skurdt / libretrounityfe Goto Github PK
View Code? Open in Web Editor NEWExample scenes on how to use the SK.Libretro package/library.
License: MIT License
Example scenes on how to use the SK.Libretro package/library.
License: MIT License
Calling retro_run (which only works in the render thread currently) crashes the editor.
Attaching a debugger sometimes avoids the crash but emulator graphics aren't shown either way.
Nestopia core input does not work on Windows platform.
Cool features that could be implemented:
Save state
https://youtu.be/SNQxJhiMah4?t=429
Hello, your work is fantastic! on the other hand I try to find a way to avoid that the game freezes during 2 second at the time of the activation of the machine. I think it may be due to the loading of the core DLL. Do you have a little idea to counter this problem? maybe MULTITHREADING? COROUTINE?
Graphics are f-up.
Implement missing libretro method that give support for mupen64, paralle64 cores.
A good and functional c# wrapper: https://gitlab.com/aftnet/LibRetriX/-/commit/665458527d4941b93cd4068c4734c2e26c00177a
work great with pc, but can it support for mobile platform?
Most likely due to libco, like everything else.
so I try to get things to work but won't save for config
back to default config
any idea what causes it?
I use mame core
error in version 2023 unity, webgl implementation for direct use on the web like https://github.com/EmulatorJS/EmulatorJS
An exception is thrown when trying to convert the pointer to a retro_core_option_definition struct.
It would be a much better (and also working...) idea to check the existing file's date, convert the local format to the one they use for the bot and then do the compare.
Hi. I have experience in modding Libretro Cores and can compile them for Windows, Linux, and Android.
I am wanting to talk to you about modding OpenGL cores to just pass the texture without whatever is stopping them from working.
Can you explain the differences between the cores that work and which don't?
I'm sure I can edit and recompile compatible cores by making the OpenGL ones instead work like the functional ones.
I have over the passed 3 weeks modified the VBA-M core to natively run at times higher resolutions.
I multiplied the VRAM and render output, so each tile becomes 16x16, 32x32, 64x64... etc, and it works.
The issue is I would like to get the core running in unity so people can edit the tiles "in-game".
It doesnt currently work in LibretroUnityFE.
I already wrote a tile editor and the core loads and perfectly replaces the tiles with the higher res graphics, but in my Unity Tile Editor its hard to find the tile you want to edit and if I can make it so you edit the screen while you play, the same Tile files will work on all platforms in RetroArch. The core works perfect in RetroArch but it needs a good Tile Editor to improve the resolution by hand. I know there are filters like xBR etc but this is actual smaller pixels whereas filters smooth corners but don't make lines thinner. It's already working and done. Can we get the VBAM core working in LibretroUnityFE together?
I will be eagerly awaiting your response,
Vecx core loads and is playable but the screen is blurry
Necessary for n64 but will also fix default mame2003_plus's core setting that is set to analog. And obviously fix other cores as well.
This needs a WIKI for users who want to build it or use it for the first time, I am thinking about users that have never used Unity before so needs build instructions otherwise you have to guess, and what version of Unity does this uses.
Most users of 3D Arcade will not have a clue.
I would like to develop a netplay, I can already use a WebRTC framework, via websocket or http, I'm thinking of doing it later either via netcode or mirror networking or photon engine, but that's the least, but first I need to see how to link the control and multipap manually and then in any of the options link the controller number for each play, first I would like to do offline and then see the options via savestation or screen capture or camera mirroring, and can even do the same with nintendo 64, psp, ps2 or even nintendo wii, something you don't have in retroarch.
Hi Skurdt,
I am wondering if the ScummVM Core is compatible, and how to get it working?
As you will see from my GitHub Repo's I have lots of experience in Unity3D, ScummVM, and Libretro Cores.
https://github.com/MiLO83
Thanks!
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