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16.0 3.0 6.0 33.9 MB

Example scenes on how to use the SK.Libretro package/library.

License: MIT License

C# 49.68% ShaderLab 42.87% HLSL 7.45%
libretro unity frontend emulation csharp libretro-frontend libretro-api

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libretrounityfe's Issues

OpenGL only works in build

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.

game freeze (1-2 second ) during activation of game machine

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?

Core updates doesn't work

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.

Modifying Cores to work with LibretroUnityFE

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,

  • MiLO83

Analog input is required

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.

bug core arcade vertical screen

testing in core fbalpha2012_libretro

the option "vertical mode" is not working, I change it and it doesn't change at all, just like in the image

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No WIKI and no Instructions on How to Build or Use it

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.

NETPLAY

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.

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ScummVM Core Compatibility

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!

  • MiLO83

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