Kodi Community Forum
RetroPlayer Test Builds (updated for Nexus) - Printable Version

+- Kodi Community Forum (https://forum.kodi.tv)
+-- Forum: Support (https://forum.kodi.tv/forumdisplay.php?fid=33)
+--- Forum: Game support (https://forum.kodi.tv/forumdisplay.php?fid=292)
+--- Thread: RetroPlayer Test Builds (updated for Nexus) (/showthread.php?tid=173361)



RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-10-04

(2015-10-03, 00:34)Heat Wrote: Beetle-gba still doesn't run any games

debug log: http://paste.ubuntu.com/12642063/

The error is with Beetle GBA. Here's the output
Code:
INFO: AddOnLog: GBA (Beetle GBA):  Using module: gba(GameBoy Advance)
INFO: AddOnLog: GBA (Beetle GBA):   ROM:       8192KiB
INFO: AddOnLog: GBA (Beetle GBA):   ROM CRC32: 0x1cc059a4
INFO: AddOnLog: GBA (Beetle GBA):   ROM MD5:   0x50a1089600603a94e15ecf287f8d5a1f
INFO: AddOnLog: GBA (Beetle GBA): MDFN_MakeFName: C:\Users\Heat\AppData\Roaming\Kodi\userdata\addon_data\game.libretro.beetle-gba\save\Castlevania - Circle of the Moon (USA).50a1089600603a94e15ecf287f8d5a1f.type
INFO: AddOnLog: GBA (Beetle GBA): MDFN_MakeFName: C:\Users\Heat\AppData\Roaming\Kodi\userdata\addon_data\game.libretro.beetle-gba\save\Castlevania - Circle of the Moon (USA).50a1089600603a94e15ecf287f8d5a1f.sav
INFO: AddOnLog: GBA (Beetle GBA): MDFN_MakeFName: C:\Users\Heat\AppData\Roaming\Kodi\userdata\addon_data\game.libretro.beetle-gba\save\Castlevania - Circle of the Moon (USA).50a1089600603a94e15ecf287f8d5a1f.eep
INFO: AddOnLog: GBA (Beetle GBA): MDFN_MakeFName:
INFO: AddOnLog: GBA (Beetle GBA):   Loading custom palette from ""...
ERROR: AddOnLog: GBA (Beetle GBA): Error opening file
INFO: AddOnLog: GBA (Beetle GBA):    Error: Error opening file

Can you post this to Github Issues for Beetle GBA? I'll need to hook up a debugger and see what's going wrong.

(2015-10-03, 00:34)Heat Wrote: Meteor now recognizes the L and R buttons. Also, I tried it with Super Mario Advance 2 & 4, and they both ran at 30 fps, when VBA-M, and VBA-Next ran it at 60 fps.

debug log: http://paste.ubuntu.com/12641769/

Here's the properties obtained from game.libretro.meteor:

Code:
17:59:34 T:10600    INFO: RetroPlayer: Using game client game.libretro.meteor at version 1.4.0
17:59:34 T:10600   DEBUG: GameClient: Loading C:\Users\Heat\Documents\roms\gba\Super Mario Advance 4 - Super Mario Bros. 3 (USA).gba
17:59:34 T:10600   DEBUG: AddOnLog: GBA (Meteor): Loaded file into memory (4194304 bytes): C:\Users\Heat\Documents\roms\gba\Super Mario Advance 4 - Super Mario Bros. 3 (USA).gba
17:59:34 T:10600   DEBUG: Loaded button map with 10 features for controller game.controller.gba
17:59:34 T:10600    INFO: AddOnLog: GBA (Meteor): Loading libretro buttonmap C:\Program Files (x86)\Kodi\addons\game.libretro.meteor/resources/buttonmap.xml
17:59:34 T:10600    INFO: GAME: ---------------------------------------
17:59:34 T:10600    INFO: GAME: Opened file
17:59:34 T:10600    INFO: GAME: Base Width:   240
17:59:34 T:10600    INFO: GAME: Base Height:  160
17:59:34 T:10600    INFO: GAME: Max Width:    240
17:59:34 T:10600    INFO: GAME: Max Height:   160
17:59:34 T:10600    INFO: GAME: Aspect Ratio: 0.000000
17:59:34 T:10600    INFO: GAME: FPS:          59.727501
17:59:34 T:10600    INFO: GAME: Sample Rate:  44100.000000
17:59:34 T:10600    INFO: GAME: Region:       NTSC
17:59:34 T:10600    INFO: GAME: ---------------------------------------

It should be running at 60fps. Maybe rendering and calculating the savestate diff for rewind is taking up too much cpu?


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-10-04

(2015-10-03, 00:34)Heat Wrote: VBA-M does not detect the L & R buttons.

debug log: http://paste.ubuntu.com/12641814/

VBA-Next doesn't detect L&R.

debug log: http://paste.ubuntu.com/12642046/

The fixes for these (cefbc25) barely missed the last build. They'll be in the next one.

The fix was to change the add-on's input from game.controller.default to game.controller.gba:

Code:
<import addon="game.controller.gba" version="1.0.0"/>

libretro only uses one type of input (the "RetroPad", also "joypad", basically a PS1 DualShock controller). This leads to ambiguity when mapping GBA buttons to the RetroPad.

Apparently, one developer thought L+R on a GBA mapped to L1 and R1. Another developer thought they mapped to L2 and R2. Thus, the breakage we saw.

To fix this, I added controller profiles to the Game API, so each platform receives input in the form it expects. To maintain compatibility with the libretro API, the libretro wrapper (game.libretro) uses a resources/buttonmap.xml file to map the buttons:

Code:
<buttonmap>
    <controller id="game.controller.gba" type="joypad">
        <feature name="a" mapto="a"/>
        <feature name="b" mapto="b"/>
        <feature name="start" mapto="start"/>
        <feature name="select" mapto="select"/>
        <feature name="leftbumper" mapto="l"/>
        <feature name="rightbumper" mapto="r"/>
        <feature name="up" mapto="up"/>
        <feature name="down" mapto="down"/>
        <feature name="right" mapto="right"/>
        <feature name="left" mapto="left"/>
    </controller>
</buttonmap>

You can see that adding explicit instructions on how to map the L+R bumpers to the "l" and "r" buttons used by the core has fixed the ambiguity problem.

We only have 7 controllers available ATM: https://github.com/kodi-game/kodi-game-controllers . If another platform's libretro mapping is broken, help out by sending a PR for the new controller and it's libretro mapping!


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-10-04

A new build is up for OSX. Keyboard support has been added, so DOSBox is playable now


RE: RetroPlayer Test Builds (updated for Isengard) - Heat - 2015-10-04

Posted the beetlegba stuff on github.

(2015-10-04, 13:40)garbear Wrote: It should be running at 60fps. Maybe rendering and calculating the savestate diff for rewind is taking up too much cpu?

Well I have the enable rewind option unchecked, but today when I tried the game on Meteor, moving the sticks shows the seeking prompt on kodi. Looks like its still recognizing the analog sticks, and the unused buttons as the default profile. VBA_M and VBA-Next disable them.

debug log: http://paste.ubuntu.com/12679307/

(2015-10-04, 13:40)garbear Wrote: A new build is up for OSX. Keyboard support has been added, so DOSBox is playable now

So DOSBox still doesn't work on windows? Thought it was on my end


RE: RetroPlayer Test Builds (updated for Isengard) - zachmorris - 2015-10-04

(2015-10-04, 13:40)garbear Wrote: A new build is up for OSX. Keyboard support has been added, so DOSBox is playable now

And PCSX-ReArmed and BlueMSX included? Awesome!

I tried PCSX. Works well (even better than standalone retroarch on my mac) except for the doesn't launch bin files directly from IARL (known issue).

MSX crashes Kodi when loading a game. I assume the bios files required go in the OSX package userdata/addon_data/game.libretro.bluemsx/system folder? Here's a log, although it doesn't show anything interesting.


RE: RetroPlayer Test Builds (updated for Isengard) - Heat - 2015-10-05

(2015-10-04, 04:31)garbear Wrote: The fixes for these (cefbc25) barely missed the last build. They'll be in the next one.

The fix was to change the add-on's input from game.controller.default to game.controller.gba:

Code:
<import addon="game.controller.gba" version="1.0.0"/>

libretro only uses one type of input (the "RetroPad", also "joypad", basically a PS1 DualShock controller). This leads to ambiguity when mapping GBA buttons to the RetroPad.

Apparently, one developer thought L+R on a GBA mapped to L1 and R1. Another developer thought they mapped to L2 and R2. Thus, the breakage we saw.

To fix this, I added controller profiles to the Game API, so each platform receives input in the form it expects. To maintain compatibility with the libretro API, the libretro wrapper (game.libretro) uses a resources/buttonmap.xml file to map the buttons:

Code:
<buttonmap>
    <controller id="game.controller.gba" type="joypad">
        <feature name="a" mapto="a"/>
        <feature name="b" mapto="b"/>
        <feature name="start" mapto="start"/>
        <feature name="select" mapto="select"/>
        <feature name="leftbumper" mapto="l"/>
        <feature name="rightbumper" mapto="r"/>
        <feature name="up" mapto="up"/>
        <feature name="down" mapto="down"/>
        <feature name="right" mapto="right"/>
        <feature name="left" mapto="left"/>
    </controller>
</buttonmap>

You can see that adding explicit instructions on how to map the L+R bumpers to the "l" and "r" buttons used by the core has fixed the ambiguity problem.

We only have 7 controllers available ATM: https://github.com/kodi-game/kodi-game-controllers . If another platform's libretro mapping is broken, help out by sending a PR for the new controller and it's libretro mapping!

I'm not programer savy, but you want me to make pull request on controllers that have that problem, and change the game.controller."system" L & R buttons to l & r? I do know some nes emulators have both the nes profile and the kodi one on the unused buttons...


RE: RetroPlayer Test Builds (updated for Isengard) - zachmorris - 2015-10-07

(2015-10-04, 19:24)zachmorris Wrote: MSX crashes Kodi when loading a game. I assume the bios files required go in the OSX package userdata/addon_data/game.libretro.bluemsx/system folder? Here's a log, although it doesn't show anything interesting.

Edit on this. They do launch. The bios files needed to go into separate folders in the system/machines folder.


RE: RetroPlayer Test Builds (updated for Isengard) - Scourge - 2015-10-11

Windows 10. The SNES emulator does not seem to load:
http://xbmclogs.com/pvmeftacy


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-10-12

(2015-10-11, 21:28)Scourge Wrote: Windows 10. The SNES emulator does not seem to load:
http://xbmclogs.com/pvmeftacy

Beetle bSNES can't load from within zips (see http://kodi.wiki/view/Game_Add-ons ). bSNES Mercury is able to, and it's scheduled to appear in the next windows build


RE: RetroPlayer Test Builds (updated for Isengard) - Scourge - 2015-10-13

Ah, sorry about that. I unpacked a .zip and tried to open the .smc file, but still no luck:
http://xbmclogs.com/ptxddcvuk

edit:
I get the same error when I try to open an SNES file through IARL:
http://xbmclogs.com/pbt8c89hp


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-10-14

The error is

Code:
INFO: RetroPlayer: Using game client game.libretro.beetle-bsnes at version 0.9.26
DEBUG: GameClient: Loading D:\SNES\rom\Mega Man X (U) (V1.0) [!].smc
INFO: AddOnLog: SNES (Beetle bSNES): Loading D:\SNES\rom\Mega Man X (U) (V1.0) [!].smc...
INFO: AddOnLog: SNES (Beetle bSNES):  Using module: snes(Super Nintendo Entertainment System/Super Famicom)
INFO: AddOnLog: SNES (Beetle bSNES): MDFN_MakeFName: C:\Users\edeleeuw\AppData\Roaming\Kodi\userdata\addon_data\game.libretro.beetle-bsnes\save\Mega Man X (U) (V1.0) [!].srm
ERROR: AddOnLog: SNES (Beetle bSNES): Error opening save file "C:\Users\edeleeuw\AppData\Roaming\Kodi\userdata\addon_data\game.libretro.beetle-bsnes\save\Mega Man X (U) (V1.0) [!].srm":
INFO: AddOnLog: SNES (Beetle bSNES): MDFN_MakeFName: C:\Users\edeleeuw\AppData\Roaming\Kodi\userdata\addon_data\game.libretro.beetle-bsnes\save\Mega Man X (U) (V1.0) [!].rtc
ERROR: AddOnLog: SNES (Beetle bSNES): Error opening save file "C:\Users\edeleeuw\AppData\Roaming\Kodi\userdata\addon_data\game.libretro.beetle-bsnes\save\Mega Man X (U) (V1.0) [!].rtc":
ERROR: GAME - LoadGame() - addon 'game.libretro.beetle-bsnes' returned an error: the command failed
ERROR: RetroPlayer: Error opening file

Beetle bSNES fails to create the .srm and .rtc saves. Not sure why. What happens when you run RetroArch? Does it create the files? If you copy them to userdata\addon_data\game.libretro.beetle-bsnes\save\, does Beetle bSNES start working?


RE: RetroPlayer Test Builds (updated for Isengard) - Montellese - 2015-10-14

@garbear: IIRC I've reported and investigated this issue before as well and came to the conclusion that MDFN_MakeFName is utterly broken in the version we're using. The same problem applies when trying to load palettes etc.

EDIT: See http://forum.kodi.tv/showthread.php?tid=173361&pid=2092858#pid2092858 for a detailed investigation of the issue.


RE: RetroPlayer Test Builds (updated for Isengard) - Scourge - 2015-10-14

(2015-10-14, 10:38)garbear Wrote: What happens when you run RetroArch? Does it create the files? If you copy them to userdata\addon_data\game.libretro.beetle-bsnes\save\, does Beetle bSNES start working?

I'm absolutely new to RetroArch, but I gave it a try. I used the newly uploaded version 1.2.2 (x64). I could see 3 bsnes emulators as cores that were non-mercury. Both 'performance' and 'balanced' ran the .smc instantly. The C++98 version resulted in a black screen.


RE: RetroPlayer Test Builds (updated for Isengard) - holydhaliwal - 2015-10-19

For some reason when opening a .bin PS1 rom from kodi I don't get a dialogue asking which emulator to use to handle the file, thus it seems to default to Atari 2600 and tries playing the rom with the Stella emulator. I believe the relevant info starts at line 35 in this log http://xbmclogs.com/p8x2aymoy#line-53. What is also strange is that if I use the Internet Archive Rom Launcher to launch a PS1 game it seems to work fine http://xbmclogs.com/pcr1ods8z. Opening an .iso rom doesn't seem to do anything http://xbmclogs.com/pcahlcr2k. Opening a .img rom also doesn't seem to do anything http://xbmclogs.com/pihbdunqy.

EDIT: This is on the latest OSX build by the way.


RE: RetroPlayer Test Builds (updated for Isengard) - redstorm - 2015-10-19

(2015-10-02, 10:40)OmniBlade Wrote: Any chance of an Ubuntu PPA for the test builds?

+ 1 for this, i dont use OpenElec and have no plans to start.