Topic: RetroArch Android releases (v0.9.8.4 - r12)

RetroArch Android (ARMv7 / MIPS / x86)

This is a port of RetroArch to Android.

Cores currently supported:

- PCSX ReARMed (ARM architecture only)
- Genesis Plus GX
- SNES9x Next
- VBA Next
- NEStopia
- FCEUmm
- Mednafen PCE Fast
- Mednafen NGP
- Mednafen VB
- Mednafen Wonderswan
- Prboom
- NX Engine (Cave Story)
- FInal Burn Alpha
- Gambatte

Versions

r12 (Feb 18, 2013)
-----------------------------
* [NEStopia] Famicom Disk System support. For Android users - put disksys.rom
into the same folder as the FDS ROM you're trying to load. For everyone else -
put disksys.rom into your system directory.
  - Y Button will switch sides of a disk.
  - If you get any problems of the sort DISK A / B ERR 07' - pressing Y button again or letting it run its course should do it.
  - NOTE - Famicom Disk System loading is slow, so you might be tempted to fast forward through most of it. However, I'd advise caution when doing so and to savestate regularly in case 'fast forwarding' can negatively affect disk loading.
* [FBA core] Various changes/fixes
- Hook up Eco Fighters controls (Turn 1/Turn 2 bound to L and R buttons)
- Hook up Pnickie controls (Turn 1/Turn 2 bound to L and R buttons - press
one of the buttons to progress beyond start screen)
- Hook up Continental Circus controls - Brake 2/Brake 3 (L1/L2 buttons)
and Accelerate 2/Accelerate 3 (R1/R2 buttons)
- Hook up Gun Smoke controls - Start button (needed to progress beyond
title screen)
- Hook up Mighty Pang controls (P1 Shot1/P1 Shot2/P2 Shot1/P2 Shot2)
- Fixed Varia Metal palette
- Fixed Fairyland Story palette
- Fixed Return of the Invaders palette
- Fixed Act-Fancer palette issue
- Endian fixes in the following games (PS3/360/Wii/Gamecube) -
  - Surprise Attack
  - Rollergames
  - Ultra Man
  - Oh My Gods
  - Moonwalker (Sega System 18 bootleg) [magicseb]
  - Hyper Pac
  - Snow Bros 1
  - Honey Dolls
- Fixes pitch issue in Gals Hustle (will possibly fix more games as well)
* [FBA core] [For Wii/Gamecube/Xbox 1 only] The main FBA version now has CPS1/CPS2/
Neogeo and Mega Drive/PC Engine drivers removed. To play CPS1, use FBA Cores CPS1.
To play CPS2, use FBA Cores CPS2. To play NeoGeo, use FBA Cores Neo.
* [FBA core] Made FBA Cores CPS1 - use this to play CPS1 games (all CPS1 ROMs
fit into memory on Gamecube).
* [Android] Fixed regression where a button bound to AKEYCODE_BACK would 'exit out'
of RetroArch.
* [Android] Fixes Madcatz fighting stick being autodetected properly.
* [Android] Input autodetection expanded -
  - iControlpad
* [Unzipping [All consoles/Android]] Moved from rzlib to miniz/minizip -should increase compatibility
with ZIP archives


r11 (Feb 11, 2013)
-----------------------------
* [FBA core] Various changes/fixes
- Hook up Armed Police Batrider controls
- Afterburner - make fire buttons work
- Hook up Bad Dudes controls
- Hook up Cyberbots controls
- Hook up 1942 controls
- Add missing Chase HQ controls
- Add missing WWF Wrestlefest controls
- EEPROM save should now work (tested with EEPROM-based system such as Capcom CPS2)
- Samples are now looked for - should be in 'samples' subdirectory
- Hiscore files should now be read from/written to.
* [SNES9x Next] Added big speed hack for Star Fox 1 - makes it fast enough for it to run at fullspeed on the Wii.
* [Android] New 'Calibrate Refresh Rate' option - use this to get an accurate estimation of your screen refresh rate. NOTE: Touch the screen at all times during calibration for more accurate measurements. You might have to slightly tweak the value later on for the best results.
* [Android] Added a 'Set OS-reported refresh rate' which should do the same as what 'Sync refreshrate to Screen' previously did. Note 2 users might get better results with this than they will with 'Calibrate refresh rate'.
* [Android] Added a built-in help system that should answer a lot of the frequently asked questions.
* ]Android] Add iCade profiles - two added for now - iPega and Red Samurai
* [Android] Audio resampler now faster
* [Android] Input autodetection expanded -
- PC2JAMMA-USB (needs to be tested)
- Genius MaxFire G-08XU
- Zeemote Steelseries
- Saitek Rumblepad
- Super Smart Joy

r10 (Feb 5, 2013)
---------------------------
* [NXEngine / Cave Story] Fixed bug where moving blocks would not move in Labyrinth levels
* Add new psx and GBA overlays by user boxs.
* Should fix some touchscreen control issues.

r9 (Feb 4, 2013)
-------------------------
* Better multi-touch controls.
* Ability to set opacity of overlays
* Shaders bundled (NOTE: need Tegra 4/Exynos5-class GPU for good results)
* Input autodetection expanded -
  - Xperia Play (now properly tested on an r800i)
- Madcatz PS3 fighting stick
- Moga IME app (previously would work only on rooted devices with gamepad mode)
* Doesn't extract the assets everytime you go to the menu but only when you first
install the new APK - was causing lots of  garbage collector overhead.
* FBA core - fixed a serious bug causing graphic glitches.
* Nestopia core - use mono sound like the real NES.
* Genesis Plus GX - Lunar Eternal Blue (JP) works again.

r8 (Jan 30, 2013) - VERSION 0.9.8.1
-----------------------------------------------------------
* Is now compatible with Android version 2.3 and up.
* Back button issues with certain gamepads should now be fixed.
* Wonderswan core was broken (Mednafen Wonderswan) - is now fixed.
* 'Detect' button for manual input binding for touchless devices.
* Old overlays are back and put into a directory called 'Low-resolution' for devices with slower CPUs -
the higher-resolution ones are somewhat more demanding than the original 256x256 ones.
* Input autodetection expanded -
  - DragonRise USB Gamepad

r7
---
Test that was released on certain forums - never pushed to Play Store.

r6 (Jan 29, 2013)
--------------------------
* PlayStation1 [PCSX ReARMed] core fixes (from notaz)
- Fixes 50Hz PAL games (were running with sound being too fast and other irregularities before)
- Should fix emu crashing on some devices due to memory mapping issues.
* New system-specific overlays added - on new installs only these new ones will be there and the old bad ones will no longer be there. On pre-existing installs - just use the new ones - they should be much better. If you're still unsatisfied, nothing is stopping you from editing these files yourself with a text editor and an image editor - it's really simple to do.
* New 'custom binding' when you turn off 'Configuration Autodetect Enable' - allows you to manually put in button mapping in case we don't support your pad. Note - it's probably more reliable right now to select the 'keycode' from the dropdown list instead of pressing the button on the pad.
- Input autodetection expanded -
  - Trust Raptor
  - Should fix Logitech F710/Elecom/RetroUSB NES/etc

r5 (Jan 28, 2013)
--------------------------
* Input autodetection expanded
   - Archos gamepad
   - Xperia Play
   - Xbox 1 (Titanium X-JoyConverter)
   - Xbox 360 (wired)
   - Red Samurai Bluetooth
   - Another variant of Mayflash Wii Classic
   - RetroUSB SNES RetroPort
   - RetroUSB NES RetroPad
   - Buffalo SNES Pad
   - Logicool F710 (Japanese Logitech F710)
   - Elecom PS1/PS2 to USB

r4 (Jan 27, 2013)
--------------------------
* Input autodetection expanded
   - Nyko Playpad Pro
* Fixed bug where device name would not be onscreen for long enough -
useful for reporting input name

r3 (Jan 26, 2013)
--------------------------
* More user-friendly core selection names
* Input autodetection expanded
- Added Mayflash Super Joy Box 3 Pro
- Added JXD S5110
- Added Logitech Dual Action
- Added Snakebyte idroid

r2
--
* Initial release.

Releases

RetroArch Android 0.9.8.1 release announcement

Download

APK (r12) - https://anonfiles.com/file/1be573626afc … 7fe2869dda

Google Play Store -https://play.google.com/store/apps/deta … .retroarch

Re: RetroArch Android releases (v0.9.8.4 - r12)

WOW WAY TO BE NEARLY A MONTH LATE >:((((((

Seriously though you deserve a big hand for getting this release together.

Re: RetroArch Android releases (v0.9.8.4 - r12)

Good work on it, happily testing it all out now!

Re: RetroArch Android releases (v0.9.8.4 - r12)

Hiyas! and nice release! smile

Will try it out later on my Asus TF300T

Btw, sorry to bother you Square but, could you help me out compile RetroArch for PS3 ?

I have my SDK all set up and it compiles any application already, I been working on some experimental applications for the PS3 for learning.

Today I just got motivated to compile my own build of RetroArch maybe to try and update it to the latest FB Alpha, but I got this error from the compiler:

Utils/NameSpace.ppu.o console/rgl/src/Utils/NameSpace.cpp
In file included from console/rgl/include/RGL/../export/RGL/rgl.h:9,
                 from console/rgl/include/RGL/Types.h:7,
                 from console/rgl/src/Utils/NameSpace.cpp:1:
./Cg/cgGL.h:108:21: error: GL/gl.h: No such file or directory
console/rgl/include/Cg/CgCommon.h: In function 'CGresource rglGetBaseResource(CG
resource)':
console/rgl/include/Cg/CgCommon.h:287: error: 'CG_B' was not declared in this sc
ope
console/rgl/include/Cg/CgCommon.h: In function 'int rglGetProgramProfileIndex(CG
profile)':
console/rgl/include/Cg/CgCommon.h:527: error: 'CG_PROFILE_SCE_FP_TYPEB' was not
declared in this scope
console/rgl/include/Cg/CgCommon.h:527: error: 'CG_PROFILE_SCE_FP_TYPEC' was not
declared in this scope
console/rgl/include/Cg/CgCommon.h:527: error: 'CG_PROFILE_SCE_FP_RSX' was not de
clared in this scope
console/rgl/include/Cg/CgCommon.h:529: error: 'CG_PROFILE_SCE_VP_TYPEB' was not
declared in this scope
console/rgl/include/Cg/CgCommon.h:529: error: 'CG_PROFILE_SCE_VP_TYPEC' was not
declared in this scope
console/rgl/include/Cg/CgCommon.h:529: error: 'CG_PROFILE_SCE_VP_RSX' was not de
clared in this scope
make: *** [objs/console/rgl/src/Utils/NameSpace.ppu.o] Error 1

I tried to find reference to those on SDK 3.40 and SDK 3.60 but is not there (used Visual Studio file search tool).

Maybe I'm missing something?

Oh and I'm following the steps on this page: https://github.com/Themaister/RetroArch

Step 1 finished ok without any issues, I'm currently stuck in step 2

PlayStation3

RetroArch PS3 needs to be compiled in the following order:

1) Compile RetroArch Salamander

make -f Makefile.ps3.salamander

2) Compile the RGL video driver

make -f Makefile.ps3.rgl

3) Compile RetroArch as a library

make -f Makefile.ps3.retroarch

4) Finally, compile RetroArch packed together with the GUI:

make -f Makefile.ps3

Thanks in advance for any help you can provide man! I'll be around ^__^

SeeYa!
big_smile

5 (edited by ryan 2013-01-25 10:52:51)

Re: RetroArch Android releases (v0.9.8.4 - r12)

glad to hear about another release, however i just have a hopefully simple request.

as a porter for the OpenBSD project, it would be very nice to have the distfiles for the previous releases still be around, that way if in the interim the OpenBSD port still refers to a slightly older version, the link won't be broken right away.  Hopefully diskspace isn't too much of an issue here.  The port is still new and not committed yet so I can easily upgrade to the newest version now, but in posting the port to get testing we were immediately shut down when the 0.9.7 src tar was missing.

without causing the project too much duress in terms of storing old releases and 'how old is old enough to keep' perhaps a years worth of releases would be safe? the OpenBSD project itself releases every 6 months so as long as i am doing my duties the port would be able to follow at that schedule.  This could help the other bsds and any linux distros that use distfiles from the main project site.

presently i was only interested in retroarch exclusively for the libretro-bsnes core wink (i actually made the port when it was ssnes and libsnes-bsnes still)

thanks TheMaister for allowing me to get a working bsnes on OpenBSD!

one more quick question about libretro-bsnes:
i see two git repos, one on github (seems old) and one on gitorious (seems new)

the github one specifies c++98 the other doesn't, neither seem to have release tarballs.  the port i made for it tries the github link by requesting the tarball checkout, but it would be cool to have a real version to refer to.  does the gitorious tree still compile nicely like the github one?  are there plans to make an official release of the core?

cheers

Re: RetroArch Android releases (v0.9.8.4 - r12)

Awesome work smile

Re: RetroArch Android releases (v0.9.8.4 - r12)

Great news, def gonna try it on my tablet, thanks a lot!

Re: RetroArch Android releases (v0.9.8.4 - r12)

@Squarepusher
Good shit, man! Congrats on getting it out the door.

@ryan
I don't know that this helps, exactly, but you should be able to get specific revision checkouts from github, so you could point your build system to the revision that coincides with an official release for consistency.

Re: libretro-bsnes, yeah, the one on github is out of date and should be considered deprecated. It was too much of a hassle for Maister to keep the C++98 port going, so he just let it go. I think it stopped being updated around v081 or so (it uses the old *.bin special chip images and predates Cx4 LLE). The gitorious repo is the semi-official bsnes/higan repo and Maister now makes updates to the libretro branch there. It's currently up-to-date with bsnes v092.  I believe you can request individual releases using the buttons in the right-hand margin. I assume there are CLI git commands to do the same but I don't know them offhand.

Re: RetroArch Android releases (v0.9.8.4 - r12)

Congrats and many thanks on this release!

I can't imagine the work that went into the Android version. It delivers on so many levels! I've been enjoying it on an "antiquated" Iconia a500 (Tegra 2, CM10 JellyBean 4.1.2) with a Saturn USB gamepad and the scanlines shader. Very impressive stuff.

Even games like R-Type Delta and Wipeout 3 are smooth (except for a few CD-DA hicups). I'm probably missing out on the NEON stuff though.

I can already see Yinlips/JXD jump on it and make RetroArch their defacto "classic games emulator" in future devices... I read the disclaimer about commercial derivatives but what's your take on that?

Re: RetroArch Android releases (v0.9.8.4 - r12)

Tanuki wrote:

Congrats and many thanks on this release!

I can't imagine the work that went into the Android version. It delivers on so many levels! I've been enjoying it on an "antiquated" Iconia a500 (Tegra 2, CM10 JellyBean 4.1.2) with a Saturn USB gamepad and the scanlines shader. Very impressive stuff.

Even games like R-Type Delta and Wipeout 3 are smooth (except for a few CD-DA hicups). I'm probably missing out on the NEON stuff though.

I can already see Yinlips/JXD jump on it and make RetroArch their defacto "classic games emulator" in future devices... I read the disclaimer about commercial derivatives but what's your take on that?

Commercial derivatives are bad but nothing we can do about it since it's GPL. Only thing we can hope to do is to deliver enough 'bang for the buck' in the free official version so that people won't foolishly part with their money to people who don't deserve it.

Re: RetroArch Android releases (v0.9.8.4 - r12)

@Squarepusher, many thanks for finally releasing RetroArch for Android!!! I can't believe you guys give all those treasures free for us. God bless you all! 
I currently own one of these Yinlips devices and what I wanted to ask is if Android 2.3 will be supported too (maybe in future releases)?? 'Cause every ICS firmware available for this bastard is sooo buggy and battery draining... Any hope??
Thanks in advance and excuse my English!

Re: RetroArch Android releases (v0.9.8.4 - r12)

bl@ck_m@ge wrote:

@Squarepusher, many thanks for finally releasing RetroArch for Android!!! I can't believe you guys give all those treasures free for us. God bless you all! 
I currently own one of these Yinlips devices and what I wanted to ask is if Android 2.3 will be supported too (maybe in future releases)?? 'Cause every ICS firmware available for this bastard is sooo buggy and battery draining... Any hope??
Thanks in advance and excuse my English!

Only the Java frontend right now is 4.0-specific.

This is a real issue only because Xperia Play is a similarly outdated piece of 'you-know-what' (stuck on Gingerbread forever) - so we really have to try to find a way to support those devices as well.

Re: RetroArch Android releases (v0.9.8.4 - r12)

This might be a stupid question but is there a way to configure a joystick?

I have one of the JXD consoles running ICS so i've got a set of buttons which seem to act as a gamepad. When I run the debug mode on input I get the following keycodes returned

up :    pad 0 19
down:   pad 0 20
left :  pad 0 21
right:  pad 0 22
...
etc

Is it possible to copy these values into the retroarch.cfg?

Re: RetroArch Android releases (v0.9.8.4 - r12)

sbinnsy wrote:

This might be a stupid question but is there a way to configure a joystick?

I have one of the JXD consoles running ICS so i've got a set of buttons which seem to act as a gamepad. When I run the debug mode on input I get the following keycodes returned

up :    pad 0 19
down:   pad 0 20
left :  pad 0 21
right:  pad 0 22
...
etc

Is it possible to copy these values into the retroarch.cfg?

I need to know all the keycodes that the buttons on the pad generates and the 'device name' that gets reported (it should show up in RetroArch when you press the first button on the pad) so that I can include auto-detection support for it.

Re: RetroArch Android releases (v0.9.8.4 - r12)

Great, the device im using is one of these:
http://www.jxd.hk/products.asp?id=611&a … sid=009006

the device name comes up as something quite generic..

HID [matrix_keyboard] unbo - the text goes off the screen at this point..

but after some digging i found the following in /proc/bus/input/devices

I: Bus=0017 Vendor=0001 Product=0001 Version=0001
N: Name="matrix_keyboard"
P: Phys=gpio-matrix-kbd/input0
S: Sysfs=/devices/platform/matrix_key.0/input/input3
U: Uniq=
H: Handlers=kbd mouse0 event3 
B: EV=b
B: KEY=400 db0000 0 0 0 0 0 1680 0 2000000 10000000
B: ABS=2650000 3

Button mapping is as follows:

d-pad

up :   19
down:  20
left : 21
right: 22

square:   100
x:        97
circle:   96
triangle: 99
select:   62
start:    66

left shoulder: 102
right sholder: 103

strange button with 4 squares on: 82
back button will exit the app so can't get a code 

Re: RetroArch Android releases (v0.9.8.4 - r12)

Thanks, that info is exactly what I need. I'll add it.

Re: RetroArch Android releases (v0.9.8.4 - r12)

Here is what i found with testing the PS3's Control Pad, not sure if it will be helpful, but posting anyway smile

PS3 Control Pad Button Mapping:

D Pad
up =  19
down:= 20
left = 21
right = 22

square = 96
x = 99
circle = 100 - Enters directories and selects
triangle = 97
select = Exits Emulator, cant get code
start = 100

L1 = 102
L2 = 104
L3 = 106

R1 = 103
R2 = 105
R3 = 107

PS Home button Exits Emulator.

Re: RetroArch Android releases (v0.9.8.4 - r12)

ryan wrote:

glad to hear about another release, however i just have a hopefully simple request.

as a porter for the OpenBSD project, it would be very nice to have the distfiles for the previous releases still be around, that way if in the interim the OpenBSD port still refers to a slightly older version, the link won't be broken right away.  Hopefully diskspace isn't too much of an issue here.  The port is still new and not committed yet so I can easily upgrade to the newest version now, but in posting the port to get testing we were immediately shut down when the 0.9.7 src tar was missing.

without causing the project too much duress in terms of storing old releases and 'how old is old enough to keep' perhaps a years worth of releases would be safe? the OpenBSD project itself releases every 6 months so as long as i am doing my duties the port would be able to follow at that schedule.  This could help the other bsds and any linux distros that use distfiles from the main project site.

presently i was only interested in retroarch exclusively for the libretro-bsnes core wink (i actually made the port when it was ssnes and libsnes-bsnes still)

thanks TheMaister for allowing me to get a working bsnes on OpenBSD!

one more quick question about libretro-bsnes:
i see two git repos, one on github (seems old) and one on gitorious (seems new)

the github one specifies c++98 the other doesn't, neither seem to have release tarballs.  the port i made for it tries the github link by requesting the tarball checkout, but it would be cool to have a real version to refer to.  does the gitorious tree still compile nicely like the github one?  are there plans to make an official release of the core?

cheers

I don't bother with keeping old tar-balls around as there is limited space on my host. On PC, version numbers are just arbitrary tags when we feel like "releasing". Version numbers are more relevant for console releases. I tag releases however on Github, so you can download a tar-ball for a given tag quite easily. If you want good ol' tar-balls, I'm afraid that you'll have to provide hosting space and upload them yourself.

Links here seem to be pretty stable at least if "autogenerated" tar-balls are acceptable: https://github.com/Themaister/RetroArch/tags

We never do release tar-balls for cores. They are continuously maintained, and would be arbitrary snapshots. Doable ofc, but a maintenance hazard.

bSNES C++98 was a port I was maintaining up till v85. I am not doing this anymore as it was unsustainable in the long run as bsnes was changing more and more every release (in C++11, so I had to port back 100s of lines every release). The gitorious repo is the semi-official repo for bSNES, and my work now goes into libretro branch. This means it uses C++11. Ideally, it would compile with Clang++ 3.1/3.2, but it currently only compiles on GCC 4.6 and up. Not sure what you mean with "official release".

Happyhats! big_smile

Re: RetroArch Android releases (v0.9.8.4 - r12)

Bravo gents, wore a giant smile all night revisiting classics thanks to your brilliant effort.

Retroarch works nearly flawlessly on a 50 dollar MK808b android stick hooked up to an HDTV.  The only weirdness I encountered was that if a mouse is plugged in, gamepad controls will not work.  Unplugged the mouse, and my DualShock3 works perfectly.  That and  despite my tinkering, I couldn't get the Wonderswan core to work, even with roms that work fine with Wonderdroid?

Thank you all.  Which way do I send a donation? smile

Re: RetroArch Android releases (v0.9.8.4 - r12)

Alright, after toying around a few hours with the Android version, a few things I noticed:

- the core-manual PDF mentions the "system directory" to put the MEGA-CD and PCE-CD BIOSes just like in the PC/console version but I can't seem to find an option in the menu to set this directoy. Can it be created in an Android file explorer or is support just not implemented at the moment? It all works if the files are in the same directory with the ISO though, so no big deal.

- is there a way to call the Quick Menu when overlay controls are disabled and using a pad? If not, maybe an overlay with a single Quick Menu button could do the trick? Having a "three dot context menu" in the Android task bar would be ideal but I can imagine that being a real headache to implement.

- is there a criteria for what USB controllers you want to add support for? I'll gladly provide device IDs and mappings for quite a few USB adapters and USB gamepads but don't want it to be too much work for you guys. In any case, maybe a thread could be dedicated to posting configurations requests?

- it seems the Saturn USB pad has no binding for "RetroPad Select". This means no coins can be inserted in FBA games. Or that the original Zelda can't be paused for example. Maybe consider Z or C?

- speaking of auto-detection, any plan to port this feature over to the PC version? One of Mupen64Plus SDL Input plugin does it through a very easily editable ini file. (http://code.google.com/p/mupen64plus/wi … ollerSetup).

- just installed RetroArch on a friend's TF700 who's not particularly emulation savvy and TheMaister's definitely onto something with this issue https://github.com/Themaister/RetroArch/issues/127

Finally, we have forums to report console bugs (GBATemp etc...), PC bugs (this very board)... Anywhere to report Android bugs and comments in particular? Maybe it's time for new categories/subforums?

Sorry for the length and as the.tall.man says:  any way to send donations/gifts of appreciation?

Re: RetroArch Android releases (v0.9.8.4 - r12)

- the core-manual PDF mentions the "system directory" to put the MEGA-CD and PCE-CD BIOSes just like in the PC/console version but I can't seem to find an option in the menu to set this directoy. Can it be created in an Android file explorer or is support just not implemented at the moment? It all works if the files are in the same directory with the ISO though, so no big deal.

The core manual PDF is made to be generic and to apply to all ports - unfortunately in this case, it's a bit TOO GENERIC.

On Android we decided not to bother with a system directory because we can't exactly 'assume' a default directory or make it easy for users to drag the files to it - instead, the required BIOS file(s) should be in the same directory as the game you're trying to load.

- is there a way to call the Quick Menu when overlay controls are disabled and using a pad? If not, maybe an overlay with a single Quick Menu button could do the trick? Having a "three dot context menu" in the Android task bar would be ideal but I can imagine that being a real headache to implement.

Can't be done right now, but it's definitely something I want to add - I am thinking of 'binding' this to the 'Menu' button of a gamepad - ie. the DualShock3's 'PS button' or the 360 pad's '360' button.

- is there a criteria for what USB controllers you want to add support for? I'll gladly provide device IDs and mappings for quite a few USB adapters and USB gamepads but don't want it to be too much work for you guys. In any case, maybe a thread could be dedicated to posting configurations requests?

Anything will go. I want as many devices reported to me as possible so we'll throw in autodetection support for all of them. I want this to be as close to a 'console port' as possible in terms of 'plug and play' factor.

- it seems the Saturn USB pad has no binding for "RetroPad Select". This means no coins can be inserted in FBA games. Or that the original Zelda can't be paused for example. Maybe consider Z or C?

This is definitely a glaring omission I made - part of it is that the Saturn lacks a 'Select button' so I wasn't sure what to map it to. Z or C is fine according to you?

- speaking of auto-detection, any plan to port this feature over to the PC version? One of Mupen64Plus SDL Input plugin does it through a very easily editable ini file. (http://code.google.com/p/mupen64plus/wi … ollerSetup).

Would have to look if it suits our purposes.

- just installed RetroArch on a friend's TF700 who's not particularly emulation savvy and TheMaister's definitely onto something with this issue https://github.com/Themaister/RetroArch/issues/127

Yeah we know. We also knew beforehand that we would get bitching about touchscreen overlays even though the big 'plus point' here is that it's all user-customizable (might need a user-friendly WYSIWYG editor though before they'll jump on it).

Finally, we have forums to report console bugs (GBATemp etc...), PC bugs (this very board)... Anywhere to report Android bugs and comments in particular? Maybe it's time for new categories/subforums?

Unsure about this - I guess for now we'll make a separate stickied thread for reporting new input keycodes.

Sorry for the length and as the.tall.man says:  any way to send donations/gifts of appreciation?

I want to make RetroArch stretch across every architecture and every platform pretty much. However, up until now I've been taking money out of my own pocket to make this a reality, and now that you people can see that I delivered good on my promises, I would hope you guys could 'support' me getting RetroArch ported to as many new platforms as possible for free. You can help me in this by gifting me the hardware that is necessary to do this - for instance, I'm still on the lookout for an iPad 2 so that I can port RetroArch to that and put it up on Cydia for free.

Monetary donations I will never accept - and I hope the same applies for the other teammembers because as soon as money enters into the equation, it rapidly degenerates into sour grapes and envy and then the project falls apart. In a way, these 'gifts' could invite  a whole lot of envy and greed as well - so I'm even unsure about that aspect -but one thing is for sure - it sure as hell beats going the cynical route of 'Kickstarter projects' - and there's no way I'll be able to get an Ouya or insert whatever 'open device' that is free that will get released down the line - something suitable for RetroArch.

So if the interest is there, we'll be on other platforms from this point on as well that people would like to see.

Re: RetroArch Android releases (v0.9.8.4 - r12)

I have a ZTE Blade gen2 with Froyo and the play store says my device is not compatible.

If I change my ROM to a newest, the app should work or the problem is not that?

Thanks for all the help.

Re: RetroArch Android releases (v0.9.8.4 - r12)

dobisan wrote:

I have a ZTE Blade gen2 with Froyo and the play store says my device is not compatible.

If I change my ROM to a newest, the app should work or the problem is not that?

Thanks for all the help.

Froyo is so old it can't ever be supported because that was before native activity support was even introduced.

And yes, upgrading your ROM to a much more recent version (ICS/Honeycomb) would do the trick - but I'm not sure if the specs of your phone would be up to snuff for those newer OS versions.

EDIT:

http://forum.xda-developers.com/wiki/ZT … ifications

Looks like an ARMv6 CPU. That's way too old for the RetroArch APK on the Play Store right now. Only way for it to work (that is - IF you upgrade the OS) is if somebody would compile it from source, leave the ARMv5-compatible binaries in and then distribute the APK.

I dunno - perhaps we could provide a separate APK - ARMv5 compatible - but it would turn into a big mess to maintain. Not sure if that's worth pursuing since these phones are on their way out anyway.

Re: RetroArch Android releases (v0.9.8.4 - r12)

Thanks for this great release!
Maybe I'm not taking the right approach here, but I'm trying to set the aspect ratio to the same one as the original system, and can't figure out how to do it... (kind of a "fit to screen while keeping the original aspect ratio" approach)
As an alternative, I set the screen to 4:3 to play some SFIII3rdStrike (or should it be 5:4?) but it stays 4:3 instead of going 3:4 when I want to play a Tate/vertical shmup.

Also, is there a simple way to switch keys? I'd like to set HP and HK like they are in SFIV. (HP>R1, HK>R2)

Android version on a Samsung Galaxy note2.
Thanks in advance for the help smile

Re: RetroArch Android releases (v0.9.8.4 - r12)

Pushed a new version - check the OP - it has a new APK as well - Google as usual takes a long time for it to update your page.

I want to know from the guys who reported the gamepad keycodes if those pads now work for them.