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!
@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.
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.
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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.
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.
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.
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.
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.