2016-05-05, 01:06
Like garbear said, creating API's are free, implementation can come later, or never if there's no interest. Better to have it and not need it than to need it and have to "hack it in" later.
(2016-05-04, 10:25)zag Wrote: Shouldn't we try to get retro player merged before starting on things like save game managers?
Just a thought
(2016-05-05, 10:34)Scourge Wrote:(2016-05-04, 10:25)zag Wrote: Shouldn't we try to get retro player merged before starting on things like save game managers?
Just a thought
Save states are core functionality, AFAIC. Many retro gamers I know play games like secret of Mana, Metroid and Zelda. Those games are severely crippled by the lack of saves. Realization of save states will help adaptation.
Debug Print: RetroPlayer: Opening: E:\Media\Games\ROMs\snes\Super Mario World.smc
Debug Print: AddOnLog: SNES (Beetle bSNES): [Mednafen bSNES]: Samples / Frame: -nan(ind)
Debug Print: AddOnLog: SNES (Beetle bSNES): [Mednafen bSNES]: Estimated FPS: -nan(ind)
'Kodi.exe' (Win32): Unloaded 'E:\Coding\Cpp\xbmc.montellese\addons\game.libretro.beetle-bsnes\game.libretro.beetle-bsnes.dll'
Debug Print: ADDON: Dll Destroyed - SNES (Beetle bSNES)
Debug Print: ADDON: Dll Initializing - SNES (Beetle bSNES)
'Kodi.exe' (Win32): Loaded 'E:\Coding\Cpp\xbmc.montellese\addons\game.libretro.beetle-bsnes\game.libretro.beetle-bsnes.dll'. Module was built without symbols.
Debug Print: GAME: ------------------------------------
Debug Print: GAME: Loaded DLL for game.libretro.beetle-bsnes
Debug Print: GAME: Client: SNES (Beetle bSNES) at version 0.9.26
Debug Print: GAME: Valid extensions: .bs .fig .sfc .smc .st
Debug Print: GAME: Supports VFS: no
Debug Print: GAME: Supports game loop: yes
Debug Print: GAME: Supports standalone execution: no
Debug Print: GAME: Supports keyboard: no
Debug Print: GAME: ------------------------------------
Debug Print: DXVA::CProcessorHD::IsFormatSupported - Unsupported format 104 for 1.
Debug Print: DXVA::CProcessorHD::IsFormatSupported - Unsupported format 105 for 1.
Debug Print: GameClient: Loading E:\Media\Games\ROMs\snes\Super Mario World.smc
Debug Print: AddOnLog: SNES (Beetle bSNES): Loading E:\Media\Games\ROMs\snes\Super Mario World.smc...
Debug Print: AddOnLog: SNES (Beetle bSNES): Using module: snes(Super Nintendo Entertainment System/Super Famicom)
Debug Print: AddOnLog: SNES (Beetle bSNES): MDFN_MakeFName: E:\Coding\Cpp\xbmc.montellese\portable_data\userdata\addon_data\game.libretro.beetle-bsnes\save\Super Mario World.srm
Debug Print: AddOnLog: SNES (Beetle bSNES): MDFN_MakeFName: E:\Coding\Cpp\xbmc.montellese\portable_data\userdata\addon_data\game.libretro.beetle-bsnes\save\Super Mario World.rtc
Debug Print: AddOnLog: SNES (Beetle bSNES): MDFN_MakeFName:
Debug Print: AddOnLog: SNES (Beetle bSNES): Loading custom palette from ""...
Debug Print: AddOnLog: SNES (Beetle bSNES): Error opening file: Invalid argument
Debug Print: GAME - LoadGame() - addon 'game.libretro.beetle-bsnes' returned an error: the command failed
Debug Print: Button [ 0 ] on Xbox 360-compatible controller released
Debug Print: Feature [ b ] on game.controller.snes released
Debug Print: AddOnLog: NES (FCEUmm): Can't find <controller> tag for controller "game.controller.snes"
Debug Print: Feature [ a ] on game.controller.default released
Debug Print: Button [ 7 ] on Xbox 360-compatible controller released
Debug Print: Feature [ start ] on game.controller.nes released
Debug Print: AddOnLog: SNES (Snes9x): Can't find <controller> tag for controller "game.controller.nes"
Debug Print: Feature [ start ] on game.controller.default released
Debug Print: Button [ 7 ] on Xbox 360-compatible controller pressed
(2016-05-10, 02:36)Serg86 Wrote: - Current build (May 9th) doesn't bring the game to front when you start it.What game? What core? can you post a debug log?
(2016-05-10, 02:36)Serg86 Wrote: - (Only tested NES & SNES games) Aspect ratio is wrong. On a 1920x1080 display, the width is approximately 200 pixels less than it should be for 4:3. Not sure if these measurements are accurate as I don't know if the game displays black pixels on either side, but first coloured pixel to last, measuring a screenshot with Gimp resulted in 1234x1080. 1440x1080 is the correct resolution for 4:3 content. Playing around with the video settings of 4:3 content changes the game display as well. ~17% blackbar reduction acts as a workaround, it puts it very close to the correct aspect ratio.
2016-05-09 18:19:09.158 Kodi[9079:303] Debug Print: GAME: ---------------------------------------
2016-05-09 18:19:09.159 Kodi[9079:303] Debug Print: GAME: Opened file /Users/garrett/Desktop/Desktop_ROMs/Chrono Trigger (U) [!].smc
2016-05-09 18:19:09.159 Kodi[9079:303] Debug Print: GAME: Base Width: 256
2016-05-09 18:19:09.159 Kodi[9079:303] Debug Print: GAME: Base Height: 239
2016-05-09 18:19:09.159 Kodi[9079:303] Debug Print: GAME: Max Width: 512
2016-05-09 18:19:09.159 Kodi[9079:303] Debug Print: GAME: Max Height: 512
2016-05-09 18:19:09.159 Kodi[9079:303] Debug Print: GAME: Aspect Ratio: 1.333333
2016-05-09 18:19:09.160 Kodi[9079:303] Debug Print: GAME: FPS: 60.098812
2016-05-09 18:19:09.160 Kodi[9079:303] Debug Print: GAME: Sample Rate: 32040.500000
2016-05-09 18:19:09.160 Kodi[9079:303] Debug Print: GAME: Region: NTSC
2016-05-09 18:19:09.160 Kodi[9079:303] Debug Print: GAME: ---------------------------------------
(2016-05-10, 02:36)Serg86 Wrote: - I use an iBuffalo Classic USB SNES Gamepad. The DPad is recognized as 2 axis rather than individual buttons, which is fine, except currently, axis on NES cores are used for rewind and fast forward. I can play without issue if I disable rewind. It also has no Guide button.
(2016-05-10, 02:36)Serg86 Wrote: Which brings me to a suggestion. If it's not on your todo list yet, please consider mapable hotkey combinations. Recalbox has a, in my opinion, fairly elegant solution out of the box. They use the guide or PS button on controllers which have it. Using the DualShock3 as an example, PS Button + Start exits the game. PS Button + Cross opens the Retroarch menu and a few others. The SNES controller doesn't have a guide button, so the select button is used instead.
This would solve another issue with controllers such as these. If you play an SNES game with an SNES controller, because all buttons are used for gameplay, you can't get out of the game unless you have a different input device hooked up. I know this issue is not really that big, since most people have something else to control Kodi with, but it's nice to move from game to game without putting down the pad. Hotkey combinations would solve that.
In the settings, you could set one hotkey, then a separate button for every function you desire.
(2016-05-10, 03:37)garbear Wrote: The core has a resolution of 256x239, which is an aspect ratio of 1.071129707112971. Does that solve the mystery of your missing pixels? Can you use the "zoom" action to resize the game to fullscreen?
(2016-05-10, 03:37)garbear Wrote: How did you map the dpad to the main controller? The debug log contains all input, so this might show us what's wrong.
(2016-05-10, 03:37)garbear Wrote: The button mapping process is split into two parts: everything is mapped to a 360 controller, then the 360 controller is mapped to Kodi actions. Only the 360-controller mapping can be changed in the GUI (by configuring the "Kodi" controller). The 360-to-Kodi-action translation is controlled by joystick.xml.
What this means is that we can have a "meta" button that allows input to escape the game and be passed to joystick.xml. We can use both the Select and Guide/PS buttons to cover all controllers. A setting in Game Settings can also allow combos to be mapped to "meta", so the user could escape actions by pushing both triggers. That way, the user can only configure which buttons are "meta", but they'll have to modify joystick.xml to change the Kodi action.
(2016-05-10, 05:35)Serg86 Wrote: Yes, the width is too low, it should be 320x240 for 4:3. None of the modes help, because they either zoom in way too much without changing the aspect ratio or stretch it to 16:9, which is horrible for 4:3 games - or anything for that matter, in my opinion.
(2016-05-10, 05:35)Serg86 Wrote: Is it possible to only activate a Kodi action via combination? What I mean is, pressing Select on it's own will be used for the game, pressing and holding Select + another button performs a Kodi action.
(2016-05-10, 05:35)Serg86 Wrote: And I have a few ideas. If we make both Select and Guide/PS
Defaults are great, but a GUI to configure them on top of good defaults would be ideal.
(2016-05-10, 05:35)Serg86 Wrote: The next logical choice would probably be L or Start, Z is often used in combination with other buttons, so it's a bad choice.