits goes to the RetroArch team. Original news thread: http://forums.xbox-s...howtopic=743813 for both 360 and xbox1.

WHAT IS RETROARCH?
CODE

RetroArch is a modular multi-system emulator system that is designed to be fast, lightweight and portable. It has features few other emulator frontends have, such as real-time rewinding and game-aware shading.



WHAT IS LIBRETRO?

CODE

Libretro is the API that RetroArch uses. It makes it easy to port games and emulators to a single core backend, such as RetroArch.

For the user, this means - more ports to play with, more crossplatform portability, less worrying about developers having to reinvent the wheel writing boilerplate UI/port code - so that they can get busy with writing the emulator/porting the emulator/game.

WHAT'S THE BIG DEAL?

Right now it's unique in that it runs the same emulator cores on multiple systems (such as Xbox 360, PS3, PC, Wii, etc).

For each emulator 'core', RetroArch makes use of a library API that we like to call 'libretro'.

Think of libretro as an interface for emulator and game ports. You can make a libretro port once and expect the same code to run on all the platforms that RetroArch supports. It's designed with simplicity and ease of use in mind so that the porter can worry about the port at hand instead of having to wrestle with an obfuscatory API.

The purpose of libretro is to help ease the work of the emulator/game porter by giving him an API that allows him to target multiple platforms at once without having to redo any code. He doesn't have to worry about writing input/video/audio drivers - all of that is supplied to him by RetroArch. All he has to do is to have the emulator port hook into the libretro API and that's it - we take care of the rest.


XBOX 1 PORT
The Xbox 1 port of RetroArch has the following features:

- Real-time rewinding (though most emus will not likely run fast enough on Xbox 1 to handle this at fullspeed)
- Switching between emulator cores seamlessly, and ability to install new libretro cores

EMULATOR/GAME CORES BUNDLED WITH XBOX 1 PORT

The following emulators/games have been ported to RetroArch and are included in the Xbox 1 release of RetroArch.

For more information about them, see the included 'retroarch-libretro-README.txt' file.

- Final Burn Alpha Cores (CPS1 - CPS2 - NeoGeo) [version 0.2.97.26] (***)
- FCEUmm (Nintendo Entertainment System) [recent SVN version]
- Gambatte (Game Boy | Super Game Boy | Game Boy Color) [version 0.5.0 WIP]
- Genesis Plus GX (Sega SG-1000 | Master System | Game Gear | Genesis/Mega Drive | Sega CD) [version 1.7.0]
- SNES9x Next (Super Nintendo/Super Famicom) (**)
- VBA Next (Game Boy Advance) (*)
- Prboom (for playing Doom 1/Doom 2/Ultimate Doom/Final Doom)
- Mednafen PCE Fast (PC Engine/PC Engine CD/Turbografx 16)
- Mednafen Wonderswan (WonderSwan/WonderSwan Color/WonderSwan Crystal)

All of the emulators listed above are the latest versions currently available. Most of them have been specifically optimized so that they will run better on Xbox 1 (some games would not reach fullspeed without these optimizations).

* VBA Next doesn't run at fullspeed on Wii (VBA Next is a RetroConsole Level 2 emulator port). It will be replaced by a port of gpSP in the near future.
** SuperFX games will not run at fullspeed - a special version of SNES9x will be developed for Retro Console Level 1 systems.
*** The biggest Neo-Geo ROMs that can be loaded are around 23+MB in size, such as Real Bout Fatal Fury 1 and King of Fighters '96.
               
               

               


                     Edited by ldotsfan, 24 August 2012 - 01:53 PM.
                     
                  


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'hcf'

  • Guest
NULL
« Reply #3 on: August 24, 2012, 08:24:59 AM »

'
               Thank you very much to everybody involved in this awesome project!!
               
               

               
            '
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'evilmitaka'

  • Guest
NULL
« Reply #4 on: August 24, 2012, 06:44:03 PM »

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               The speed is great, but need be more friendly, and support Zip files.

GREAT WORK
               
               

               
            '
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'madmab'

  • Guest
NULL
« Reply #5 on: August 24, 2012, 11:43:49 PM »

'
               
QUOTE
------------------------------------------------------------------------------
ZIP SUPPORT
------------------------------------------------------------------------------
FOR EACH CORE (except for Final Burn Alpha)
------------------------------------------------------------------------------

There are three modes -

EXTRACT ZIP TO CURRENT DIR: When you press 'X' on a ZIP file in the File Browser,
its contents will be extracted to the current directory. From there, you can
load the RMO and play.

EXTRACT ZIP TO CURRENT DIR AND LOAD FIRST FILE: When you press 'X' on a ZIP file
in the File Browser, its contents will be extracted to the current directory.
The first ROM that was extracted from the ZIP file that is a ROM will be loaded
automatically.

EXTRACT ZIP TO CACHE DIR: When you press 'X' on a ZIP file in the File Browser,
its contents  will be extracted to the /dev_hdd1/ partition. From there,
you can load the ROM and play.

WARNING: Savestates and SRAM files that have been created by loading ROMs
from the cache dir this way will be removed after RetroArch has been closed.


               
               

               
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'Darknior'

  • Guest
NULL
« Reply #6 on: August 25, 2012, 06:17:19 AM »

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               Thanks a lot for this new excellent project !!!!

               
               

               
            '
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'Clockface'

  • Guest
NULL
« Reply #7 on: August 25, 2012, 08:52:48 AM »

'
               Why does this have to be released when I'm away from home? Anyway, how does the Doom side of things compare to Odamex? Does it have a proper front end, 3D model support, support for different banks of saves when using .wad/mod files, etc? I really want to try this now, but it'll be at least Tuesday before I can get back  grr.gif
               
               

               
            '
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'Dante_Ali'

  • Guest
NULL
« Reply #8 on: August 25, 2012, 08:03:16 PM »

'
               
QUOTE(Clockface @ Aug 25 2012, 05:52 PM) View Post

Why does this have to be released when I'm away from home? Anyway, how does the Doom side of things compare to Odamex? Does it have a proper front end, 3D model support, support for different banks of saves when using .wad/mod files, etc? I really want to try this now, but it'll be at least Tuesday before I can get back  grr.gif


It is pretty much a port of prBoom with MP3 soundtrack support.

There is one unique feature however that no other Doom port has (not on PC, not on consoles) that I think might interest you in spite of the fact it does not have any 3D model support - it is the first Doom port ever (before Doom 3 BFG Edition on PS3/360 are released) where you actually have the option to play Doom at higher than 35fps - for instance, at 60fps.

Yes, I know prBoom has an 'uncapped framerate' option, but when peeking at the code I learned it was a mirage and it's not what it says it is - it simply simulates extra movement as opposed to really 'uncapping' the framerate. My approach is different - instead of syncing against a crappy DOS-era 35Hz timer, I sync against audio - which allows for the variable framerate options. We removed all the timer code in Doom to allow for this to be possible. You'll also notice the 'screen melt' effect is much smoother because it was bound by the same timer.

In Settings - Setup you can set the FPS to either 35, 40, 50 or 60fps. Doom played at 50 or 60fps is really quite a different game to the Doom you're used to on any of the source ports - i love it at least at 50 and thinks it gives the libretro port a good raison d'etre.

Also, the entire WAD is loaded into RAM so there will be no 'cache' loading times that would slow down during mid-gameplay because it's accessing the harddrive. I considered this to be a big turndown when I played a straight port of prboom on PS3 sometime ago.
               
               

               


                     Edited by Dante_Ali, 26 August 2012 - 04:19 AM.
                     
                  


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