Yeah that getting that app bundle was the next step as it just compiles as a unix executable at the moment.
Actually wow, clang pops up a lot of errors from files I never touched. Very interesting.
@Efriim You may add the shutdown script according to the github description
Install fan_shutdown script: cd /lib/systemd/system-shutdown/ && sudo wget https://raw.githubusercontent.com/crcerror/ES-generic-shutdown/master/shutdown_fan && sudo chmod +x shutdown_fan
Install raspi-gpio with sudo apt install raspi-gpio
The shutdown_fan is setted to GPIO4 as standard
Therefore you might edit with sudo nano /lib/systemd/system-shutdown/shutdown_fan
The script will be executed miliseconds before shutdown and will cut off power and stops the fan from everlasting blowing.
@sergioad yes that's a very old bug in the main theme, I really should fix it some of these days.
@Darksavior yes, no scraper supports Pegasus yet, but that's also why there's support for ES's and Skraper's output, that most of them do. Hopefully the situation will get better in the future :)
As for renaming the files, perhaps that could scripted in some way to save time?
@Meldrak I've just pushed some updates, could you check the launching with the latest version (alpha11-34)?
Yes, could be added, some of them were also requested by others so will take a look on them.
@hooperre both collections have same launch command, so they should (unless RetroArch itself does some additional logic).
@George I did try to cross-compile from an Ubuntu 18.0.4 host and it seems to work, but there's one gotcha - you need to copy your scriptmodule to the chroot that gets created. So the steps would be
# build the cross-compiler
sudo ./retropie_packages.sh crosscomp setup stretch
# Compile one small package in the chroot, to get it created
sudo ./retropie_packages.sh builder chroot_build module lr-picodrive
# Copy your scriptmodule to $HOME/RetroPie-Setup/tmp/build/builder/stretch/home/pi/RetroPie-Setup/...., then run the cross-compilation.
sudo ./retropie_packages.sh builder chroot_build module mame
Note that the builder will cross compile twice - for RPI 0/1 and for RPI 2/3. I haven't figured out how to compile for one platform only, but you can modify the builder script to exclude the platforms you're not interested in.
Some steps in the MAME compilation will be executed completely on the ARM chroot (.lay files 'compilation'), they won't get any significant speed up from cross-compilation, but overall it should be considerably faster to get a PI build using cross-compilation.
Leaving aside the cross-compilation, I have just one suggestion for your scriptmodule - you're currently hardcoding the MAME tag release, but you can get the latest release tag dynamically from Github. Look at how this is implemented in the Skyscraper module, here and here.
@jcook84 With all my testing and dedication to getting our goal with Doom split-screen on RetroPie working, i was expecting it to run without any conflicts with other doom ports. I did not expect that a pi zero would be able to run it. Thanks to you too, you kept the idea alive.
One thought to think of is that ReMooD might be able to run on the latest RetroPie version just like Doom Legacy, since ReMooD is an enhanced version of Doom Legacy and we know that ReMooD enables 4 player split-screen instead of Doom Legacy's 2 player split-screen mode.
@Darksavior said in (Request) Add Libretro Neogeo CD Emulator:
I faintly remember you saying you had little interest in neocd
That's true, but since there was some motivation to rewrite the ngcd driver upstream, i made sure to report all bugs and feature requests. As i said, the loading speedhacks are already in fbalpha, loading speed might be x15 or something.
Upstream have no plans to add chd support so a libretro bounty was opened about it.
today it seems that this core supports the borders of the super game boy.
has anyone tried it? would it be possible to add it?
unfortunately mgba supports borders but not palettes, while gambatte supports palettes but not borders :(
@herb_fargus We could have a scriptmodule in "Manage Packages -> Manage optional packages" or "Configurations / tools", so the script @ubuntuyou would create would be officially a part of RetroPie but at the same time would be an optional installation process, so we don't clutter the cleanness of a fresh install.
Or, maybe even better, have the script in the EmulatonStation's RetroPie menu settings, so it's more accessible for first timers.
@mitu Thanks for the suggestions. Using scripts is ok as long the Arcade/Retropie owner controls who can access them and has control which get deployed.
One more reason that users must understand that a Retropie should never connected directly to the Internet, at least not without precaution (read: hardening) of the OOTB configuration. But that's the flipside of the medal.
@Heartless I had some interactions with the developers on GitHub about the 15 minutes crash. It turned out to be related to texture cache size which was too big (15000) by default.
m4xw and hhromic prepared a new build with an extra core option that allows the user to set it to 1500, 4000 or 8000, and this fixed the bug for me. The new build can be installed by re-installing lr-mupen64plus-next form source through the RetroPie scriptmodule.
it's been a while but the DualShock 3 issue I reported a long while ago was now solved in SDL2 itself:
So do you think using this database as a source of gamecontrollerdb.txt instead of having one included in the scriptmodule can work? Last time you said it's an OK idea.
@Aksen said in Arcade Manager: install overlays and manage roms in a user-friendly, fast and cross-platform GUI:
Something will come along someday, and in the meantime I'm using this solution for my plug-in retropie.
FYI, there's an active bounty for implementing an artwork system in RA that is compatible with MAME's artwork format. A promising first picture was posted there, recently.
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