Kodi Community Forum
RetroPlayer Test Builds (updated for Nexus) - Printable Version

+- Kodi Community Forum (https://forum.kodi.tv)
+-- Forum: Support (https://forum.kodi.tv/forumdisplay.php?fid=33)
+--- Forum: Game support (https://forum.kodi.tv/forumdisplay.php?fid=292)
+--- Thread: RetroPlayer Test Builds (updated for Nexus) (/showthread.php?tid=173361)



RE: RetroPlayer Test Builds (updated for Matrix) - garbear - 2022-06-04

(2022-06-02, 15:47)OmniBlade Wrote: Hmm, I was thinking more for the controller assignments, so if a game has multitap attached or not but config of the button layout is important as well. I would say the expected behaviour would be the default bindings of the Kodi controller to the game systems controller should be used unless an override exists.

In this case, when you configure controller assignments or buttons in the game, it overrides it for the game. When you configure controller assignments or buttons outside a game, it configures it globally. The code for this is easy to do, but do you think this behaviour could be confusing?

 
(2022-06-02, 15:47)OmniBlade Wrote: Custom layouts being attached to players so they followed them no matter which port they choose to play on would also be very desirable.

Indeed, some sort of idea of players in Kodi would be nice. I've put a lot of work into a Player Manager. You can follow the saga here: https://github.com/garbear/xbmc/issues/87


RE: RetroPlayer Test Builds (updated for Matrix) - OmniBlade - 2022-06-07

(2022-06-04, 22:32)garbear Wrote:
(2022-06-02, 15:47)OmniBlade Wrote: Hmm, I was thinking more for the controller assignments, so if a game has multitap attached or not but config of the button layout is important as well. I would say the expected behaviour would be the default bindings of the Kodi controller to the game systems controller should be used unless an override exists.

In this case, when you configure controller assignments or buttons in the game, it overrides it for the game. When you configure controller assignments or buttons outside a game, it configures it globally. The code for this is easy to do, but do you think this behaviour could be confusing?

Potentially yes, but I can't think of how better to structure it. Maybe have some kind of warning when editing in game that it will only affect the mapping for the current game and you need to leave the game to configure globally or have a button to switch to configuring it globally? Perhaps even an "Apply Global config" button that wipes out a customised layout?

I would expect the expectation of editing outside of a game would be that it affects all games unless they have an override in place, so I wouldn't think the reverse warning would be required.


RE: RetroPlayer Test Builds (updated for Matrix) - RockerC - 2022-06-08

(2022-02-01, 10:31)RockerC Wrote: @garbear Perhaps the subject title in your original post in this thread be updated/changes now that you released RetroPlayer 20 alpha 1 (2022-01-28) based on Kodi 20 Nexus?

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

Maybe update/change your subject title from "RetroPlayer Test Builds (updated for Matrix)" to "RetroPlayer Test Builds (alpha releases updated for Nexus)" or similar?

Bumping this now that Kodi "Nexus" Alpha 1 has been announced -> https://kodi.tv/article/kodi-nexus-alpha-1/

Subject title and content in the original post in this thread should be updated to mention Kodi "Nexus" Alpha 1?

Post Subject: RetroPlayer Test Builds (updated for Nexus)

RetroPlayer 20 Alpha 1 (Nexus) and beyond

 


RE: RetroPlayer Test Builds (updated for Nexus) - garbear - 2022-06-09

Sure, updated, thanks. In other news, I did another round of Nexus 20 alpha 1 builds.


RE: RetroPlayer Test Builds (updated for Nexus) - RockerC - 2022-06-30

(2022-06-09, 02:39)garbear Wrote: Sure, updated, thanks. In other news, I did another round of Nexus 20 alpha 1 builds.

Nice, though also great if the original post is as well updated like so:

...

RetroPlayer 20 alpha (Nexus) and beyond
 
RetroPlayer 19.3 (Matrix)
 
...


RE: RetroPlayer Test Builds (updated for Nexus) - garbear - 2022-07-18

New builds!

I ported Windows Shaders to Nexus, and they will be included in the 20 Alpha builds from now on.

I also backported the final Savestate manager to 19.4.

Both 19.4 and 20.0 Alpha 2 are now feature-identical from a games standpoint. Get downloads for both here:
   
(2022-06-30, 09:49)RockerC Wrote: Nice, though also great if the original post is as well updated like so:

Thanks, updated.


RE: RetroPlayer Test Builds (updated for Nexus) - RockerC - 2022-12-05

Hope that the original post will be updated with Kodi Game related changelogs for Kodi v19 (Matrix) and Kodi v20 (Nexus) listing added or changed games/gaming or game-controller input features and functions

https://forum.kodi.tv/showthread.php?tid=173361

https://kodi.wiki/view/Kodi_v18_(Leia)_changelog#Gaming_(Games_interface_and_Game_Clients)

https://kodi.wiki/view/Kodi_v19_(Matrix)_changelog#Gaming_(Games_interface_and_Game_Clients)

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

https://github.com/garbear/xbmc/issues/103

https://github.com/garbear/xbmc/issues/131

https://github.com/garbear/xbmc/issues/88

https://github.com/garbear/xbmc/issues/80

I believe there are a few relevantly recent and very important such as example these:

* RetroPlayer: Savestate manager (for handling game save states ) -> https://github.com/xbmc/xbmc/pull/20913

* Set Game metadata https://github.com/xbmc/xbmc/pull/21286
  * Includes support for service.games.discord.richpresence addon -> https://github.com/NikosSiak/service.games.discord.richpresence

* In-game Port Setup dialog  https://github.com/xbmc/xbmc/pull/20505

* Updated controller add-ons

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

The RetroPlayer 20 beta 1 (2022-11-23) build also bundles some game-related add-ons to improve the quality of life for Kodi Game testers.

* Updated controller add-ons
* Includes all 76 controller profiles ?
* Includes VFS add-ons for compressed ROMs ?

* Includes add-on repos for IAGL, Steam Launcher and libretro buildbot cores ?

I guess that Kodi's Libretro wrapper compatibility layer for the Kodi Game API might also have brought some backend improvements indirectly from upstream too or?

https://github.com/kodi-game/game.libretro

https://github.com/libretro


RE: RetroPlayer Test Builds (updated for Nexus) - honguyenseo - 2022-12-07

can I use HP Z6 G4 Workstation to install that program. Please give me some ideas

Specifications:
  • CPU: Intel Xeon Silver 4208
  • RAM: 8G DDR4 ECC RDIMM
  • SSD 256G M.2 2280 PCIe NVMe
  • NETWORK: 1GbE 2-port
  • POWER SUPPLY: 1000W internal PS
see full option here: [link removed by moderator]


RE: RetroPlayer Test Builds (updated for Nexus) - Dangelus - 2022-12-07

@honguyenseo no spammy links please - I have removed it.

Let's see if this is a genuine question but if you have come here to spam the forum don't bother as we have noticed.


RE: RetroPlayer Test Builds (updated for Nexus) - Juppstein - 2022-12-23

Is there ever going to be a chance to get those builds for Linux as well? Like deb files or a repo?


RE: RetroPlayer Test Builds (updated for Nexus) - KOPRajs - 2023-01-08

I've finally switched my living room system to Nexus and I'm pleased with the progress that the Retroplayer is making in the upstream Kodi. The new Savestate manager is great and the new input system with the port setup works great as well. The most welcome change is that the input finally works after the gamepad reconnects (it usually disconnects itself after a few minutes of inactivity or when the battery is low). Until now, I've always needed to close the game and run it again after the controller re-connection.

What is the current condition of the GL support for shaders? It is a shame that it is almost done for so many years now but not ready to be merged upstream yet. Is it being worked on?

Anyway great work so far!


RE: RetroPlayer Test Builds (updated for Nexus) - garbear - 2023-01-16

Test builds based on the final v20.0 are now uploaded! https://github.com/garbear/xbmc/releases/tag/retroplayer-20-20230115

As the build is based on the most stable version of Kodi I've maxed out the included experimental work to flush out the remaining bugs.
 
(2023-01-08, 21:06)KOPRajs Wrote: The new Savestate manager is great and the new input system with the port setup works great as well.

Not as much as previous releases but still a lotta new stuff in Nexus! Thanks for helping to test it out!
 
(2023-01-08, 21:06)KOPRajs Wrote: What is the current condition of the GL support for shaders?

My final v20.0 RetroPlayer release enables shaders on GL.

No claim that shaders on GL actually work, but now we track down these bugs!


RE: RetroPlayer Test Builds (updated for Nexus) - KOPRajs - 2023-01-17

(2023-01-16, 23:07)garbear Wrote: My final v20.0 RetroPlayer release enables shaders on GL.

Is it implemented for the OpenGL ES as well or only for the desktop OpenGL yet?


RE: RetroPlayer Test Builds (updated for Nexus) - garbear - 2023-01-17

(2023-01-17, 00:33)KOPRajs Wrote:
(2023-01-16, 23:07)garbear Wrote: My final v20.0 RetroPlayer release enables shaders on GL.

Is it implemented for the OpenGL ES as well or only for the desktop OpenGL yet?

Just desktop OpenGL.


RE: RetroPlayer Test Builds (updated for Nexus) - OmniBlade - 2023-01-20

What is left to do to add support for cores that require an opengl context such as PPSSPP? I recall another developer wrote a proof of concept version ages ago that seems to have fallen by the wayside?

The support for multiple controllers has definitely made Kodi my go to for casual retrogaming sessions with friends now. Lack of disk changing support limits it for a few single player PSX titles, but they are few and far between. I'd love to get some light gun support in there too, my own efforts with wiimotes having come to nothing so far Big Grin