12/29/2023 0 Comments Switch retroarch save file problemThis method requires that SSH be enabled in Lakka, but it is faster than SAMBA. Once you have determined Lakka’s IP, enter that address in the file browser as with the Lakka name earlier, such as \\FULL.IP.ADDRESS.HERE\. If you cannot reach the Lakka system by name, it may be possible to reach it by IP. Windows, OS X, and most Linux distributions should be able to navigate directly to Lakka’s Samba share by entering \\lakka\ into their file browser. Only the most important folders are accessible via Samba. Samba is a service that you can enable in Settings->Services which allows other computers on the local network to transfer files to Lakka via the CIFS/SMB protocol. Transferring files via a network connection File transfer via Samba share System shows the content of /tmp/system. Where applicable, SAMBA shows the merged content, e.g. Shaders for rendering various visual postprocessing effectsīIOS files and other files needed by emulators Profiles for automatic configuration of game controllers Changes to these special folders are persistent during reboots. These mount points are present in the /tmp folder, where folder from root file system is overlayed with custom content. Root file system of Lakka is read only, therefore any changes to assets, cores or other files used by RetroArch are made using overlayfs mount points. Update - copy update files here to update Lakka.Thumbnails - the place where game thumbnails are stored.System - to store BIOSes and other files needed by the emulators.Shaders - shaders for rendering various visual postprocessing effects.Services - configuration files for system services.Screenshots - screenshots made during gameplay.Savestates - ‘quicksave’ states, as opposed to savefiles. Savefiles - save files created by the games.Roms - ROMs, films, music, and other content, including downloads subfolder with files downloaded by the Online Updater → Content Downloader.Remappings - custom controller mappings per game / core.Playlists - custom playlists and playlists created by the scanner.Joypads - joypad autoconfiguration profiles.Database - files used for content matching during automatic scanning of ROMs.Cores - libretro emulator cores and info files.Configfiles - configuration files for RetroArch and other parts of the system.Assets - fonts, icons, background images, themes.Note that these the only folders which are made accessible via SAMBA – accessing other areas of the filesystem requires a different approach. The editable portions of the Lakka system can be found in the following folders. Lakka can also be configured to use ROMs that are served from a NAS for users who are comfortable working in a Linux shell environment. Attaching the Lakka drive to another system.There are two overall approaches to gaining access to the Lakka filesystem: Access to the filesystem also makes it possible to content like screenshots or savefiles from Lakka. You'd have to take that up with the emulator developers, though.It is necessary to access the Lakka filesystem in order to accomplish tasks such as adding ROMs or BIOSes. Most games that perform this check do it to change the color palette to make the graphics look better on a GBA, in order to account for the different screens - but for an emulator, that's not normally something you'd want. I am not aware of any emulators that allow these checks. The fact that Shantae, a GBC game, will not load on the Mednafen core, indicates that this is indeed true. While VBA-M, which Mednafen is based on, supports both systems, the core used in the RetroArch appears to only contain the GBA-related code, with Gambatte being used for GB/GBC support (as per SevenSidedDie's comment). Hence, emulating GBA-enhanced functionality for a GBC-game would be done in a GBC emulator, not a GBA emulator, and it is there an option for GBA enhancements would need to exist. The game cannot and does not make any use of the added hardware it doesn't have access to anything that isn't already on a GBC. GBA-enhanced games supposedly work by checking the hardware state on startup and registering this internally, then uses that to make things work differently. Effectively, it's two seperate systems in one. The way an actual GBA makes GB(C) games work is due to the GBA containing the hardware for both systems (which is why the Game Boy Micro didn't have GBC compatibility it lacked the extra hardware).
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