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RetroPlayer Test Builds (updated for Nexus) - Printable Version

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RE: RetroPlayer Test Builds (updated for Gotham) - OmniBlade - 2014-05-27

http://pastebin.com/hfzLELDM is a crashlog for attempting to load a game in snes9x (snes9x-next abd bSNES performance tested okay). Tried with public domain rom at http://blog.supergnes.com/?p=295


RE: RetroPlayer Test Builds (updated for Gotham) - OmniBlade - 2014-05-27

Another problem, another log, http://pastebin.com/wWzJ6BW9. This time, I've mapped a gamepad and the buttons all work apart from the dpad, but using the keyboard activates the same button id's according to the debug log and they do work.


RE: RetroPlayer Test Builds (updated for Gotham) - fightnight - 2014-05-27

Hi, thanks for your work:

Just installed and shows this:

Image

edit: downloaded from here 32bit version of the file and I put on xbmc folder

Now works Wink

http://pt.dll-files.com/xinput1_3.dll.html


RE: RetroPlayer Test Builds (updated for Gotham) - MasterPhW - 2014-05-27

You seem to be missing the newest direcx runtimes.
XBMC can and will install them with its installer and it's also checked normally. Strange.


RE: RetroPlayer Test Builds (updated for Gotham) - fightnight - 2014-05-27

This is a controller dll not directx Wink


RE: RetroPlayer Test Builds (updated for Gotham) - garbear - 2014-05-27

(2014-05-27, 15:30)fightnight Wrote: Hi, thanks for your work:

Just installed and shows this:

Image

edit: downloaded from here 32bit version of the file and I put on xbmc folder

Now works Wink

http://pt.dll-files.com/xinput1_3.dll.html

Did you install from the XBMC installer (which includes DirectX) or compile from source?

Downloading .dlls from "DLL download sites" is not recommended. The file is part of the DirectX End-User Runtime which can be found here: http://www.microsoft.com/en-us/download/details.aspx?id=8109 . That should work, if not try a different directx runtime or the directx sdk


RE: RetroPlayer Test Builds (updated for Gotham) - garbear - 2014-05-27

@OmniBlade I pulled snes9x into a debugger and found that line that crashes. It tries to load a BIOS, but the bios's memory is uninitialized. This will require some deeper digging and a patch to Snes9x... for now maybe I just break it in the repo Smile

regarding the controller issue, I have a new input devices API planned that will improve controller support and add combos and context-sensitive configurations. Can you work around this for now? After I make a few more tweaks to the Game API I'll start working on the new input devices API.


RE: RetroPlayer Test Builds (updated for Gotham) - Atarian - 2014-05-28

Played with the OpenELEC build a bit this evening. Couldn't get any of the NES emulators to run, most just crashed XBMC. Got an SNES emulator working, but connecting my 360 controller just makes everything freak out. Menus continuously scroll, and I cant control the game. When I do hit a button in game, it just stays "hit" if that makes sense. Accidentally hit the fast forward button, and couldn't turn it off, for instance. I'll experiment more tomorrow. maybe I'm doing something wrong. I did set up a keymap using the guide in the thread on this forum.

Haswell i5 NUC with x64 OpenELEC, if that helps.


RE: RetroPlayer Test Builds (updated for Gotham) - garbear - 2014-05-28

I checked FCEUmm and NEStopia on windows. One throws an exception when loading, and the other doesn't export a critical function. It might be a problem with the Game API, but the last time I went chasing these kind of things down it turned out to be a couple missing NULL checks in various emulators. I don't have time to fix the code of every emulator, so if someone wants to help out it'd be appreciated. These emus work fine in RetroArch, so the task will probably be pretty simple, just tweaking a few lines of code like the problems i fixed.

However, the input problems are the next thing i'll target with my new Input Devices API. work on this begins when I'm satisfied with the game api. Til then, hopefully you can find a workaround.


RE: RetroPlayer Test Builds (updated for Gotham) - OmniBlade - 2014-05-28

(2014-05-27, 22:35)garbear Wrote: @OmniBlade I pulled snes9x into a debugger and found that line that crashes. It tries to load a BIOS, but the bios's memory is uninitialized. This will require some deeper digging and a patch to Snes9x... for now maybe I just break it in the repo Smile

regarding the controller issue, I have a new input devices API planned that will improve controller support and add combos and context-sensitive configurations. Can you work around this for now? After I make a few more tweaks to the Game API I'll start working on the new input devices API.

I've only installed the retroplayer version on a test box so I can live with anything not working for now, its just set up so I can test retroplayer and feed back any issues I find. I was going to create keymaps for the various controllers I have, should I bother just yet if you are making changes to the way input devices are handled?

Mednafen PSX also segfaults on linux x86_64 BTW.


RE: RetroPlayer Test Builds (updated for Gotham) - d3mncln3r - 2014-05-29

(2014-05-27, 07:29)Solo0815 Wrote: Do you have anything planned for the RaspberryPi?

my understanding is, its not possible with the ARM architecture


RE: RetroPlayer Test Builds (updated for Gotham) - OmniBlade - 2014-05-29

Really? Retroarch runs on the Pi so there is nothing about the ARM architecture that prevents it.


RE: RetroPlayer Test Builds (updated for Gotham) - d3mncln3r - 2014-05-29

I spoke with someone who used this build:

https://www.dropbox.com/s/n1cv0lnsvc3wmef/OpenELEC_RetroPlayer-RPi.arm-3.2.0.tar.bz2

from this post

http://forum.xbmc.org/showthread.php?tid=171180&pid=1620938#pid1620938

and said it was mostly unplayable due to frustratingly low framerates. I took his word for it, but maybe newer builds work much better the the rpi?


RE: RetroPlayer Test Builds (updated for Gotham) - OmniBlade - 2014-05-29

Well, the cores not running very well is a bit different to it not being possible. It could be that XBMC has a higher overhead than retroarch as the rpi is quite under powered, or the cores they used were just too much for the pi regardless.


RE: RetroPlayer Test Builds (updated for Gotham) - moocow1452 - 2014-05-30

Should be possible with Beaglebone and RPi, if we can compile for OpenGLES as opposed to OpenGL.