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Sound delay/Save states/Genesis Rendering Fix + Also no longer loads on start, press [Page Up] to choose game and then core to load #15
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…states, compatible with retroarch's actual save files, for cross-loading.
…t order. Updating code, works now with mGBA core, and sound fix seems to work better
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Hey thanks for the PR. It seems like you also included the code from #12 in this but not the RGB8888Job.cs causing a compile error. Instead of including the job I'd prefer if you could exclude it entirely because it's a seperate PR + doesn't entirely work yet. Other than that, I've tested it and seems good to merge. Happy to see save states work :) |
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yeah it started as a pull request for just saves, and I'm not quite experienced with unity pull requests to a second repository, so wasn't sure what would and wouldn't get included, seems even commits afterwords are being included. I did also find a fix for the genesis issue, using code from https://github.com/3DArcade/3DArcade/tree/master/Assets/Libretro/Scripts/Wrapper. Does this sound like a good idea, or would you prefer I try to strip it down to the bare parts that fixed what needed to be done? I've been kindof absorbing a ton of code about this, because I have no idea where anyone is getting how to work with these cores, so I'm implementing everything as properly as I can find in hopes it fixes random problems. |
…s1 gearsystem no longer outright crashes, but still doesn't load or play sound, simply displays 4 pixels. # Conflicts solved: # Assets/Plugins/RetroUnity/Scripts/LibretroWrapper.cs # Assets/Plugins/RetroUnity/Scripts/Utility/RGB8888Job.cs
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New commits fix Genesis rendering problem and improves sound quality for all cores I've tested to work. mGBA is unstable, will sometimes crash and sometimes work with no code changes, don't know why, and PS1 and n64 emulation still doesn't work, though I got gearsystem to not crash by adding the set_subsystem command, it just displays black with a few pixels now. |
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My first pull requests were the same way haha. In the future, what you should do is make a new branch for each seperate PR/feature. Any commits you make on that branch will show up in the PR like what happened here. Try to keep the scope small, one PR per feature. This is because 1. else it becomes a lot to digest and 2. I can't approve one commit but not the other, meaning if one of your changes does not fit then all the others in same PR would be blocked also. Anyway I'm gonna try to sum up your changes and reply to them seperately. tl;dr is at the bottom in case it's too long. Sound fix Saving/loading feature Pressing page-up to load Genesis fix Extra commands and options Regarding using other code bases, that's how this project started as well. Sharing code (with attribution where applicable) is a great and powerful thing. But I don't want RetroUnity to be a copy, so I'd appreciate if you don't commit code from other codebases. I believe in the ideal case there would be seperate libretro Unity/C# implementations existing alongside eachother, with different pros and cons and unique architectures. That's part of the reason why a rework has been on my todo list , but I lost interest and didn't think other people would find this repo. Now that I know some people are interested, I'll probably try to get a major rework going in the next few weeks. Of course if you need these features for your own project, I absolutely recommend you keep using them in your local repo/project. tl;dr: I won't merge the current PR as-is, but if you can seperate your sound fix and saving/loading code, I'd like to merge that as a seperate PR. It might be a pain to seperate them, so if that's too much I'd recommend you keep using your local changes and wait until after the rework. Anyway, I truly appreciate all the help so far. I never expected other people to use this project and it warms my heart that people are even wanting to contribute to it. |
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I must have forgotten to include my changed version of the job file, sorry about that, I'll just re-do this pull request. |
Fixing sound delay, and adding save files using RAM saving as well as save states, compatible with retroarch's actual files, for cross-loading.
RAM saves and states are created in the same directory as the rom file is, for convenience, but they don't have to be, the functions take a full path to create the file, so it can be wherever.