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IARL - Deprecated
(2016-04-13, 00:55)hansolo77 Wrote: I just fixed all my emulators, and you go and make a new beta. Smile I think the problem I had before (recently, from my delay in playing) is that when the new official update was installed, it re-wrote all the default settings for IARL. This caused all my emulators to apparently default to the internal RetoPlayer. Since I'm using a Raspberry Pi2, and Openelec, I don't have the RetroPlayer as part of my Kodi installation (we're still on Isengard 15.2). The install of the updated IARL overwrote all the customized path's too. So I had to reset everything. The update also caused me to have to go back in and manually run the chmod on the executable. This was the problem I had.

Since this "release" is a beta, it might be a prudent suggestion that you go through and verify that any of the system changes it enforces does not cause pre-existing installations to stop working. I'm not going to try installing the beta until you can confirm that it won't overwrite my current settings. I'd be happy though to test the beta to see if it DOES break things, provided I can easily backup my settings. Right now the only way I have to do that is to create a complete SD card backup image. I can't do that right now though, since I lent my brother my microSD -> SD card for his reader so he could make his own working backup for HIS Pi..

Something else I'd like to mention... have you worked out a way for me to be able to download (not temporarily) a ROM and keep it stored so it's not automatically erased when a new ROM is downloaded? Since I'm limited on SD card space, I have to limit my "saved" setting to 1 (so it auto-erases when I close). There are a few games though that I really like and would like to keep stored locally. However, simply increasing my limit to 2 (save 1, erase 1) won't necessarily keep the ROM I want. So it might erase it. There should be an option (perhaps on the details page) to Download and SAVE, along with Download and RUN, and have it keep an .xml or something to list which ones I've manually downloaded so it doesn't erase those. Maybe even have the manually downloaded .xml be visible from the main menu? Of course that could run into a problem if you're running multiple systems (Sega, Nintendo, etc). The reason I'm asking for a feature like this is because some of the newer games have SAVING functionality (Legend of Zelda, Final Fantasy, etc), and if the ROM is deleted, won't that erase your save too? Or does RetroArch (in my particular case) store the temporary save RAM to a file local to RetroArch? Maybe something I can investigate going forward on my next day off.

All said though, it's nice to see this addon is still being developed. Smile

All settings are in the folder "userdata/addon_data/plugin.program.iarl". You can back that up if you like. The addon update shouldn't overwrite any of your existing xml files, but as you said this is a beta and I'm not sure what will break.

As for saving games, there's an option you can set per archive to define the save location. You can make this 'default', which the addon will monitor for size - if it gets too big it will clear the folder. If you choose another folder, the game will save and launch from this location and the addon will not delete it. In the future, I'll hopefully implement an 'offline' mode where you can save an archive to your local system and launch games directly. That ability is pretty much already there, just choose a different folder to download the file to.
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Hey there,

I've been looking at this addon and I'm pretty interested, I'll try it out soon. I have one question however (I couldn't find the answer so excuse me if it's already answered somewhere in this topic).
Where are the save files and save states stored? I'm mostly interested in the save files (I tend not to use states to stay true to the original game).
Right now I stream all games from my NAS which allows me to play on my HTPC, my rPi, my pc or any other source and the savegames are preserved as they are next to the rom, all those emulators pick them up.
If you stream from the internet, where is the savegame saved? And can it be redirected to a NAS or something

PS: I run this on windows and use network mapped drives for accessing my roms now.

Thanks for reading and props to you for making this addon!
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As I said in my last reply, I'll have to check for myself. But after thinking about it, it might be saved locally inside RetroArch (for the Pi).
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Wink 
As promised, here are my logs and a video. This is using a Nvidia Shield TV and SPMC.


http://pastebin.com/xe2HC1xN

http://pastebin.com/tpGi8vCW

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(2016-04-13, 18:17)onizuka Wrote: As promised, here are my logs and a video. This is using a Nvidia Shield TV and SPMC.


http://pastebin.com/xe2HC1xN

http://pastebin.com/tpGi8vCW


Yeah, looks like your doing everything right. Bummer. Do you have terminal emulator on your shield? If so, what happens when you paste this command into the terminal emulator (you might have to select download for the game first in IARL to ensure the file is on your shield in the temp_iarl folder):
Code:
/system/bin/am start --user 0 -a android.intent.action.MAIN -c android.intent.category.LAUNCHER -e ROM "/storage/emulated/0/Android/data/com.semperpax.spmc16/files/.spmc/userdata/addon_data/plugin.program.iarl/temp_iarl/Super Mario Bros. 3 (USA) (Rev A).nes" -e LIBRETRO /data/data/com.retroarch/cores/nestopia_libretro_android.so -e CONFIGFILE /storage/emulated/0/Android/data/com.retroarch/files/retroarch.cfg -e IME com.android.inputmethod.latin/.LatinIME -n com.retroarch/.browser.retroactivity.RetroActivityFuture

In addition, you could browse to this folder in Retroarch and see if you can launch the game directly from retroarch:
Code:
/storage/emulated/0/Android/data/com.semperpax.spmc16/files/.spmc/userdata/addon_data/plugin.program.iarl/temp_iarl/
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Not sure how I can run the terminal emulator via the shield. Can I SSH into it like OPENELEC and run that command?
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Hey zack, I've managed to get Amiga working with openelec and using chemstar's fs-uae.
I simply added the emulators's .sh into the external launchers and have managed to load your generated .fs-use Conf file. And it boots and works perfectly.
Not sure if that helps with iarl but possibly the addon could be packaged with the working openelec emulators such as muppen, dolphin, fsuae? Just a thought as I still use the openelec addons. I find they are much more stable that the libcore equivalents. But it doesn't help with systems other than openelec.

Edit
Amiga32 also works great Smile with fs-uae super exited now.

Here's the external command I used.
Quote:<launcher name ="Fs-uae OpenElec Addon (Amiga)" os="OpenElec x86 (tssemek Addon)">
<launcher_command>/storage/.kodi/addons/emulator.fs-uae/bin/fs-uae.sh "%ROM_PATH%"</launcher_command>
</launcher>

Couldnt find a source for chem's addons as the links are dead. So I have uploaded them to mega HERE These are for openelec x64 and are all working on openelec 6.0.3. I haven't tested beyond that release.

Kickstart roms need to be placed in
Quote:/storage/.kodi/userdata/addon_data/emulator.fs-uae/data/Kickstarts

Any chance you could drop launch_kodi from the generated .fs-uae file. Just so that if users like myself who also load the Roms from advancelauncher. Don't have to rename each one to scrape using advancelauncher's in built scrapers. Just a thought.
Lefty
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hello Zack, found this on reddit... maybe it will be of some use for you!


https://github.com/lakkatv/no-intro-pictures

thanks for your work !
cheers
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(2016-04-14, 05:11)zachmorris Wrote:
(2016-04-13, 18:17)onizuka Wrote: As promised, here are my logs and a video. This is using a Nvidia Shield TV and SPMC.


http://pastebin.com/xe2HC1xN

http://pastebin.com/tpGi8vCW


Yeah, looks like your doing everything right. Bummer. Do you have terminal emulator on your shield? If so, what happens when you paste this command into the terminal emulator (you might have to select download for the game first in IARL to ensure the file is on your shield in the temp_iarl folder):
Code:
/system/bin/am start --user 0 -a android.intent.action.MAIN -c android.intent.category.LAUNCHER -e ROM "/storage/emulated/0/Android/data/com.semperpax.spmc16/files/.spmc/userdata/addon_data/plugin.program.iarl/temp_iarl/Super Mario Bros. 3 (USA) (Rev A).nes" -e LIBRETRO /data/data/com.retroarch/cores/nestopia_libretro_android.so -e CONFIGFILE /storage/emulated/0/Android/data/com.retroarch/files/retroarch.cfg -e IME com.android.inputmethod.latin/.LatinIME -n com.retroarch/.browser.retroactivity.RetroActivityFuture

In addition, you could browse to this folder in Retroarch and see if you can launch the game directly from retroarch:
Code:
/storage/emulated/0/Android/data/com.semperpax.spmc16/files/.spmc/userdata/addon_data/plugin.program.iarl/temp_iarl/

My apologies, not too familiar with the ADB commands etc with Android. Trying to figure out the easiest way to run your command. I was able to put the shield in developer mode if that helps. I'm also able to confirm that I can navigate to the temp iarl temp folder in retroarch and successfully start the game.
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The beta is not working with my Windows setup. Will post logs shortly. Previous build worked fine.

EDIT: http://pastebin.com/YXZQqQdf
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(2016-04-14, 23:45)onizuka Wrote: The beta is not working with my Windows setup. Will post logs shortly. Previous build worked fine.

EDIT: http://pastebin.com/YXZQqQdf

If you're getting a script error, try removing the old iarl. I had to remove iarl from both addons and addon_data. Note this will remove any current iarl setup you may have. But the new wizard will have you set up in no time.
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I haven't seen any errors, at least on the GUI. I did a clean install of the beta before testing to avoid any possible upgrade issues. The wizard for Windows and Android have not worked for me. Strange.
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(2016-04-14, 23:45)onizuka Wrote: The beta is not working with my Windows setup. Will post logs shortly. Previous build worked fine.

EDIT: http://pastebin.com/YXZQqQdf

Thanks for the debug log. Looks like there's an issue with trailing slashes with unzip and (some versions of?) windows. I'll fix that before pushing an update to the repo.
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(2016-04-14, 15:32)lefty420 Wrote: Amiga32 also works great Smile with fs-uae super exited now.

Here's the external command I used.
Quote:<launcher name ="Fs-uae OpenElec Addon (Amiga)" os="OpenElec x86 (tssemek Addon)">
<launcher_command>/storage/.kodi/addons/emulator.fs-uae/bin/fs-uae.sh "%ROM_PATH%"</launcher_command>
</launcher>

Couldnt find a source for chem's addons as the links are dead. So I have uploaded them to mega HERE These are for openelec x64 and are all working on openelec 6.0.3. I haven't tested beyond that release.

Kickstart roms need to be placed in
Quote:/storage/.kodi/userdata/addon_data/emulator.fs-uae/data/Kickstarts

Any chance you could drop launch_kodi from the generated .fs-uae file. Just so that if users like myself who also load the Roms from advancelauncher. Don't have to rename each one to scrape using advancelauncher's in built scrapers. Just a thought.
Lefty

Thanks! I'll add that to my launchers list. The other addons should still be included in the database under 'OpenElec x86' as well.

Not fully documented yet, but for each amiga game, you need to tell the emulator which Amiga machine to use, which can be configured in the archive xml file. I defaulted all of the games to:
<emu_command>A4000</emu_command>

I'm really not super familiar with Amiga machines, I figured the largest number was the best Huh
Every game I tried loaded just fine with this setting, although if you run into one that doesn't you could try changing the machine
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a4000 was a later amiga model more like suited to a pc. I'd imagine its would probably be best to use either a500 or a1200 for compatibility. But I'm no amiga expert. Maybe someone enlighten us more.
Amiga emulators rely on kick.roms as its bios. I believe the kick 1.3 supports the systems required for the addon. Where as a4200 has its own kick rom. I never owned an amiga so its hard to get my head around it.

example of the kick roms
Kickstart v1.3 rev 34.5 (1987)(Commodore)(A500-A1000-A2000-CDTV)
Kickstart v3.1 rev 40.68 (1993)(Commodore)(A4000)

Openelec had no issues using the fs-uae addon loading your generated .fs-eau. What I meant about the naming was. Iral creates a .fs-uae with kodi_lauch in its title. For example kodi_launch_Chuck_Rock.fs-uae instead of Chuck_Rock.fs-uae Would it be possible for the file to be generated without the kodi_launch at the beginning of the file.

I managed to get the gamestarter version (rpi3) to boot to the amiga disk loading screen by trying diff kick roms placed in /storage/emulators/bios/kick13.rom with the v1.3 rom named kick13.rom But the game doesn't boot it just stays on the screen with the disk.

Lefty
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