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Integrated Video Game Emulators
I found this, I think it defaults to enabled
Honestly you might want to edit the first post to add pull and compile instructions. Lots of folks are going to be very interested in this :-)
Openelec Gotham, MCE remote(s), Intel i3 NUC, DVDs fed from unRAID cataloged by DVD Profiler. HD-DVD encoded with Handbrake to x.264. Yamaha receiver(s)
(2013-03-10, 18:43)BLKMGK Wrote: Will he also need to add the --enable-joystick switch?

I compile with ./bootstrap; ./configure --enable-airplay --enable-joystick; make -j4

Both airplay and joystick are enable by default
I decided to try starting the pulse audio server on my linux box and now the audio in my games is perfect except for the slight delay.
try giving audio a try now Wink
RetroPlayer releases: https://github.com/garbear/xbmc/releases

Donations: eigendude.eth
I'd like to resurrect the idea of a RetroGames screensaver. It may be a little outside the scope of this WIP, but maybe someone smart enough could make this a reality, because frankly, the current screensavers in XBMC are simply lacking and uninteresting IMO.

Previously I suggested that the screensaver should launch a game ROM from the library and let it play in attract mode with the ability to launch it (i.e., mimicking the same behavior as Tom Speirs' MAME screensaver). Still my preference because this would probably be the only way I would consider copying my MAME ROMs onto my XBMC - I wouldn't play MAME on it, but they are still fun to watch the attract modes).

Perhaps, instead of the RetroGame Screensaver launching the game ROM itself, maybe the RG Screensaver simply launches a random/shuffled video playlist comprised of the ROM Trailer videos located in the art folders of the platforms that the user has on his/her system. Once the screensaver launches, maybe there is then a context menu that can be used to launch the game from there without exiting the screensaver.

This would assume a standardized FILE/FOLDER hierarchy just like there are assumed hierarchies and naming conventions for MUSIC, MOVIES, etc. and their corresponding scraped art & infos. perhaps a newly-defined XBMC parent folder should be designated as ARCADE or GAMES with accompanying standard subfolders for ROMs & ART. Each of those should have folders for each PLATFORMNAME. Inside of the ART\PLATFORMNAME folder, there should also be standard folders for BOXFRONT, CARTRIDGE, SCREENSHOT, VIDEO, etc. Based on this type of standardization or something similar, I think it may be fairly easy to launch a game based on the screensaver video that would be currently playing based on the ROMNAME transposed from the VIDEONAME as they should be the exactly the same (excluding .ext) when scraped, or imported locally, by the user during initial PLATFORM setup

Example: RetroGames Screensaver starts randomly playing the intro videos playist randomly (*.mp4, *.AVI, *.FLV) and it starts to play a NES video, Bonk's Adventure (USA).avi which should have the path:
\ARCADE\ART\NES\VIDEOS\Bonk's Adventure (USA).avi

To launch the game, I would assume some simple path substitution would be in order to get to the ROM:
\ARCADE\ROMs\NES\Bonk's Adventure (USA).zip

The ARCADE folder may even me omitted from the front of that path if there is an option to designate a global ARCADE (or GAMES) parent directory on initial setup, just as there is a designation for a parent MUSIC or MOVIES directory.

Lastly, if this were to become a reality, the ability to add other videos into the screensaver playlist would be cool. I also have a huge collection of old-school console TV commercials from the 80s that would be cool to integrate into the RetroGame Screensaver. Of course, if there is no launchable game the screensaver should ignore the LAUNCH GAME context menu command and continue to play the screensaver without exiting.

FYI - Here is a link to Tom Speirs' MAME screensaver for Windows that inspired the idea in the first place. I have this running on my arcade cabinet and it makes the arcade experience that much better when it is running.
Alienware X-51: 3.4GHz, 16GB RAM, 250GB SSD C drive, 12T RAID, Win 8, XBMC 12.1, Nox
MacPro 1,1, 2 x 2.66GHz Dual-Core Xeon, 12GB RAM, 500GB C drive, 1.5T 2nd HD, OS X 10.6.8, XBMC 12.1, Nox
Precision 7500: 2 x 2GHz, 30GB RAM, 500GB C drive, 2TB 2nd HD, Win 8, XBMC 12.1, Confluence
Arcade Cabinet
compiled on linux @ 48a393604c11a7e1a1a299f03951b1864acea728
snes9x has constant audio underruns making the sound constantly stutter but the gameplay has zero lag.
bsnes (balanced) seems to work flawlessly.

heres the log. http://www.xbmclogs.com/show.php?id=3569

and btw, axis is working great.
Image
This is blowing my mind!

I can't remember the last time I actually "wow'ed" out loud!
You guys are doing some incredible work, I'm enjoying testing this and I can honestly say I'm incredibly excited by this! This is going to be HUGE for xbmc! This will attract an incredible amount of new users and will excite many current users. If I could articulate my feelings / findings better ... I would! Big Grin
Having a bit of trouble getting nes roms to work with nestopia..
I installed nestopia emulator but XBMC kept asking me to install a new emulator. It turns out it was missing the extentions tag in addon.xml.
I added the tag with nes|zip and now it gets a bit further but crashes on launch.

Crashlog: http://www.xbmclogs.com/show.php?id=3581

Not sure if the emu is broken or I am doing something wrong.
I did get FCEU to work, so i guess i will stick with that for now.

Another thing i noticed is when disabling/enabling joystick one of the axis is triggered even if the controller isn't turned on
from the debug log:
Code:
11:22:47 T:3019683600  NOTICE: CLinuxJoystick::Initialize: opening joystick /dev/input/js0
11:22:47 T:3019683600  NOTICE: CLinuxJoystick::Initialize: Enabled Joystick: "Xbox 360 Wireless Receiver" (Linux Joystick API)
11:22:47 T:3019683600  NOTICE: CLinuxJoystick::Initialize: driver version is 2.1.0
11:22:47 T:3019683600  NOTICE: Buttons: BtnX, BtnY, BtnTL, BtnTR, BtnTR2, BtnSelect, BtnThumbR, ?, ?, ?, Btn0, Btn1, LeftBtn, RightBtn, BackBtn
11:22:47 T:3019683600  NOTICE: Axes: X, Y, Z, Rx, Ry, Rz
11:22:47 T:3019683600   DEBUG: Joystick 0 axis 6 activated
The controller was turned of while that was happening..
Image
(2013-03-10, 21:44)garbear Wrote: try giving audio a try now Wink

Seems absolutely perfect now even without pulse audio
(2013-03-10, 23:17)Dondi Wrote: I'd like to resurrect the idea of a RetroGames screensaver. It may be a little outside the scope of this WIP, but maybe someone smart enough could make this a reality, because frankly, the current screensavers in XBMC are simply lacking and uninteresting IMO.

This is a great idea, I love the Video Fanart screensaver, it's fun to just sit and watch the fanart from all your movies flying by. For RetroGames we'll need a way to obtain the trailer/gameplay videos - either scraping, or just running the game & capturing the output. Once we know which game the media belongs to, it's a simple process to short-circuit a button to starting the game.

(2013-03-11, 01:44)N3MIS15 Wrote: compiled on linux @ 48a393604c11a7e1a1a299f03951b1864acea728
snes9x has constant audio underruns making the sound constantly stutter but the gameplay has zero lag.
bsnes (balanced) seems to work flawlessly.

heres the log. http://www.xbmclogs.com/show.php?id=3569

Fixed, resampler got in the way, give it a try now

(2013-03-11, 02:15)N3MIS15 Wrote: Having a bit of trouble getting nes roms to work with nestopia..
I installed nestopia emulator but XBMC kept asking me to install a new emulator. It turns out it was missing the extentions tag in addon.xml.
I added the tag with nes|zip and now it gets a bit further but crashes on launch.

Crashlog: http://www.xbmclogs.com/show.php?id=3581

Not sure if the emu is broken or I am doing something wrong.
I did get FCEU to work, so i guess i will stick with that for now.

Try going to game settings and turning on the "Prefer loading by memory" debug setting.

Supported extensions are also supplied by the .so (I manually type the <extensions> tag from this). The tag is so that XBMC can know the extensions before downloading the emu. This is how just-in-time installation is possible, and also why there's no advancedsettings tag like <videoextensions> - the list is generated dynamically, and XBMC's knowledge of valid games (and the MyGames extension filter) is expanded every time a new emu is uploaded to the repo or installed locally.

XBMC falls back on the .so if <extensions> is absent. Nestopia does nes|zip|fds, so it's a problem that it doesn't work. I'll look into this.

EDIT: Can't reproduce, Nestopia always registers its extensions properly when installed. I'll update the repo with the <extensions> tag.

(2013-03-11, 02:15)N3MIS15 Wrote: Another thing i noticed is when disabling/enabling joystick one of the axis is triggered even if the controller isn't turned on
from the debug log:
Code:
11:22:47 T:3019683600  NOTICE: CLinuxJoystick::Initialize: opening joystick /dev/input/js0
11:22:47 T:3019683600  NOTICE: CLinuxJoystick::Initialize: Enabled Joystick: "Xbox 360 Wireless Receiver" (Linux Joystick API)
11:22:47 T:3019683600  NOTICE: CLinuxJoystick::Initialize: driver version is 2.1.0
11:22:47 T:3019683600  NOTICE: Buttons: BtnX, BtnY, BtnTL, BtnTR, BtnTR2, BtnSelect, BtnThumbR, ?, ?, ?, Btn0, Btn1, LeftBtn, RightBtn, BackBtn
11:22:47 T:3019683600  NOTICE: Axes: X, Y, Z, Rx, Ry, Rz
11:22:47 T:3019683600   DEBUG: Joystick 0 axis 6 activated
The controller was turned of while that was happening..

None of the axes on my old gamepad are recognized even when it's on. Consider yourself lucky Wink
(2013-03-10, 15:02)celedhrim Wrote: Hello,

Thanks Garbear for your great work , this is for me the last xbmc killer feature I need !

Althought I'm using openelec on the tv , I have au shared librairy with my windows station and I build from your git just to see it running.

If someone else would give it a try , I provide the binary here http://celed.ielf.org/retroplayer/

Enjoy testing !

(I'm french , sorry for my bad english !)

celedhrim, thanks so much for posting that build! It works perfectly on my Windows machine. Do you plan on continuing to post Windows builds?

garbear, any idea when this may be added to the XBMC nightlies? Then it would also be in the OpenELEC nightlies, which would be AWESOME. Not to mention the more testing that could be done by a wider audience. Great work!
Here is a corrected keymap for the Logitech joystick. The one I gave you last time had a couple of axis backwards:

http://www.xbmclogs.com/show.php?id=3681
(2013-03-11, 15:41)rdougher Wrote: celedhrim, thanks so much for posting that build! It works perfectly on my Windows machine. Do you plan on continuing to post Windows builds?

Yes , I think provide build when git advance , no clear regularity.
Any word on game save support? I'm referring to the build in saved games states in consoles like the SNES and not emulator saved states.
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