

- #Use touch screen controls retroarch windows trial#
- #Use touch screen controls retroarch windows 240p#
Ive tried setting descktop res on crt to 2560×240 also but just get a squished image but its there and isnt out of sync.
#Use touch screen controls retroarch windows 240p#
I think once when I set crt to 60hz interlaced the game would load but it wasnt in 240p super res it was in mushy 480i. Do I need to run the crt at a specific resolution since it seems bigbox just takes whatever resolution the monitor its on is ran at? Ive tried 640×480 30hz interlaced, 60hz interlaced, 120hz interlaced and all give me the same out of sync image when a games loaded through bigbox. I feel like its something to do with retroarch being able to switch resolutions fine on its own but when ran through bigbox it gets messed up. After doing the above, every rom/core is running fine in retroarch directly but if ran from bigbox i get an out of sync looking screen. It would only work by setting video_refresh_rate to 30 and save_on_exit to false or it would keep starting in 60hz and my games wouldnt load right.
#Use touch screen controls retroarch windows trial#
It took me days of trial and error with the config file to get retroarch to launch roms that would display properly in 240p super res. I have groovymame running from bigbox fine and it looks amazing! Ive installed crt emu-driver and all the custom modelines in your guide.

I only had 3 games that were a problem, so it wasn’t that bad… once you have one script for a game it’s just mostly cut-n-paste to do the others. The script also has a line to change the desktop resolution back to whatever it was when you exit the game. The script changes the desktop resolution to 400×256 before launching the game ROM and specifying the custom config file I made above. So now I have my front end (in my case Attract Mode) launch a special Autohotkey script for these problem games. You will not be using superresolutions for these games.

Set the aspect ratio to 1:1 PAR (the RA value for this is 21 I think), turn off bilinear filtering. You don’t want to blow away the config file you made following the instructions in the article above. When you make this, make sure the first thing you do it turn off the “save on exit” option and rename this config something else (I called mine 400×256.cfg). I had to create a fresh retroarch.cfg without super-resolutions. It also works when adding RetroArch via FlatHub as a non-steam game and starting that from the Deck's UI.Īnybody else noticed this? Could this be related to the recent SteamOS v3.I kludged together a fix… just listing it here in case someone stumbles on this. The touch screen input still works for other games (Half-Life 1, Portal 2, Parkasaurus) and the Steam Deck UI. The behaviour is consistent on two different Steam Decks with RetroArch's configuration reset to default and using the official RetroArch control layout (although I'm not sure if that affects the touch screen input). Touch input also works when keeping the "STEAM" button pressed (which brings up the steam shortcut list, but you can interact with RetroArch via touch just fine "through" the semi-transparent list). It still works when starting RetroArch from the desktop mode. I just noticed that the touch input doesn't work anymore when starting RetroArch from the Steam Deck UI. It also worked flawlessly in cores like DeSmuME. I used to be able to use the drag gesture on menus for scrolling and tapping for selecting a menu entry. It enables you to run classic games on a wide range of computers and consoles through its slick graphical interface. On other controllers, L+R+START+SELECT is the default, but, like everything in Retroarch, you can configure it how you want. On SteamOS v3.2, the touch screen input for RetroArch v1.10.3 is broken for all cores and the RetroArch menu itself. Like most emulators, RetroArch features on-screen controls for touch-based play.
