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RetroPlayer Test Builds (updated for Nexus)
(2024-06-02, 11:05)KOPRajs Wrote: @garbear I've noticed, that unlike the other controller profiles the Genesis Team Player is kept on version 1.0.0 ever since the original merge:
https://github.com/kodi-game/controller-.../addon.xml

Possibly it is missing from the automatic update script?

Add-ons are only updated by changing translations, so either it's not in weblate or the translations PR script isn't working. Our main translations guy is too busy to help with translations atm. If I have time to take on weblate I'll look into this add-on.
RetroPlayer releases: https://github.com/garbear/xbmc/releases

Donations: eigendude.eth
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Hello, i,m traying to made retroplayer works on my htpc but i´m getting craizy:
System spec: Custom Xubuntu (ubuntu based Ltm), i made fresh install last month and update Kodi 21 from old18 with all plugins working. Great work last years.
Them i try to install via repository emulators

sudo add-apt-repository ppa:team-xbmc/xbmc-nightly <--DO NOT USE !!!
apt-get install kodi-game* <-this intalls emulator but they didnt work

Them i try with libreto buildbot:
https://forum.kodi.tv/showthread.php?tid=345619

Some of they work, like MAME 2003 Plus, but other like flycast crash kodi. Most of them also are unusable no SEGA no SNES working.
Them i try just to made work Scummvm
instaled from buildbot no nothing, neither with this instructions:
https://forum.kodi.tv/showthread.php?tid=340424

Finally this tread HAVE NOT LINUX BUILDS for retroplayer 21, 

¿i need create my own biuld in linux?
¿why librelec have builds and generic debian users not? 
¿what i´m missing?

Thank you for your work and support
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https://paste.kodi.tv/raw/ivovizotiy


here i have a test log, looks like X11 hardware render problem?
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(2024-06-20, 17:44)marvin2k Wrote: Finally this tread HAVE NOT LINUX BUILDS for retroplayer 21, 

¿i need create my own biuld in linux?
¿why librelec have builds and generic debian users not? 
¿what i´m missing?

Thank you for your work and support

Hello,
this thread is for testing new features not yet included in the upstream Kodi. Unfortunately, there is no Linux build here, because there are many Linux distributions out there and it is not possible for the maintainer to manage builds for all the distributions. You need to either compile the build yourself or use the upstream build provided by your distribution.

As stated here, the official Kodi PPA for Ubuntu has recently been retired:
https://kodi.tv/article/ubuntu-team-kodi...y-retired/

If I understand it correctly, the current preferred method of getting recent Kodi version build for Linux is by using Flatpak.

 
(2024-06-20, 17:44)marvin2k Wrote: Some of they work, like MAME 2003 Plus, but other like Flycast crash kodi.

Flycast is one of the more advanced libretro cores which require libretro GPU acceleration. This is not supported yet in Kodi's Retroplayer, so none of the advanced libretro cores work at the moment (Flycast, Dolphin, PCSX2 etc.). Not even with these testing builds. Some other cores do work, but they are currently limited to software rendering features (Muphen64, Beetle PSX, Swanstation etc.).

Any help in getting the libretro GPU acceleration to work would be very appreciated.
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Hi, thanks for the answer. It is a bit complicated  because I am on RPi4, so there is a change from arm to aarch64 as well. Therefore I cannot downgrade snes9x. There simply isn't an older version of snes9x for aarch64 to install. I tried to install armv7 libreelec 20.5 from your test builds but every time I run any game on it, it crashes a few seconds later (I presume it is because of the missing controller). I had no luck on linux as well. I installed from flatpak but there is only MAME emulator in repo there.

The interesting part is that not only savestates are broken but inGameSave is broken as well. Even though it is broken in other way. In Legend of Zelda Link to the Past I can see the player profile with correct name of player but incorrect number of hearts and on selecting the story starts from the beginning.

I was trying to force the saves to be loaded by snes9x 2010 that actually is an older version, but for the InGameSave the situation is very much the same. The SaveStates it doesnt see. But that is by design I think.

On snes9x github I have found the build from march 1.62.3 that should fix the save states compatibility for previous versions. However according to the addon version in libreelec I am already on this version. It's probably still not fixed upstream.
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Thanks for the answere, unfortunatelly i have no idea how to help on development, i found still retroplayer on beta version, i will forget the idea of made it playable on linux. Thankyou!
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(2024-06-24, 14:56)marvin2k Wrote: Thanks for the answere, unfortunatelly i have no idea how to help on development, i found still retroplayer on beta version, i will forget the idea of made it playable on linux. Thankyou!

It is perfectly playable on Linux, but you need to get the right binaries for your system, or use LibreELEC, or build it yourself. Just don't expect to get emulators without the software renderer to work (Flycast, Dolphin, PCSX2 etc.).
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I got you! Smile

thanks again, i have now some games working, maybe still have scummvm that show black screen but i will continue working on it
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@marvin2k I've updated ScummVM:

The next step is to get ScummVM building on Jenkins. Jenkins is currently down but when it's back we can run the builds and bughunt the errors.
RetroPlayer releases: https://github.com/garbear/xbmc/releases

Donations: eigendude.eth
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Here are the ScummVM errors we have to fix: https://jenkins.kodi.tv/blue/organizatio...peline/281

Windows error:

Code:

make: ar: Argument list too long
make: *** [Makefile:612: libdeps.a] Error 127
make: *** Waiting for unfinished jobs....

macOS error:

Code:

Compiling detection.cpp...
In file included from tools/depends/target/binary-addons/macosx11.1_x86_64-target-release/build/scummvm/src/scummvm/backends/platform/libretro/../../../engines/agi/wagparser.cpp:22:
In file included from tools/depends/target/binary-addons/macosx11.1_x86_64-target-release/build/scummvm/src/scummvm/backends/platform/libretro/../../../common/file.h:25:
In file included from tools/depends/target/binary-addons/macosx11.1_x86_64-target-release/build/scummvm/src/scummvm/backends/platform/libretro/../../../common/scummsys.h:44:
In file included from tools/depends/target/binary-addons/macosx11.1_x86_64-target-release/build/scummvm/src/scummvm/backends/platform/libretro/include/portdefs.h:26:
In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include/c++/v1/math.h:308:
In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include/c++/v1/__type_traits/promote.h:16:
In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX.sdk/usr/include/c++/v1/cstddef:42:
tools/depends/target/binary-addons/macosx11.1_x86_64-target-release/build/scummvm/src/scummvm/backends/platform/libretro/deps/libretro-deps/libmad/version:1:1: error: expected unqualified-id

Android error:

Code:

[arm64-v8a] SharedLibrary : libretro.so
make[8]: /home/jenkins/android-tools/android-ndk-r21e/toolchains/llvm/prebuilt/linux-x86_64/bin/clang++: Argument list too long

Any help solving these build errors would be appreciated!
RetroPlayer releases: https://github.com/garbear/xbmc/releases

Donations: eigendude.eth
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New builds released!

I finally got a couple weeks to work on Kodi, and spent it on Android joysticks, Kademlia (which is now in the build), rebasing shaders on top of the latest graphical improvements from @sarbes, and general bughunting and QA.

@KOPRajs sarbes has done a lot of work on refactoring and improving Kodi's graphics, and your patches no longer apply cleanly. So, I merged all the fixes into their GSOC commits, then rebased those on top of the graphics PRs in master. So my latest branch includes all the fixes and applies cleanly on master: https://github.com/garbear/xbmc/commits/...1-20240710

You can find the builds at https://github.com/garbear/xbmc/releases
RetroPlayer releases: https://github.com/garbear/xbmc/releases

Donations: eigendude.eth
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(2024-06-20, 17:44)marvin2k Wrote: Finally this tread HAVE NOT LINUX BUILDS for retroplayer 21, 

¿i need create my own biuld in linux?
¿why librelec have builds and generic debian users not? 
¿what i´m missing?

Thank you for your work and support

I've updated scummvm to the latest master. Due to some path differences, you'll need to use the Kodi version of scummvm instead of the libretro bot one. They compile mostly the same code, but the Kodi one has tweaks that allow it to work with Kodi.

ScummVM is now building on Android and macOS: https://jenkins.kodi.tv/blue/organizatio...2/pipeline

LibreELEC has standard linux distros and can build cores specific to their hardware and OS. Debian is one OS build on all hardware, so it can't specialize scummvm for a binary add-on repo, as all linux distros use different libc versions, etc.

To use scummvm on Debian, you'll need to compile from source. I can help, if you're interested in pursuing this.

Your best bet is to use scummvm on LibreELEC. It's a bit slower to update because I have to PR to their repo, but for Linux it's the most compatible.
RetroPlayer releases: https://github.com/garbear/xbmc/releases

Donations: eigendude.eth
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New round of test builds are up! In the last 3 weeks I made a few minor changes and backported an upstream fix, so why not do a new release.

Changelog:
 
@marvin2k I also updated ScummVM to latest master on all platforms (https://github.com/scummvm/scummvm/pull/5979 ). Can you give the latest version (2.9.0.44) a try and upload a debug log if it's still broken? Then we can go from there.

You can find the latest builds at: https://github.com/garbear/xbmc/releases
RetroPlayer releases: https://github.com/garbear/xbmc/releases

Donations: eigendude.eth
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New round of builds based on the 21.1 final release! https://github.com/garbear/xbmc/releases...1-20240824

Besides rebasing on Kodi 21.1 and LibreELEC 12.0.1, I made some small improvements to the in-game OSD, and put some time into getting more cores to work (fixed Beetle Supafaust input and BNES building on all platforms).
RetroPlayer releases: https://github.com/garbear/xbmc/releases

Donations: eigendude.eth
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One thing I've noticed with shaders is that they seem to have issues where sprites are supposed to flicker after say a character takes a hit and has temporary invulnerability. Cool Spot on Megadrive for example. The sprite either vanishes completely or doesn't flicker at all as if there was a frame skip. None shader based scaling isn't affected. Unsure if this is inherent to the shaders and affects retroarch as well or if it's a Kodi retro player issue.
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RetroPlayer Test Builds (updated for Nexus)16