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RetroPlayer Test Builds (updated for Nexus) - Printable Version

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RE: RetroPlayer Test Builds (updated for Isengard) - Copeyboy - 2016-01-13

Sorry, using OE Generic build.


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2016-01-13

(2016-01-13, 05:25)Copeyboy Wrote: Sorry, using OE Generic build.

OE Generic uses the linux build, you can find out by going to Settings -> Add-ons -> My add-ons -> Game add-ons -> Emulators

I've kicked off another round of builds. This contains some Configuration GUI improvements. When the "Get more" button fails, it shows a dialog now:

Image

I've also added a "Reset" button. As you can see, it applies to all attached devices:

Image


RE: RetroPlayer Test Builds (updated for Isengard) - Copeyboy - 2016-01-13

Okay, so it turns out that my OE box is failing when attempting to install lrusak's build. Keeps saying MD5 size check failed. Any ideas what can be causing this to happen? And when i go to Settings-->Add-Ons-->My Add-ons-->Game Add-ons-->Emulators, there is no MAME emulator enabled and I can't see where to attempt to get more.


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2016-01-13

Then MAME isn't installed. If you post a debug log, I can tell you for sure. The size check could be due to the increased OpenELEC size. MAME takes up a lot of room, and the flash partition used by OE is only 250 MB big. I had to use gparted live to resize the position... not fun.


RetroPlayer Test Builds (updated for Isengard) - lrusak - 2016-01-13

New OE builds posted for RPi2 and Generic

https://openelec.freestylephenoms.com/retroplayer/

Yes these builds require a larger system partition. I will create an image soon that accommodates this.


RE: RetroPlayer Test Builds (updated for Isengard) - pettson3816 - 2016-01-13

This looks so friggin cool. Will this be implemented in the K (don't know if there's a name for the K release of Kodi yet) release of Kodi, or further away than that? I realize that this is not something you put together in an afternoon. How complicated will it be to setup once ready for official release?


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2016-01-13

The pull request for controller input is complete and has been opened against K a few days ago. Pending review and bug fixes, this should be merged in the next few months.

I also need a month or two to re-write the RetroPlayer core. This means that by the time input is merged, I should be ready to open the final RetroPlayer pull request. if we really hurry, this might make it into K* as well.


RE: RetroPlayer Test Builds (updated for Isengard) - pettson3816 - 2016-01-13

(2016-01-13, 13:40)garbear Wrote: The pull request for controller input is complete and has been opened against K a few days ago. Pending review and bug fixes, this should be merged in the next few months.

I also need a month or two to re-write the RetroPlayer core. This means that by the time input is merged, I should be ready to open the final RetroPlayer pull request. if we really hurry, this might make it into K* as well.
Good to hear! Thanks for all your hard work and effort that obviously has gone into this amazing project.


RE: RetroPlayer Test Builds (updated for Isengard) - grumpygamer - 2016-01-13

hmm.. I would like to attempt all the graphics and UIs by then, IF you want to put them in!


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2016-01-13

Sure, if it's done it'll go in too. There's a good chance RetroPlayer will wait for L*, because a patch this large is best merged at the beginning of a release cycle. So no rush Smile


RE: RetroPlayer Test Builds (updated for Isengard) - Solo0815 - 2016-01-13

(2016-01-13, 13:40)garbear Wrote: ...
I also need a month or two to re-write the RetroPlayer core. This means that by the time input is merged, I should be ready to open the final RetroPlayer pull request. if we really hurry, this might make it into K* as well.
rewrite the core? Isn't it usable? Huh
Thx


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2016-01-13

Usable, yes. Extendable for OpenGL and Gamestream, not so much. And most of RetroPlayer was written in 2012/2013. Much has changed since then, especially regarding player cores in v17 with Fernetmenta's refactoring. RetroPlayer is only a few hundred lines of code so bringing it to the year 2016 shouldn't be much work. I say a month or two, because look at input, I expected three or four months and it took me nearly a year Smile


RE: RetroPlayer Test Builds (updated for Isengard) - Solo0815 - 2016-01-13

Thx for the explanation. Keep up the excellent work. I'm looking forward to 17 and 18


RE: RetroPlayer Test Builds (updated for Isengard) - Copeyboy - 2016-01-14

Okay, one more question. I installed Garbear's OE Generic build and I now have the N64 and MAME emulators enabled. Stupid question, though. How do I "insert coins" in the MAME games so I can play? Haven't been able to crack that one on my own yet. I found online that most MAME emulators use the 5 or 6 key, but are those keys bound to other actions in Kodi? Thanks for all the help, so far, and what is I'm sure to come.


RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2016-01-14

(2015-12-05, 14:15)charlie0440 Wrote: Hi, Its been a few years since I tried retroplayer. I'm running into some issues straight away. Apologies if these are already know. I am running the latest OpenElec build from the first post OpenELEC-RetroPlayer-20151027-e83fc3b-Generic.x86_64-5.95.5.zip with a wireless 360 control.

Full debug log here > http://xbmclogs.com/pt3yba4bk#line-899

Stumbling point is when setting up the controller in Settings > Games > Input > Default device. it runs through the first buttons fine until we get to "Up" I press the up button and it skips the down button and goes to "right" same happens on right ie left is skipped. Think this can be seen via the snippet below which shows button 13 pressed for up, and its not released until after down is configured.

Code:
11:10:52 T:140448934647680   DEBUG: Joystick Xbox 360 Wireless Receiver: Button 13 pressed
11:10:52 T:140448934647680   DEBUG: AddOnLog: Joystick Support: Button map: relationship for "up" already exists
11:10:52 T:140448934647680   DEBUG: Loaded button map with 15 features for controller game.controller.default
11:10:52 T:140448934647680   DEBUG: Previous line repeats 1 times.
11:10:52 T:140448934647680   DEBUG: Event handled
11:10:52 T:140448934647680   DEBUG: AddOnLog: Joystick Support: Button map: relationship for "down" already exists
11:10:52 T:140448934647680   DEBUG: Loaded button map with 15 features for controller game.controller.default
11:10:53 T:140448934647680   DEBUG: Previous line repeats 1 times.
11:10:53 T:140448934647680   DEBUG: Joystick Xbox 360 Wireless Receiver: Button 13 released
11:10:53 T:140448815372032    INFO: AddOnLog: Joystick Support: CJoystickInterfaceLinux::Initialize: opening joystick /dev/input/js0
11:10:54 T:140448934647680   DEBUG: Joystick Xbox 360 Wireless Receiver: Button 12 pressed
11:10:54 T:140448934647680   DEBUG: AddOnLog: Joystick Support: Button map: relationship for "right" already exists
11:10:54 T:140448934647680   DEBUG: Loaded button map with 15 features for controller game.controller.default
11:10:54 T:140448934647680   DEBUG: Previous line repeats 1 times.
11:10:54 T:140448934647680   DEBUG: Event handled
11:10:54 T:140448934647680   DEBUG: AddOnLog: Joystick Support: Button map: relationship for "left" already exists
11:10:54 T:140448934647680   DEBUG: Loaded button map with 15 features for controller game.controller.default
11:10:54 T:140448934647680   DEBUG: Previous line repeats 1 times.
11:10:54 T:140448934647680   DEBUG: Joystick Xbox 360 Wireless Receiver: Button 12 released

I had to manually edit the buttonmap.xml to correct my controller.

I've added a few fixes for erratic behavoir in the Configuration GUI. Can you try the latest builds when they're up?

EDIT: Still seeing some issues on windows...