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:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
|
RE: RetroPlayer Test Builds - garbear - 2013-10-05 (2013-10-05, 06:00)Canuma Wrote: Hmm, so there is no way currently to keep logging until the "real" error occurs? No, the query ID things are all callbacks from the emulator code, can't add logging to the compiled code. i'll give it some thought. RE: RetroPlayer Test Builds - garbear - 2013-10-06 (2013-09-14, 07:37)N3MIS15 Wrote: @garbear you need to remove the trailing slash from systemdirectory variables (at least with genplus). Its making the check fail, I had to edit the addon setting manually to get segacd games to work. this has been fixed in the PR branch. i'll compile binaries/images when I have time (might be a few days) RE: RetroPlayer Test Builds - topfs2 - 2013-10-07 (2013-10-05, 04:35)garbear Wrote: The query ID=15 isn't an error, just a component that I haven't implemented yet. My non-implementation (i think i just return NULL or something) is consistent with the libretro API, and the emulators must have forgotten to check for NULL, expecting the component to be fully implemented. This is most likely, as I have already patched one emulator for not checking for NULL properly. I'm pretty sure I've found why this is happening, I placed a comment in your PR about it. It seems like you are setting value = NULL when it has given you a value. And since you return true in the end of the callback, the emulator will use that value (no matter if its null or not) RE: RetroPlayer Test Builds - n1md4 - 2013-10-16 I installed OpenELEC 3.2.0 General x86_64 (is that the right version for an AMD CPU and nVidia GPU w/VDPAU?), select a SNES ROM (using bSNES Accuracy) and it all seems to work well. I had one question, I've an Onza Razor USB controller, is there a way to get this working automagically with emulators; as yet, without trying very hard, it doesn't work at all, shy of initiating --which is a good start I suppose I'll continue testing ROMs and will post debug logs when necessary. RE: RetroPlayer Test Builds - ilm1 - 2013-10-20 (2013-09-16, 03:43)doucettom Wrote: OK, so here we go for a little feedbackIn linux you can either use the sixad driver or the ps3d.py script included with xbmc. It took quite some work, but the following configs work quite well (for an azerty keyboard!): My sixad config: http://pastebin.com/u3kmWkNw (ps3 controller configured as input device) Then for xbmc retroplayer I make sure the same keys are mapped: http://pastebin.com/acPwpmsK This works really nice (cave story, mame, couldn't try sega stuff yet due to bugs, possible related to the 32bit emulators I'm using). Ideally I would like to use my ps3 controller as a joystick, but xbmc doesn't yet support on-the-fly joystick detection (meaning the controller must be connected at startup, and if it ever disconnects I need to restart xbmc). I also tried ps3d.py instead of sixas but then my controller starts rumbling and never stops (bug ?) Also then it seems I need to configure a keymap.py (instead of the traditional .xml files system). RE: RetroPlayer Test Builds - ilm1 - 2013-10-20 (2013-10-07, 08:54)topfs2 Wrote: I'm pretty sure I've found why this is happening, I placed a comment in your PR about it.for what it is worth, it crashes inside check_variables of the genplus core: Code: [Thread debugging using libthread_db enabled] I can compile the genplus with debug information and check on it, if that would be useful. In addition, the snes9x-next core fails to load. In the log file I find: Code: 20:34:49 T:3008923584 DEBUG: SECTION:LoadDLL(/home/xbmc/.xbmc/addons/gameclient.snes9x-next/libretro-snes9x-next.so) The addon.xml also specifies zip, lets see if removing it fixes it... Maybe scummvm has the same problem. RE: RetroPlayer Test Builds - garbear - 2013-10-23 I merged topfs2's PR (https://github.com/garbear/xbmc/pull/12 ) which should fix the settings crash for now. RE: RetroPlayer Test Builds - ilm1 - 2013-10-29 Thanks, genplus works somewhat now. How are normal savegames supposed to work (for snes9x-next in particular) ? I can save in chrono trigger but whenever I quit the savegame seems to be gone (or I just don't know how to load it...). I suppose snes9x-next should create a memory card of some kind somewhere (.srm file) right ? However I can not find anything (tried setting a system directory too), is this yet to be supported ? RE: RetroPlayer Test Builds - garbear - 2013-10-29 Yes, this will be supported in the future. I have a development branch somewhere that integrates a full-blown savestate manager. Memory card saving hasn't been implemented. RE: RetroPlayer Test Builds - ilm1 - 2013-10-29 K thanks, I knew about the savestates, but couldnt find any information on normal save games. I guess will compile the full branch to start my playthrough instead of the PR. RE: RetroPlayer Test Builds - n1md4 - 2013-10-31 I appreciate the development nature of the provided test builds, but i have a question, is it possible to update these builds to include the latest coded feature / fixes, or is a reinstall the only way to stay updated? RE: RetroPlayer Test Builds - Dreded - 2013-11-07 First off thank you so much this is the closest iv ever been to getting emulators to work nicely in OpenELEC Was wondering how to map keys in retroplayer I can see in the log that it receives them but does nothing(for the most part) for example if I press start on Xbox360Controller the log reads: 13:40:52 T:140130299217728 DEBUG: Joystick 3 button 8 pressed 13:40:52 T:140130299217728 DEBUG: -> RetroPlayerInput: Controller=3, button down=8, Action JoypadStart, id=3 13:40:52 T:140129851127552 INFO: LibretroEnvironment query ID=17: GET_VARIABLE_UPDATE 13:40:52 T:140130299217728 INFO: Previous line repeats 8 times. but in both SNES-Next and FCEUMM nothing happens the game continues on as if no buttons are pressed RE: RetroPlayer Test Builds - garbear - 2013-11-07 I plan to fix any and all controller issues over winter break RE: RetroPlayer Test Builds - bradwatson - 2013-11-08 Any idea on when this will be merged with snapshot or nightly builds? This is the greatest xbmc project ever! RE: RetroPlayer Test Builds - irongecko - 2013-11-09 Any estimate on when you are going to republish the dev branch? |