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 Isengard) - garbear - 2015-08-27 we're missing a controller add-on for those platforms RE: RetroPlayer Test Builds (updated for Isengard) - CrispyXUK - 2015-08-27 How do I reset control configuration? Is there a specific file that is safe to delete? RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-08-27 delete userdata\addon_data\peripheral.joystick\buttonmap.xml RE: RetroPlayer Test Builds (updated for Isengard) - CrispyXUK - 2015-08-27 Thanks man, I'd imagine I can follow that xml schema to add a second player to this? RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-08-27 last night I re-wrote the port mapping code. multiple joysticks are supported, and each joystick should maintain their port when others are unplugged/replugged. The keyboard typically gets assigned to the first unplugged port. if anyone has multiple controllers, this could definitely use some testing. I'll upload a new OSX build so you can test multiplayer. anyone know of some good 4 player game to test with" RE: RetroPlayer Test Builds (updated for Isengard) - a1rwulf - 2015-08-27 mario kart but I'd have to rebase first! ah and yeah, osx still not ready^^ RE: RetroPlayer Test Builds (updated for Isengard) - Scourge - 2015-08-27 I'll be able to test 2 player NES games this weekend. Am still on vacation atm, but will be back saturday. I have to NES to USB adapters waiting to be used RE: RetroPlayer Test Builds (updated for Isengard) - Heat - 2015-08-27 (2015-08-27, 20:40)garbear Wrote: anyone know of some good 4 player game to test with"Well, for n64 there is: -mario kart 64 -golden eye -star fox -super smash bros -donkey kong 64 -mario party RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-08-27 needs to have a working core, like bSNES. mupen64plus is still in development RE: RetroPlayer Test Builds (updated for Isengard) - natethomas - 2015-08-27 Just tested bSNES using smc files. Also doesn't work. Same issue as the sfc files. RE: RetroPlayer Test Builds (updated for Isengard) - Heat - 2015-08-27 ah, sorry. Well for snes there is: -super bomberman 1-5 This guy list all the games that games that supports up to 5 players. For the NES there is: -Bomberman(of course) -Gauntlet 2 -Swords and Serpents -Super Off Road Turbograft there is: -Double Dragon 2 -Dungeon Explorer 1-2 For genesis there is this list. Saturn 4 player games If the game is bombeman or NBA Jam/Sport game, it will most likely support 2+ players. RE: RetroPlayer Test Builds (updated for Isengard) - CrispyXUK - 2015-08-28 I have about 20 odd controllers so I'll certainly do some testing Is there an easy way to get the "Games" menu into the amber skin btw? RE: RetroPlayer Test Builds (updated for Isengard) - Montellese - 2015-08-29 On win32 beetle-bsnes fails with Code: Debug Print: AddOnLog: SNES (Beetle bSNES): Loading E:\Media\Games\ROMs\snes\Super Mario World.smc... I then created the files manually (empty files) and then it got a step further but fails with Code: Debug Print: AddOnLog: SNES (Beetle bSNES): Loading E:\Media\Games\ROMs\snes\Super Mario World.smc... EDIT: I tried beetle-gba now and funny enough it can create the save files it needs but it also fails loading the palette: Code: Debug Print: AddOnLog: GBA (Beetle GBA): Loading E:\Media\Games\ROMs\gba\Mario Kart - Super Circuit (E).gba... This seems to be a bug in MDFN_MakeFName which is called at https://github.com/libretro/beetle-bsnes-libretro/blob/cf7711128f0b358584dadabe376a4030e1009e5f/mednafen/snes/interface.cpp#L63 with MDFNMKF_PALETTE and syspalname being NULL but its implementation at https://github.com/libretro/beetle-bsnes-libretro/blob/cf7711128f0b358584dadabe376a4030e1009e5f/libretro.cpp#L511 doesn't handle MDFNMKF_PALETTE and therefore returns an empty path. RE: RetroPlayer Test Builds (updated for Isengard) - Montellese - 2015-08-30 I've hunted down the deadlock that happens when connecting my Bluetooth controller while an emulator is running: Code: > CPeripheralBus::TriggerDeviceScan() Line 260 CPeripheralBus::m_critSection (blocked) Looking at the whole peripherals code I'm getting the feeling that there are a lot of places for potential deadlocks. Every class has a single lock that is used for locking all kinds of different things. And device scans seem to be initiated from a lot of different places and therefore also potentially from a lot of different threads (callback from peripheral addon implementation, os events, ...). Unfortunately I don't know this code at all and I haven't really understood the design behind it yet so proposing any improvements would be a shot into the dark. RE: RetroPlayer Test Builds (updated for Isengard) - garbear - 2015-08-30 The peripherals code isn't that bad off. Each peripheral bus gets its own thread, and all scanning happens within that thread, regardless of where the scan was triggered The mistake here is that the add-on bus shouldn't hold a lock when passing control to the add-on. I'll get this fixed |