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) Pages:
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RE: RetroPlayer Test Builds (updated for Gotham) - garbear - 2015-06-25 (2015-06-25, 15:32)enen92 Wrote: Spent some time yesterday building retroplayer + binnary addons under arch linux x86_64 and after some time (and a lot of curl related https errors) I managed to have it compiled and running. Nestopia + 2048 placed the lib file in the lib folder but retroplayer was looking for it in share/lib. Manually creating a symlink solved the issue, which is alread reported here (https://github.com/garbear/xbmc/issues/34#issuecomment-115029106 ). The libretro wrapper is looking in special://profile/addon_data/game.libretro.nestopia/ for the libretro core. This resolves to kodi/share/kodi/addons/game.libretro/game.libretro.so, but we need to to point to kodi/lib/kodi/addons/game.libretro/game.libretro.so. I'm not sure which special URL I should use for this. (2015-06-25, 15:32)enen92 Wrote: - My most recent gamepad is a PS3 dualshock. Kodi recognized the gamepad and I managed to have some keypresses logged in the log file (@garbear it seems the main issue yesterday was the fact that I accidentally turned on the ps3 while having the gamepad connected to the laptop). However most of the buttons are recognized twice (or multiple times). For instance, using the gui and pressing one button makes the dialog move 2 or 3 buttons below. Kodi crashes often when using the ps3 gamepad (I assume because they interprets that is receiving multiple presses at the same time). Can you post some debug logs? (2015-06-25, 15:32)enen92 Wrote: - I recall in the configuration gui video that was posted some time ago while moving in the buttons dialog a little circle would focus the button on the joystick image. Unfortunately I don't have this behaviour. I can configure the input but each button don't show in the window what is the button it's referring to. The GUI changes were disabled a while ago because the basic OpenGL implementation was buggy. This needs to be properly abstracted and implemented across various rendering systems. It's on my list of things to do. (2015-06-25, 15:32)enen92 Wrote: Noticed that some of the python files present here (https://github.com/kodi-game/kodi-game-controllers/tree/master/scripts) are not present on my installation folder. I don't know if this is supposed to work this way or something is missing on my setup. Those python files are just some scripts I was using to generate costmaps. They're meant to be used offline to avoid adding to Kodi's runtime. (2015-06-25, 15:32)enen92 Wrote: - Despite following this project for a long time, I had some problems to understand how the configuration gui works. It would be nice to have a dialog ok (like the one that is present if peripheral.joystick is missing) to explain how the configuration should be done if no buttonmaps exist. To have a gamepad controlling the kodi interface we need to configure the default controller first, to have the gamepad to control a specific game we need to configure the proper platform controler. It took some time for me to understand this. It's so hard to write clean code when GUI code is involved. In order for the configuration gui to get any more advanced, it'll need to be moved into a python script. This is a lot of work. Instead of making nicer and prettier ways for the user to perform configuration, I'm gonna aim for the underlying issue - making configuration unnecessary. When all gamepads work out of the box with sensible defaults, a monolithic configuration utility that can match N gamepads to M platform controllers becomes unnecessary. Small, simple configuration GUIs can be used from different parts of the GUI when minor tweaking is desired. (2015-06-25, 15:32)enen92 Wrote: - It would also be nice to be able to clean the buttonmaps from the input settings window. Hitting reset to default doesn't seem to delete the buttonmap.xml file. ATM the only way to clean the buttonmap is to delete userdata/addon_data/peripheral.joystick/buttonmap.xml. RE: RetroPlayer Test Builds (updated for Gotham) - garbear - 2015-06-25 got a new windows build uploaded. fixes the problem reported in the thread [Windows] Using Keyboard as input RE: RetroPlayer Test Builds (updated for Gotham) - enen92 - 2015-06-25 Thanks for the detailed info, Hope you manage to make the input configuration an almost "no-setup" process. As for the debug log see below. Attached ps3 dualshock, went to the input gui and configured NES. "Press A" -> pressed O -> Automatically moved to start -> and so on: http://pastebin.com/54kHmD7k Cheers RE: RetroPlayer Test Builds (updated for Gotham) - zbuzanic - 2015-06-26 As I use Aeon Nox I don't have game menu, so was wondering is there command for invoking game menu? eg. ActivateWindow(games,return) or something like that? but yeah I'll switch to confluence in the meantime RE: RetroPlayer Test Builds (updated for Gotham) - garbear - 2015-06-26 You can use ActivateWindow(Games), ActivateWindow(Games,Files,return) and ActivateWindow(Games,Addons,return) The skin will require several new windows. check out https://github.com/garbear/xbmc/commits/retroplayer-15beta2/addons/skin.confluence for all the skin changes/additions I made RE: RetroPlayer Test Builds (updated for Gotham) - garbear - 2015-06-27 I uploaded new windows and osx builds. a few input fixes, and game controllers are now visible from the add-on browser under System RE: RetroPlayer Test Builds (updated for Isengard) - bugherbert - 2015-06-27 HI, installed latest a520121 build on Win7x64. additionaly i had to install directX9c and vcredist_x86 to run kodi. PS3 controller(via USB) worked with 2048 after messing aroud to connect the controller to windows itself. besides this i got several freezes espesially when starting a NES rom. RE: RetroPlayer Test Builds (updated for Isengard) - Montellese - 2015-06-27 Tested the latest build on windows and here are a few things I've noticed:
And here's my buttonmap.xml for my Xbox 360 wireless controller: http://pastebin.com/cP964xEW RE: RetroPlayer Test Builds (updated for Isengard) - zbuzanic - 2015-06-27 Some notes: 1. When first started I don't see anything under Games. After closing Kodi, and starting again, Files and Game addons will show up. 2. Setting up Xbox 360 was a pain, as sometimes button will not get accepted (if ESC is pressed will that erase button assignment or assign ESC to button?) 3. I was unable to exit game pad setup menu after button configuration no matter what I press/click/do there. 4. Pressing menu key on keyboard on Files or Game addons does not work (it works if left clicked with mouse) 5. Didn't manage to start any game for now as I don't know if smc files are recognized by nestopia. I did add path but not sure how to proceed next. Sorry for not providing log I didn't had much time to play with this Other than that, good job! RE: RetroPlayer Test Builds (updated for Isengard) - da-anda - 2015-06-27 (2015-06-27, 10:49)Montellese Wrote: Pressing the "Xbox button" for "Guide" doesn't work because it is caught by the windows tool to manage the controllerWin 8.1 - I don't have the XBOX software installed, only the auto-detected driver by the OS, but the XBOX button also can't be mapped. IIRC some games can make use of this button though, so it should be possible to catch and map that button. I can create a Debug Log while pressing that button if needed. And I can confirm that the button mapping of the default controller is skipping the "select" button as described by Montellese. RE: RetroPlayer Test Builds (updated for Isengard) - Montellese - 2015-06-27 (2015-06-27, 10:49)Montellese Wrote: Took another look at this and it looks like the "Manage emulators..." button in the settings is opening the wrong path in the addons manager. It opens "addons://all/kodi.gameclient" which is wrong and when going one hierarchy up you end up at "addons://all" which doesn't exist anymore either. The proper path is "addons://user/kodi.gameclient". Fixing these paths also fixes the freeze described in issue number 10. EDIT: See https://github.com/garbear/xbmc/pull/35 RE: RetroPlayer Test Builds (updated for Isengard) - Montellese - 2015-06-27 (2015-06-27, 15:10)da-anda Wrote: And I can confirm that the button mapping of the default controller is skipping the "select" button as described by Montellese. It only seems to happen when using the Xbox 360 controller. I can't reproduce when using the keyboard. I also noticed another issue with the input configuration. When you start configuring a controller and then pause for a while until the screensaver kicks in and then continue to configure the controller the button presses are properly mapped but the screensaver is not disabled until the end of the configuration. RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-06-27 I'm trying to reproduce some of these errors on windows, but i can't debug the add-ons. how can I compile them in debug mode? RE: RetroPlayer Test Builds (updated for Isengard) - Montellese - 2015-06-27 You need to open tools/buildsteps/win32/make-addons.bat (or the bat that prepares the VS projects) and change the value of -DCMAKE_BUILD_TYPE to "Debug" and make clean builds. RE: RetroPlayer Test Builds (updated for Isengard) - levi.baker88 - 2015-06-29 I've searched and can't the answer I'm looking for, Is there a wiki to actually get retroplayer going? From what I can tell there is no add-on in the Kodi repository and I'm not using Linux to compile..? I've downloaded the file on page 1, do i still need to download emulators and roms like RCB? What exactly am I missing haha |