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RetroPlayer Test Builds (updated for Nexus)
I found myself wishing for stable builds with my game customizations, so I did a round of builds based on Leia 18.3: https://github.com/garbear/xbmc/releases/

I also updates the game add-ons and the wiki page: https://kodi.wiki/view/Game_add-ons#Libretro_cores
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(2019-08-05, 03:36)garbear Wrote: I found myself wishing for stable builds with my game customizations, so I did a round of builds based on Leia 18.3: https://github.com/garbear/xbmc/releases/

I also updates the game add-ons and the wiki page: https://kodi.wiki/view/Game_add-ons#Libretro_cores
Hi garbear. I'm on windows, how do I activate the shaders? Currently, only Nearest Neighbour and Bilinear are shown.
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Just checked and the shaders weren't included in the build. This should change as the OpenGL shaders near completion.
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Out of curiosity... Is there a roadmap for the next versions?
What do you try to be on time for Matrix? Db... Multiplayer....Mutidisc...



Yes. I already know it. Whatever is, will be.
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+1

I join @narvatus question. As one of very few ppl using Kodi for gaming on the raspberry pi 4, I am praying every day for RetroPlayer-Progress and garbears mental health stability with all those requests, repos, commits and bug reports comming in.
Thank you for your great work and please dont burn out! I think RetroPlayer is a pretty complex and difficult child to raise. Wish there was anything I could contribute (all I know is a little csharp :/ )
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(2018-03-07, 00:39)garbear Wrote:  
Using the keyboard to emulate a controller is broken. For now, if a ROM requires a controller, you can only play it with another controller.

Keyboard control broke with the merge of the Controller Topology Project last month. It will be fixed in the future, though I'm not sure when. 
@garbear , did that Controller Topology Project broke all keyboard signals sent to the emulators? I am specially interested in lr-stella2014, as my controller has only 5 buttons, so I don't have enough buttons to send all needed extra commands (console switches, in this case), that could, in original Stella emulator, be mapped to keyboard keys (actually, they are already originally mapped).

I am not sure exactly where the keyboard issue is (Kodi maps, Retroplayer, libretro emulator) to try to propose some solution. I know, for example, that Stella 2014 accepts keyboard shortcuts, but I am not sure if libretro Stella does. In Libretro docs, there is the "Default RetroArch keyboard bindings" where one would use "Enter" and "Shift" keyboard keys to send RetroPad "Start" and "Select" button signal. But I just cannot send any default Stella or Retroarch key strokes to the emulator. Are they all being remapped/filtered by Kodi? I think "Enter" key is mapped to OSD, for example, but isn't there any setting so I could just pass a keystroke directly to the emulator?

I'd like to venture out on coding, but I'm kind of stuck.
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Hi I am currently in a situation where I can only have an rpi1 as hardware, and I want to use raspbian because I also want to use some gpio functions and its noticably faster/smoother than libreELEC or OSMC.

I have been messing around with Retroarch, Retropie, advanced launcher, IAGL, but to no avail. I was wondering if there might be a build for Raspbian out there, or a reletively easy way to make this work.
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got a kernel panic when I tried installing the openelec version of 18.6
Proper Usage of a debug log
If I managed to help you in any way, please add to my reputation
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(2020-03-11, 17:34)Hudson_Hawk04 Wrote: got a kernel panic when I tried installing the openelec version of 18.6

There is no OpenELEC version of 18.6

Post your dmesg.
Texture Cache Maintenance Utility: Preload your texture cache for optimal UI performance. Remotely manage media libraries. Purge unused artwork to free up space. Find missing media. Configurable QA check to highlight metadata issues. Aid in diagnosis of library and cache related problems.
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Heya,

I was looking into this to get some shaders into kodi retroplayer.
I see linux builds stopped September 2018 any reason for that? I'll see if I can get it to compile myself, just wondering if linux is just unsupported in the current test fork or something.

Thanks a bunch
BR Ghostface
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Linux builds were contributed by a community member who seems to be no longer contributing. You can compile my retroplayer-18.6 branch yourself, or if LibreELEC is your thing, I can generate some LE update files.
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(2020-04-28, 04:44)garbear Wrote: Linux builds were contributed by a community member who seems to be no longer contributing. You can compile my retroplayer-18.6 branch yourself, or if LibreELEC is your thing, I can generate some LE update files.
Thanks for the clarification. I'll build them myself then.

One more thing, are additional shaders/filters apart from nearest and bilinear functional and included in the current branch?
I saw some references in the shader addon but found no actual shader files in the repo. Would just placing the libretro shader folder in the referenced location be enough to make it work or is this currently considered non-functional?
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Back from the great beyond, I've created the first RetroPlayer build based on v19 Matrix!

https://github.com/garbear/xbmc/releases

Featuring the amazing Saved Game Manager done by @NikosSiak for GSoC 2020! Feedback on the Saved Game Manager can be left here: https://forum.kodi.tv/showthread.php?tid=356366

Oh yea, and I also do iOS and tvOS build now (but can't test them myself)
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@garbear  it's great to see continuous development, thanks for this amazing work!
does the new v19 alpha include a preview of shaders/opengl?
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Yes it includes shaders! but only on Windows. It includes a new (in development) saved game manager too! https://forum.kodi.tv/showthread.php?tid=356366
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RetroPlayer Test Builds (updated for Nexus)16