Solved Compilation of binary addons in Linux
#43
@Wintermute0110 / @garbear / @fetzerch, general question on the necessity of compilation.

Isn't it true that the cores are exact copies of the cores already available on the libretro buildbot, or is there something more specific that is required when the core is compiled to use in Kodi?

Just as an experiment, I did the following:
  • Took the latest fbneo buildbot core from libretro
  • Made a copy of the exisiting 'game.libretro.fbalpha' binary addon in Kodi on my local installation and made it 'game.libretro.fbneo'
  • Replaced all instances of 'fbalpha' with 'fbneo' in the folder structure files (addon.xml, settings.xml, etc, note that the settings.xml may have to be updated a little more specifically based on the available core options)
  • Replaced the binary in my new 'game.libretro.fbneo' addon folder with the one from the libretro buildbot, renamed it accordingly
  • Started Kodi and enabled my new addon
  • Launched a game using my newly created addon

The game launched just fine. Kodi log shows:
xml:

DEBUG: RetroPlayer[PLAYER]: Using game client game.libretro.fbneo
Image

At any rate, if the cores are in fact exact copies of the libretro cores, then would it just be easier to have a tool generate the addons from the existing/available cores?
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RE: Compilation of binary addons in Linux - by zachmorris - 2019-07-09, 22:42
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