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  1. #111
    Crunchy Emu Compiler
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    Hopefully that's what the multiman integration will do

    And the newer versions are easier to use, When you've got a rom running, Press R3 and select "Change Libretro Core"

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  4. #112
    That's my kinda blowjob!
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    Quote Originally Posted by pete_uk View Post
    Hopefully that's what the multiman integration will do

    And the newer versions are easier to use, When you've got a rom running, Press R3 and select "Change Libretro Core"
    Actually, you can change the Libretro Core even before you upload the game via the Settings Menu, but anyway, it's all fine and dandy now - just found it confusing at first LOL, but yeah, like you said, hopefully mM integration will sort that out!
    Last edited by gDrive; 08-18-2012 at 04:36 PM.

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  6. #113
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    @Deank, if you seen this suggestion elsewhere by me sorry. I know i put it somewhere just forgot where.

    But i would like to see a "browse by system" option. some of the cores emulate one system where other emulate many & when you have covers. I think it would look much better when you have the cores split up by system, rather then core..

    Maybe cores by default but an option to browse by the system with an edit to option.ini or something that directing each system to a core.. Again only if possible and if you think such a feature is needed/feasible..

    I am looking forward for the RetroArch support no matter in what form.

    Thanks
    Last edited by STLcardsWS; 08-18-2012 at 08:51 PM.

  7. #114
    multiMAN Developer
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    Actually Retroarch is supported in the latest versions of mM if you edit the options.ini with the proper paths to the cores (except the new stuff with gambatte.SELF). Currently mM supports 5+1 cores and the whole stuff is organized by 'core' and not system. It is close to impossible to rearrange everything retro-related to be 'system'-oriented.
    If you like multiMAN or multiAVCHD, support the development with a small donation. Click here.

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  9. #115
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    Thanks Dean will give that a try with the new version!!

    It is close to impossible to rearrange everything retro-related to be 'system'-oriented.
    That's all i needed to hear .. Thanks.

    Currently mM supports 5+1 cores
    Just to make sure i have this right.

    1. Snes9x Next (supported)
    2. FCEU_MM (supported)
    3. VBA Next (supported)
    4. Final Burn Alpha (supported)
    5. Genesis-Plus-GX 1.7 (supported)

    * (separate cores for NEOGEO (fba_cores_neo) and CPS1/2 (fba_cores_cps))
    Will the seperate Neo Geo and FBA cores be supported?

    Gamebatte - (not supported or just not the new stuff sorry not sure what you mean by "new stuff")

    iMame4All - (not supported) (WIP build)
    Mednafen_PCE_fast (not supported) (WIP Build)
    Mednafen_wswan (not supported) (WIP build)



    Thanks again for all the work you and square have done to make multiMAN comp. with RetroArch

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  11. #116
    multiMAN Developer
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    Quote Originally Posted by STLcardsWS View Post
    Gamebatte - (not supported or just not the new stuff sorry not sure what you mean by "new stuff")
    Yes, this is the +1 core which is used with non- .gba roms like .gb, .gbc.

    To use fba_cores_neo/cps I'll need a way to distinguish the compatible roms. Currently only fba core is used.
    If you like multiMAN or multiAVCHD, support the development with a small donation. Click here.

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  13. #117
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    EDIT: I need to learn and read a page back..

    My questions was already answered back there regarding zip files, and them showing up. but it appears they will have zip file support..
    Last edited by STLcardsWS; 08-19-2012 at 03:52 AM. Reason: I am a dumba$$ that cant read :)

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  15. #118
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    I see people mentioning fba_cores_neo and fba_cores_cps1/cps2 and just thought I should mention something -

    You don't need to use fba_cores_neo and fba_cores_cps1/cps2 on PS3/360. There's really no point to it.

    These versions of FBA are meant for systems that have only 64MB of RAM available (or less) - they are cut down in size so that they will fit into the Wii/Xbox 1's RAM and still able to load most of the big ROMs.

    On 360/PS3 we have at least 256MB main RAM available (and 512MB on 360 ) - so there's no need to use anything other than the main FBA libretro port.

    Hope this clears up some things.

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  17. #119
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    Quote Originally Posted by STLcardsWS View Post
    Anyone that is using 3.41 are you having this issues below. A user @ another forum had this as an issue.
    Just seeing if it could be related to the 3.41 port.




    Link
    Yep, the same thing happened to me. I tried to select a input preset from the previous version, and I
    couldn't L3+R3 back to the game. Eventually, the screen went black, then the menu came back
    without the background image, and the program froze. So I deleted the presets, and tried to redo
    them.

    What happens is when you change a button's function, it also changes the menu's function. So if you
    change RetroPad Button B (default is Cross) to Triangle, Triangle now will perform the functions of
    Cross on the menus. Change RetroPad Button L1 to R1, R1 will scroll backwards through the menus
    instead of forward. This was not present in the older versions.

    I also noticed 2 other input-related bugs; don't know whether they're 3.41 specific or not...

    1. Press R3 to get to the menu, then press Circle to go back to the game (or select Return to
    Game and press Cross). That button press will register when you return to the game. This has
    been around since the first release.

    2. The input screen when using the Genesis core shows the generic A/B/X/Y/Start/Select control
    scheme. The previous versions showed a more console-specific A/B/C/X/Y/Z/Start/Mode
    scheme.

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  19. #120
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    What happens is when you change a button's function, it also changes the menu's function. So if you
    change RetroPad Button B (default is Cross) to Triangle, Triangle now will perform the functions of
    Cross on the menus. Change RetroPad Button L1 to R1, R1 will scroll backwards through the menus
    instead of forward. This was not present in the older versions.
    True, this logic got changed - and to be honest, I did not anticipate the problem you're describing on your end.

    I'll try to more or less hardcode the input binds for the menu so that the RetroArch keybind configuration won't be carried over for menu settings.

    UPDATE: Fixed this -

    https://github.com/Themaister/RetroA...53d0a8b0675abf

    1. Press R3 to get to the menu, then press Circle to go back to the game (or select Return to
    Game and press Cross). That button press will register when you return to the game. This has
    been around since the first release.
    The only way to 'fix' that would be to add a delay so that no input would be happening for a split second or so, and I don't think people will like the side effects of that either. So it is what it is.

    2. The input screen when using the Genesis core shows the generic A/B/X/Y/Start/Select control
    scheme. The previous versions showed a more console-specific A/B/C/X/Y/Z/Start/Mode
    scheme.
    This is not a bug - it got taken out.

    It will be reintroduced later when I have a cleaner way to do this.
    Last edited by Twinaphex; 08-19-2012 at 07:43 PM.

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