![]() That alone is plenty of reason to not use it.īizhawk will save to the HDD if you click the X. RetroArch does not save anything to the HDD if you click the X in the toolbar (including save game data). If you want Mupen64+, just use Bizhawk and avoid the awful Front-End's for Mupen64+ as well as the clunky and very unintuitive RetroArch UI. Trying to map all of this to a universal controller is never going to work. I'm intending to have things like solar sensors, barcode scanners (eg Barcode Battler), card scanners (eg eReader), toy scanners (eg Soul Dollz), save devices (eg Super Turbo File), etc supported. My focus is on allowing absolutely anything to be emulated with higan. I doubt a single person is playing ColecoVision + SNES + Benesse Pocket Challenge V2 games in higan. The other 10% probably use no more than three or four systems. Of them, I imagine 90% of people only use the SNES core. The weirder the input scheme of the core, the heavier the burden of option 1.Ī key point to consider is, how many of the emulated systems are people actually using? higan currently has 22 unique hardware devices supported. > The more cores you have (>100 with RetroArch, thousands with MAME), the heavier the burden of option 2. You can, however, try the WIP updated mupen64plus-libretro-nx core, which approaches C-button mapping in yet another way: I was never a fan of the R2 as C-button shift concept, but after using it for a few minutes, I started to like it a lot. People like to rag on the N64 mapping for libretro, but it's based on the VC classic controller mapping, so I'm not sure how switching to your Wii VC helped you there. The weirder the input scheme of the core, the heavier the burden of option 1. The more cores you have (>100 with RetroArch, thousands with MAME), the heavier the burden of option 2. RetroArch (and MAME EDIT: and Steam) went with option 1, IIRC higan goes with option 2. ![]() There's basically 2 ways to do input: you map once to an abstraction and cores tie into that abstraction by some (changeable) default, or you map nothing by default and a person needs to come in and map each thing separately/manually. At that point I decided to play VC on my Wii instead. And my display would keep turning off during gameplay (which is OK until the display turns off and Retroarch freezes). except the audio would be interspersed with bursts of noise, and fiddling with audio buffer length/etc. m64py is also hard to configure in ways.Įventually I got OOT running mostly fine in Retroarch on Ubuntu 18.04. If I recall, m64py also uses autogenerated graphics plugin GUIs based on config files. Retroarch remap keyboard how to#I'm not entirely sure how to edit N64 video plugin settings. It's like the worst of a text editor dump (no ctrl+F) and the worst of a GUI (no organization) and a non-native console-style interface (tedious and slow to use: scroll 1 line at a time, can't click to jump to line). ![]() ![]() Retroarch ParaLLel has an option, but it's confusingly organized because.Īutogenerated GUI based on per-core metadata? Retroarch Mupen64Plus has no option to bind C buttons separately. IIRC, Retroarch only lets you bind L/R and U/D to controller axes. Some N64 games use C buttons individually. I feel that a "global controller abstraction" causes problems with consoles with controllers that don't fit the mold. You have to manually map your controller to retroarch's Retropad abstraction (ABXY, L1L2元, etc.) then read the docs to find how the RetroPad abstraction is mapped to the per-console buttons. One config interface for every console under the sun: I don't understand the difference between global, per-console, per-game config. Different config options available from the menu, vs. I wish I could search the entire options hierarchy, like Jetbrains IDE setttings. Main menu is designed for game controller use, not keyboard/mouse. ![]() I have some theories about Retroarch's interface (mostly N64): ![]()
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