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Integrated Video Game Emulators - Printable Version

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RE: Integrated Video Game Emulators - nimrod77 - 2013-02-09

garbear,
please excuse my noobness, but is this package installable on (Win) Frodo or does it need to be compiled with your libretro package built in?


Re: RE: Integrated Video Game Emulators - Martijn - 2013-02-09

(2013-02-09, 13:14)nimrod77 Wrote: garbear,
please excuse my noobness, but is this package installable on (Win) Frodo or does it need to be compiled with your libretro package built in?

You need to compile it yourself


Re: Integrated Video Game Emulators - mwaterbu - 2013-02-10

With a major feature such as this, what is the process of getting this in the mainline XBMC trunk? Seems like that might take some time (once development on this branch is ready, of course)?


Re: RE: Integrated Video Game Emulators - mwaterbu - 2013-02-10

(2013-02-08, 16:05)garbear Wrote: Binaries are https://www.omfggarrettissofuckingawesome.com/retroplayer/binaries

Trololololololololl


RE: Integrated Video Game Emulators - BLKMGK - 2013-02-11

I currently compile from mainline every night on Linux, I'm not sure how to move over to this branch and if I do how far off from Main are your changes? What would you suggest for gamepad or controller for testing? I've got an XB360 wireless adapter for PCs aorund somewhere and controllers but I'm willing to use something else - say PS3? I'm very interested in this but am unsure as to how easily I could move over and do testing. Most of the ROM I have are MAME ROMs FWIW. I just don't want to end up really far off of main if I can help it since I enjoy testing the new code as it rolls out there too Big Grin


RE: Integrated Video Game Emulators - xceph - 2013-02-11

Is anyone able to compile a Windows binary and share it? I have compiled XBMC in the past, and am familiar with the process, however there is something wrong with my current setup which is preventing me from properly installing the Direct X developer package. I can't really spare the time to reformat at this point of time.


RE: Integrated Video Game Emulators - CorePoint - 2013-02-11

Probably this is the soulution for your problem.

http://support.microsoft.com/kb/2728613


RE: Integrated Video Game Emulators - garbear - 2013-02-12

(2013-02-11, 16:33)BLKMGK Wrote: I currently compile from mainline every night on Linux, I'm not sure how to move over to this branch and if I do how far off from Main are your changes? What would you suggest for gamepad or controller for testing? I've got an XB360 wireless adapter for PCs aorund somewhere and controllers but I'm willing to use something else - say PS3? I'm very interested in this but am unsure as to how easily I could move over and do testing. Most of the ROM I have are MAME ROMs FWIW. I just don't want to end up really far off of main if I can help it since I enjoy testing the new code as it rolls out there too Big Grin

Branched from Frodo 12.0 final. The pull requests between February 1 and 10 (feb. merge window) are the main changes between my branch and Master. We've only had one merge window, so things should play nicely. After a few merge windows (a few months) the branches will probably diverge appreciably. In theory:
Code:
git remote add garbearrocks git://github.com/garbear/xbmc.git
git fetch garbearrocks
git checkout garbearrocks/retroplayer

I added 360 controller support yesterday. Malte is testing on win32, I'd like some feedback on linux as well. Specifically, d-pad diagonals should work - can you test in a game with diagonals (legend of zelda games come to mind)? Rolling from 0 to 360° should hit all 8 cardinal directions. I don't have any controllers right now, so I also need help adding <FullScreenGame> entries to joystick.xml files. Malte covered the 360 controller: joystick.Microsoft.Xbox.360.Controller.xml

MAME is iffy. I'm working on it.

and heads up,

(2013-02-08, 16:05)garbear Wrote: Linux add-ons in the official repo are 64-bit. On linux XBMC segfaults when downloading the emulators, but when you restart they will be safely installed and enabled (have fun installing one at a time Smile ). Alternatively, you can download the zips here (/release folder). For 32-bit, compile your own (check out libretro-super) and replace the .so with your new binary.



RE: Integrated Video Game Emulators - Majin - 2013-02-12

Hi Garbear

First just wanted to say this is Awesome!

I compiled your build from yesterday with the new input bit and had trouble loading any roms. didn't manage to get the log that time.

Recompiled today with your updates since and all worked smoothly, loaded into each game and my X360 controller (wireless) worked straight away!

There were issues with the sound causing a bit of slowdown I think and the odd pop and delay - Just using headphones on pc (Integrated SoundMax)

I also had a problem, after playing Mario Kart, closing it and trying to reopen, xbmc crashed. Again didn't get the log but enabled debug logging and tried again and the Mario Kart ROM wouldn't open, where the other ones, even over an smb share, were fine:

http://pastebin.com/7Ze7n554 - full debug log if it helps in any way.

Anyway, massively impressed, great work and I'll keep trying it and providing feedback where I can!

ps will be even more amazing with integration with RCB or similar!


RE: Integrated Video Game Emulators - Dondi - 2013-02-12

(2013-02-08, 21:52)King Dude Wrote: RE: [edit by garbear: keep it on topic]

Sorry if there's a misunderstanding, but I thought that was on-topic. I'm looking around to see if we can compress roms to save storage space for XBMC's game folder and was asking if Zip is best (since I originally saw my friend use it) or another alternative is a better solution.

I would be surprised if your friend actually manually zipped his own ROMs. Your friend probably got them from a portion of a standardized ROM set. I am totally against doing anything to ROM sets that deviate from their native delivery file format. ROM sets come in various flavors (i.e., GoodSets, TOSEC, No-Intro, Trurip, etc.) and get updated & refreshed periodically. These sets are CRC checked, verified, etc., by various ROM manager utilities. Some emulation platforms have multiple sets in multiple file formats. In the case of the larger sets, refreshing a local copy (in it's native form) is usually relatively easy, unless you mucked-around with your set (i.e., rezipping, unzipping, etc.). Besides this, having two copies of a ROM set (native and a native copy zipped) is not an option for the really large sets (i.e., >300GB)


RE: Integrated Video Game Emulators - Dondi - 2013-02-12

Hey guys, I know it is way too early for implementation, but conversely, it may just be early enough to plant a seed of an idea for a future feature/request.

Until very recently (thanks to XBMC), I haven't been involved in the retrogaming arena for the last 9 or 10 years as I am slowly getting back up to speed on all the changes that have taken place since. I built my cabinet in 1998, and refreshed it early 2000s and haven't changed anything since then. The Front-End on this thing is 3DArcade. Check it out if you haven't already (should still be on mameworld). It's old, hasn't been touched in a while, but is still awesome. Macromedia Director/Shockwave UI with customizable first-person arcade walk-through, mapped art (flyers, marquees, emuvideos) onto the 3D-rendered cabinets. Handles command line for launching any emulator. Maps music videos (or any video) to the video walls, Play your own music (and music playlists) through the 3D Jukeboxes inside the arcades while also having them continue to play while in-game, etc.

Anyways, with that, the really cool feature of 3DArcade that I absolutely love being on my arcade cabinet is the screensaver feature. Yes, I said it... screensaver!!

I walk away from my cabinet (the thing actually stays on all the time) and 3DArcade will go into screensaver mode where after a certain amount of user-defined time, it will pick a random (I restricted it to only choose from MAME and pinballs) game to be launched for a user-defined amount of time and self-escapes out from the Emulator after a user-defined amount of time to get back into the front-end. I have the volume param set to TRUE as this thing sits in the basement and isn't too annoying (lowering the volume from the keyboard/remote is always an option). This feature is awesome and not something that is probably thought of, but I think would be amazing for this project. The great part is that the MAME ROMs for the arcades already have an ATTRACT MODE. Most console games do too, but the arcades are just great. The pinball attract modes are fun as well. This feature alone has made my cabinet sooooo worth it; letting the front-end randomly pick a ROM from the arcades & pins alone has introduced me to some fantastic games. It also entices you to play a game, especially when you hear it pick one of your favorites and it is displaying in attract mode. I end up walking over, hitting the COIN DROP button a couple times.... PLAYER 1 START!!!!!!!

Just thought a screensaver function of this would be a great alternative to a picture viewer slideshow thingamajig or DIM. Not sure if this is something for the main fork of XBMC or if it is something that can stem directly from this project, but I thought I'd introduce it here, as this project is in the early stages. Again, the screensaver feature is not something that is obvious, it is not something that anyone would necessarily think of as needed in the retrogaming emu world, it is not something anyone would usually request in a PC-based, normal EMU environment, but once it is running, activated, and randomly throwing-out arcade games, it's hard to envision not using it any more (especially when considering the alternative screensavers).


RE: Integrated Video Game Emulators - Adam7288 - 2013-02-13

As much as I appreciate your passion I would have to vote a big no to this. It is a user interface nightmare. Great niche product, but discover-ability, and search-ability of long lists of roms is simply not possible.


RE: Integrated Video Game Emulators - garbear - 2013-02-13

Majin: bSNES seems to be broken. I marked it as such in the repository, if a different SNES emulator doesn't work then let me know. Also I got a bug report about 360 controllers:
Quote:Playing games and all works. Also using the buttons in FullscreenVideo works. I can control XBMC perfectly from startup till launching a game. I can play the game with gamepad fine. But when I exit the game the gamepad won't work anymore until I launch another game. Interestingly the gamepad will fully work again when I start watching a movie. Then it will also work in the menus after I stop the movie.
Can you confirm or deny? And thanks again for posting the debug log.


RE: Integrated Video Game Emulators - Majin - 2013-02-13

(2013-02-13, 06:02)garbear Wrote: Can you confirm or deny? And thanks again for posting the debug log.

Just had a go, using the Snes9x-Next emulator and all seemed fine. Could exit the game by clicking the right stick and then continue to navigate xbmc with the controller (DPAD) - It did take 5 - 10 seconds before the controller became responsive again though.

Will play more later!


RE: Integrated Video Game Emulators - malte - 2013-02-13

garbear Wrote:Can you confirm or deny? And thanks again for posting the debug log.
Shame on me. Looks like I screwed something up in my environment. Rebuilt everything today and got it all working again.

Majin Wrote:ps will be even more amazing with integration with RCB or similar!
It is already possible in RCB with some manual configuration. Explained here. Atm there are still some smaller issues with lockups especially with entering or leaving a game. But I guess this should be easily solved with adding a little sleep time in RCB.