• No Gamepads detected, lost all controls

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    FollyF

    @Mailo

    Nice to hear that you have found it.

  • lr-atari800 with Xbox Wireless controller

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    mituM

    Have you tried using the Core input remapping menu to re-configure the input ?

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    G

    Hopefully, someone that was able to connect these will chime in here. I have the same problem, seems like I was able to connect them through bluetoothctl in the OS (got success message and the rumble from the controller), but nothing I can do to connect with RetroPie and have them usable.

  • Mame2003 doesn't quite work on Pi Zero 2 W

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    dankcushionsD

    @Dochartaigh said in Mame2003 doesn't quite work on Pi Zero 2 W:

    @dankcushions said in Mame2003 doesn't quite work on Pi Zero 2 W:

    @Dochartaigh said in Mame2003 doesn't quite work on Pi Zero 2 W:

    Just did that on my RP4 today (fresh install from your 4.7 image, not trying the new 4.8 I just noticed today yet until bugs are worked out) and it's STILL giving me a 2 year old version of mame2003... Nov 2 2020, 1.8.8.

    4.7 release date: 2nd nov 2020

    Sorry, missed your post when I replied earlier. So updating 'from source' does NOT give you the newest version? I thought that was the entire point of updating from source like I just did?

    1.8.8 is the retroarch version. retropie locks to a tested version of retroarch, so to update it you first have to update the retropie-setup script - option S here:

    https://user-images.githubusercontent.com/540857/106713057-e03e2b00-65c7-11eb-9529-766986334e8b.png

    then update retroarch in packages > core > retroarch (update via binary or source)

    the style of the menus depends on the version of retroarch AND the version of mame2003, but i imagine your version of mame2003 is now up to date. verbose logs remove all doubt and tell us all the versions involved.

    This (talking about the RP4 still) also definitely updated since launch of 4.7, no matter what that date says. Like my original post here was about, complete with screenshots, this game wasn't working on the Zero 2, but WAS working on the RP4 (4.7, updated to 4.7.3ish, with 'from binary' mame2003). Like I just posted about, when I updated the RP4 'from source' earlier today (running 'update retropie setup script' first), it now has the same graphical glitches the Zero 2 has... so now I'm completely and utterly confused... ;)

    i don't know about the emulation capability of mame2003 so i don't know, but it sounds like the current version has some glitches. you should supply a verbose log to see if there's any clues: https://retropie.org.uk/docs/Runcommand/#launch-with-verbose-logging

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    D

    @mitu said in Video Snap volume TWICE AS LOUD as in-game play:

    @Dochartaigh said in Video Snap volume TWICE AS LOUD as in-game play:

    That's at 96%

    That's pretty high, even without omxplayer. My guess is you've modified the RetroArch settings for the sound and you're not using the system audio volume, but some config that got saved.

    96% is the default a new build has come with for years if I'm not mistaken (if we're talking about the same menu, in ES, when you hit 'start' > Sound).

    Also impossible for me to change the sound volume as I wouldn't even know where to start looking to do such a thing (which is also why I posted here about audio since I know near to nothing about it ;)

  • PSX Games not loading after reinstall

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    T

    Got this fixed. I skipped mapping the left/right trigger buttons (for some reason, the right one always ends up setting the left joystick button to the same thing as well). Once I did this, the controls started working properly.

  • dosbox spacial keys are ignored when using joystick

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    mituM

    @winterelf That's not how it works. The lines you have produce F9 and LCTRL inside the emulated DOS system, they're not remapping the host system's keyboard.
    In order to exit Dosbox, you'll need to have the hand_shutdown mapped to the combo you want, which is what's missing from your mapper file.

  • Dolphin fails to build x86_64

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    F

    @mitu When I did use 20.04, there was an issue with the nvidia 390 driver installing. I thought rolling it back would somehow be better for compatibility. I do have dolphin installed with retropie on my laptop, so I believe I will just use clonezilla to clone it to the nvidia build, and sort through the driver issue then. If that doesnt work I will switch away from Lubuntu and try another distro.

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    M

    I have the same question as this so bumping this old thread - I can't seem to find a way to remap. Does anybody have an idea please?

  • Question about bluetooth

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  • 0 Votes
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    mituM

    That means pcsx2 didn't install properly. Try re-installing and then look in the last log file under $HOME/RetroPie-Setup/logs to see if there are any errors related to the installation.

  • Blasto Freezes on opening screen

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    B

    @UberLumby I have the same problem on Retropie 4.7. Did you ever resolve this?

  • Hiding files where .m3u is used...

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    LolonoisL

    @cdaters These ES CLI switches may come in handy:

    --force-kiosk: Volatile setting of Kiosk Mode when UI is set to Full mode.
    --force-disable-filters: Disable Kiosk (and/or Kid) mode when UI mode is set to Kiosk (resp. Kid). Attn: This switch will be persisted if any change is made in the Settings via ES UI, otherwise it is volatile.

  • Not working: Moon Patrol on Hatari (Atari ST)

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    mituM

    @buzztea

    Copy the .prg game file into an auto folder on the floppy image and the game should be automatically loaded on boot

  • Alternative Frontends...

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    ExarKunIvE

    @cdaters glad to help

  • Minor issue with scummvm game shortcuts

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    LolonoisL

    Thanks for replying with the workaround you found.
    And yes, the implementation and wiki are not aligned yet as there is a pull request pending.

    If you stick to ScummVM only (and not plan to use retroarch / lr-scummvm) these suggested changes work well, as they do interchange filename and filecontent.

    However, when lr-scummvm is considered to use the same setup things get a little more wicked, I assume this is why there is no decision yet which way to implement it.

  • Retropie Amiberry WHDLoad Black Screen

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    A

    @jamrom2

    I think I found the problem - the ROM files were not named correctly. Thanks - I can now boot to a game!

    Now, to get 2-player controls figured out...

  • 0 Votes
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    UberLumbyU

    @mitu said in Retrobit Legacy 16 Controller Home Button issue:

    Well, so much about their advertised compatibility with Linux/Rasberry Pi (as claimed in their FAQ) :/.

    actually just tried retroarch on windows and the controller comes up as a brawler genesis usb controller so yeah idk this wired version is just odd the wireless version is the way to go lol

  • N64dd mupen64next not work

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    I

    @isidoro80 I did these tests:

    I have the game rom F-Zero X - Expansion Kit (Japan).ndd (CRC32: AE31F57F)
    in the n64dd folder I put 2 files for the game: F-Zero X - Expansion Kit (Japan).ndd and a pair of the file ipl.n64 (japan CRC32: 7F933CE2) file renamed F-Zero X - Expansion Kit (Japan).ndd.n64 and not work.
    in the n64dd folder I put 2 files for the game: F-Zero X - Expansion Kit (Japan).ndd and a pair of the file F-Zero X - Expansion Kit (Japan).ndd file renamed F-Zero X - Expansion Kit (Japan).ndd.n64 and not work.
    where is the mistake?

  • Wolfenstein3d (Wolf4sdl) remapping?

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    L

    @lazd said in Wolfenstein3d (Wolf4sdl) remapping?:

    I got a little carried away (again), and with SDL2 and the GameController API, plus the publicly curated GameController_DB, I've implemented what I think is full game controller support for Wolf, including the ability to remap all controls within Wolf's UI:

    Gamepad Remapping UI

    As well as the ability to adjust turn speed:

    Gamepad turn speed

    I also implemented a workaround for RetroPie's nasty xmod patch that forces triggers_as_buttons and confuses SDL's mapping for XBox controllers (this doesn't fix other controllers with analog triggers, you'll have to edit /etc/modprobe.d/xpad.conf and set triggers_to_buttons=0 for those).

    You can try it by doing the following:

    cd /home/pi/RetroPie-Setup/ sudo apt-get install libsdl2-dev libsdl2-mixer-dev sudo ./retropie_packages.sh wolf4sdl depends sudo ./retropie_packages.sh wolf4sdl sources sudo chown -R pi:pi /home/pi/RetroPie-Setup/tmp/build/wolf4sdl/ cd ~/RetroPie-Setup/tmp/build/wolf4sdl/ git remote add lazd "https://github.com/lazd/wolf4sdl.git" git fetch lazd git checkout sdl2remap git submodule init git submodule update cd ~/RetroPie-Setup/ sudo ./retropie_packages.sh wolf4sdl get_opts sudo ./retropie_packages.sh wolf4sdl get_bins sudo ./retropie_packages.sh wolf4sdl build sudo ./retropie_packages.sh wolf4sdl install sudo ./retropie_packages.sh wolf4sdl configure rm ~/.wolf4sdl/config.wl*

    Tested and working on RetroPie 4.4 with an XBox One controller, Logitech Dual Action, and 8BitDo N30 Pro, as well as macOS with an XBox One controller and keyboard/mouse controls (just to make sure they still work!).

    Please let me know if this works for your gamepad of choice, and report back any issues!

    Source code is available here: https://github.com/lazd/wolf4sdl/tree/sdl2remap

    Thanks a lot for this, I was following the instructions today,

    however at the build stage I'm getting the following error, any idea what it might be caused by?
    I know it's about the missing directory.

    pi@retropie:~/RetroPie-Setup $ sudo ./retropie_packages.sh wolf4sdl build /home/pi/RetroPie-Setup/tmp/build/wolf4sdl /home/pi/RetroPie-Setup = = = = = = = = = = = = = = = = = = = = = Building 'wolf4sdl' : Wolf4SDL - port of Wolfenstein 3D / Spear of Destiny engine = = = = = = = = = = = = = = = = = = = = = ===> CLEAN ===> DEP wl_text.cpp ===> DEP wl_state.cpp ===> DEP wl_play.cpp ===> DEP wl_parallax.cpp ===> DEP wl_menu.cpp ===> DEP wl_main.cpp ===> DEP wl_inter.cpp ===> DEP wl_game.cpp ===> DEP wl_floorceiling.cpp ===> DEP wl_draw.cpp ===> DEP wl_debug.cpp ===> DEP wl_cloudsky.cpp ===> DEP wl_atmos.cpp ===> DEP wl_agent.cpp ===> DEP wl_act2.cpp ===> DEP wl_act1.cpp ===> DEP signon.cpp ===> DEP id_vl.cpp ===> DEP id_vh.cpp ===> DEP id_us_1.cpp ===> DEP id_sd.cpp ===> DEP id_pm.cpp ===> DEP id_in.cpp ===> DEP id_ca.cpp ===> DEP mame/fmopl.cpp ===> CXX mame/fmopl.cpp ===> CXX id_ca.cpp ===> CXX id_in.cpp ===> CXX id_pm.cpp ===> CXX id_sd.cpp ===> CXX id_us_1.cpp ===> CXX id_vh.cpp ===> CXX id_vl.cpp id_sd.cpp: In function ‘void SD_PrepareSound(int)’: id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ^ id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ~~~~~~~~~~~~~~~~^~ id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2}; ~~~~~~~~~~~^~ ===> CXX signon.cpp ===> CXX wl_act1.cpp ===> CXX wl_act2.cpp ===> CXX wl_agent.cpp ===> CXX wl_atmos.cpp ===> CXX wl_cloudsky.cpp ===> CXX wl_debug.cpp ===> CXX wl_draw.cpp ===> CXX wl_floorceiling.cpp ===> CXX wl_game.cpp ===> CXX wl_inter.cpp ===> CXX wl_main.cpp ===> CXX wl_menu.cpp ===> CXX wl_parallax.cpp ===> CXX wl_play.cpp ===> CXX wl_state.cpp ===> CXX wl_text.cpp ===> LD wolf3d mv: cannot stat 'wolf4sdl': No such file or directory ===> CLEAN ===> DEP wl_text.cpp ===> DEP wl_state.cpp ===> DEP wl_play.cpp ===> DEP wl_parallax.cpp ===> DEP wl_menu.cpp ===> DEP wl_main.cpp ===> DEP wl_inter.cpp ===> DEP wl_game.cpp ===> DEP wl_floorceiling.cpp ===> DEP wl_draw.cpp ===> DEP wl_debug.cpp ===> DEP wl_cloudsky.cpp ===> DEP wl_atmos.cpp ===> DEP wl_agent.cpp ===> DEP wl_act2.cpp ===> DEP wl_act1.cpp ===> DEP signon.cpp ===> DEP id_vl.cpp ===> DEP id_vh.cpp ===> DEP id_us_1.cpp ===> DEP id_sd.cpp ===> DEP id_pm.cpp ===> DEP id_in.cpp ===> DEP id_ca.cpp ===> DEP mame/fmopl.cpp ===> CXX mame/fmopl.cpp ===> CXX id_ca.cpp ===> CXX id_in.cpp ===> CXX id_pm.cpp ===> CXX id_sd.cpp ===> CXX id_us_1.cpp ===> CXX id_vh.cpp ===> CXX id_vl.cpp id_sd.cpp: In function ‘void SD_PrepareSound(int)’: id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ^ id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ~~~~~~~~~~~~~~~~^~ id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2}; ~~~~~~~~~~~^~ ===> CXX signon.cpp ===> CXX wl_act1.cpp ===> CXX wl_act2.cpp ===> CXX wl_agent.cpp ===> CXX wl_atmos.cpp ===> CXX wl_cloudsky.cpp ===> CXX wl_debug.cpp ===> CXX wl_draw.cpp ===> CXX wl_floorceiling.cpp ===> CXX wl_game.cpp ===> CXX wl_inter.cpp ===> CXX wl_main.cpp ===> CXX wl_menu.cpp ===> CXX wl_parallax.cpp ===> CXX wl_play.cpp ===> CXX wl_state.cpp ===> CXX wl_text.cpp ===> LD wolf3d mv: cannot stat 'wolf4sdl': No such file or directory ===> CLEAN ===> DEP wl_text.cpp ===> DEP wl_state.cpp ===> DEP wl_play.cpp ===> DEP wl_parallax.cpp ===> DEP wl_menu.cpp ===> DEP wl_main.cpp ===> DEP wl_inter.cpp ===> DEP wl_game.cpp ===> DEP wl_floorceiling.cpp ===> DEP wl_draw.cpp ===> DEP wl_debug.cpp ===> DEP wl_cloudsky.cpp ===> DEP wl_atmos.cpp ===> DEP wl_agent.cpp ===> DEP wl_act2.cpp ===> DEP wl_act1.cpp ===> DEP signon.cpp ===> DEP id_vl.cpp ===> DEP id_vh.cpp ===> DEP id_us_1.cpp ===> DEP id_sd.cpp ===> DEP id_pm.cpp ===> DEP id_in.cpp ===> DEP id_ca.cpp ===> DEP mame/fmopl.cpp ===> CXX mame/fmopl.cpp ===> CXX id_ca.cpp ===> CXX id_in.cpp ===> CXX id_pm.cpp ===> CXX id_sd.cpp ===> CXX id_us_1.cpp ===> CXX id_vh.cpp ===> CXX id_vl.cpp id_sd.cpp: In function ‘void SD_PrepareSound(int)’: id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ^ id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ~~~~~~~~~~~~~~~~^~ id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2}; ~~~~~~~~~~~^~ ===> CXX signon.cpp ===> CXX wl_act1.cpp ===> CXX wl_act2.cpp ===> CXX wl_agent.cpp ===> CXX wl_atmos.cpp ===> CXX wl_cloudsky.cpp ===> CXX wl_debug.cpp ===> CXX wl_draw.cpp ===> CXX wl_floorceiling.cpp ===> CXX wl_game.cpp ===> CXX wl_inter.cpp ===> CXX wl_main.cpp ===> CXX wl_menu.cpp ===> CXX wl_parallax.cpp ===> CXX wl_play.cpp ===> CXX wl_state.cpp ===> CXX wl_text.cpp ===> LD wolf3d mv: cannot stat 'wolf4sdl': No such file or directory ===> CLEAN ===> DEP wl_text.cpp ===> DEP wl_state.cpp ===> DEP wl_play.cpp ===> DEP wl_parallax.cpp ===> DEP wl_menu.cpp ===> DEP wl_main.cpp ===> DEP wl_inter.cpp ===> DEP wl_game.cpp ===> DEP wl_floorceiling.cpp ===> DEP wl_draw.cpp ===> DEP wl_debug.cpp ===> DEP wl_cloudsky.cpp ===> DEP wl_atmos.cpp ===> DEP wl_agent.cpp ===> DEP wl_act2.cpp ===> DEP wl_act1.cpp ===> DEP signon.cpp ===> DEP id_vl.cpp ===> DEP id_vh.cpp ===> DEP id_us_1.cpp ===> DEP id_sd.cpp ===> DEP id_pm.cpp ===> DEP id_in.cpp ===> DEP id_ca.cpp ===> DEP mame/fmopl.cpp ===> CXX mame/fmopl.cpp ===> CXX id_ca.cpp ===> CXX id_in.cpp ===> CXX id_pm.cpp ===> CXX id_sd.cpp ===> CXX id_us_1.cpp ===> CXX id_vh.cpp ===> CXX id_vl.cpp id_sd.cpp: In function ‘void SD_PrepareSound(int)’: id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ^ id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ~~~~~~~~~~~~~~~~^~ id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2}; ~~~~~~~~~~~^~ ===> CXX signon.cpp ===> CXX wl_act1.cpp ===> CXX wl_act2.cpp ===> CXX wl_agent.cpp ===> CXX wl_atmos.cpp ===> CXX wl_cloudsky.cpp ===> CXX wl_debug.cpp ===> CXX wl_draw.cpp ===> CXX wl_floorceiling.cpp ===> CXX wl_game.cpp ===> CXX wl_inter.cpp ===> CXX wl_main.cpp ===> CXX wl_menu.cpp ===> CXX wl_parallax.cpp ===> CXX wl_play.cpp ===> CXX wl_state.cpp ===> CXX wl_text.cpp ===> LD wolf3d mv: cannot stat 'wolf4sdl': No such file or directory ===> CLEAN ===> DEP wl_text.cpp ===> DEP wl_state.cpp ===> DEP wl_play.cpp ===> DEP wl_parallax.cpp ===> DEP wl_menu.cpp ===> DEP wl_main.cpp ===> DEP wl_inter.cpp ===> DEP wl_game.cpp ===> DEP wl_floorceiling.cpp ===> DEP wl_draw.cpp ===> DEP wl_debug.cpp ===> DEP wl_cloudsky.cpp ===> DEP wl_atmos.cpp ===> DEP wl_agent.cpp ===> DEP wl_act2.cpp ===> DEP wl_act1.cpp ===> DEP signon.cpp ===> DEP id_vl.cpp ===> DEP id_vh.cpp ===> DEP id_us_1.cpp ===> DEP id_sd.cpp ===> DEP id_pm.cpp ===> DEP id_in.cpp ===> DEP id_ca.cpp ===> DEP mame/fmopl.cpp ===> CXX mame/fmopl.cpp ===> CXX id_ca.cpp ===> CXX id_in.cpp ===> CXX id_pm.cpp ===> CXX id_sd.cpp ===> CXX id_us_1.cpp ===> CXX id_vh.cpp ===> CXX id_vl.cpp id_sd.cpp: In function ‘void SD_PrepareSound(int)’: id_sd.cpp:632:88: warning: narrowing conversion of ‘param_samplerate’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ^ id_sd.cpp:632:79: warning: narrowing conversion of ‘(param_samplerate * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] {'f','m','t',' '}, 0x10, 0x0001, 1, param_samplerate, param_samplerate*2, 2, 16}; ~~~~~~~~~~~~~~~~^~ id_sd.cpp:633:57: warning: narrowing conversion of ‘(destsamples * 2)’ from ‘int’ to ‘longword’ {aka ‘unsigned int’} inside { } [-Wnarrowing] wavechunk dhead = {{'d', 'a', 't', 'a'}, destsamples*2}; ~~~~~~~~~~~^~ ===> CXX signon.cpp ===> CXX wl_act1.cpp ===> CXX wl_act2.cpp ===> CXX wl_agent.cpp ===> CXX wl_atmos.cpp ===> CXX wl_cloudsky.cpp ===> CXX wl_debug.cpp ===> CXX wl_draw.cpp ===> CXX wl_floorceiling.cpp ===> CXX wl_game.cpp ===> CXX wl_inter.cpp ===> CXX wl_main.cpp ===> CXX wl_menu.cpp ===> CXX wl_parallax.cpp ===> CXX wl_play.cpp ===> CXX wl_state.cpp ===> CXX wl_text.cpp ===> LD wolf3d mv: cannot stat 'wolf4sdl': No such file or directory Could not successfully build wolf4sdl - Wolf4SDL - port of Wolfenstein 3D / Spear of Destiny engine (bin/wolf4sdl-sw-v14 not found). /home/pi/RetroPie-Setup Errors: Could not successfully build wolf4sdl - Wolf4SDL - port of Wolfenstein 3D / Spear of Destiny engine (bin/wolf4sdl-sw-v14 not found).

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