OpenBOR finally working fine on RETROPIE with ES
-
@cyperghost I went ahead and made the scripts for all the games I had listed as working (+ asterix & obliqe). The the last thing to do is make it use the default master.bor.cfg. I realized there is nothing on the individual scripts to call for it. Could you please help me (again) with on exactly what I have to pull from your script to add to the individual game scripts to keep full function? I'll adjust the script I hacked together with the amendments. I'll be out of town for a few days but I'll get right back into it on my return. Thank you!
Edit: extra points if it can be rolled into the emulators.cfg, kind of like dosbox does!
-
@bizzar721 Sorry I don't get you. You want to copy default configuration for every called script? Then insert just a copy command
[[ -f "destination.file" ]] || cp "default.file" "destinatation.file"
The
[[ ]]
is a testcommand if file already in place if not then copy it.@darknior
About the load/save feature ;)
It's all written here. Some lines later you will find entry// OMG! Fix that!
So I assume there are some errors in.
I think some file handling is broken. Maybe some more experienced coders can help here. -
It sounds exactly like what I'm looking for. I want it to work just like your script, which is to look for a cfg file. If none exist copy master.bor.cfg to the save folder and rename it to match the game name.
I'm thinking I could either add this to the emulator.cfg to be run before evey game loads, or must it be included in the start of each script, named with the full path & proper file name?
-
@darknior Improved the script menu a bit. Now it's sorting to ABC (sort command) and I resolved a small bug with array sorting - from my old function-snippet. I think I found a way to solve the joypad problem, too ;)
@BiZzAr721 I would rather modify the scripts from ports before modifing the emulator call. Btw: we have runcommand access now. That offers much entrypoints. Read more about here - I would use User Menu entry.
@zerojay Can we modify the emulator.cfg for openbor like done here in code box?. The adding of
%ROM%
does nothing to the regular compiled binary as it can not be called with command line parameters. But it will prepare users for the modified version from @darkniorSo in scriptmodule openbor.sh the change would just be
function configure_openbor() { addPort "$md_id" "openbor" "OpenBOR - Beats of Rage Engine" "pushd $md_inst; $md_inst/OpenBOR %ROM%; popd")
-
@cyperghost said in OpenBOR finally working fine on RETROPIE with ES:
@darknior Improved the script menu a bit. Now it's sorting to ABC (sort command) and I resolved a small bug with array sorting - from my old function-snippet. I think I found a way to solve the joypad problem, too ;)
@BiZzAr721 I would rather modify the scripts from ports before modifing the emulator call. Btw: we have runcommand access now. That offers much entrypoints. Read more about here - I would use User Menu entry.
@zerojay Can we modify the emulator.cfg for openbor like done here in code box?. The adding of
%ROM%
does nothing to the regular compiled binary as it can not be called with command line parameters. But it will prepare users for the modified version from @darkniorSo in scriptmodule openbor.sh the change would just be
function configure_openbor() { addPort "$md_id" "openbor" "OpenBOR - Beats of Rage Engine" "pushd $md_inst; $md_inst/OpenBOR %ROM%; popd")
When that modified version is ready, let me know and I'll make the switch.
-
@zerojay You may read the first posting in this thread. Only @darknior's version of OpenBOR includes CLI calls. So we have to change the git, too. And I'm not familiar with the git-system.
In this state the %ROM% switch is harmless and would just help users if they want to use @darknior binary - so addons can be directly loaded like the other emulators behave. By using the regular binary the ROM call is left empty and the user is kicked to the OpenBOR selection screen.
I think we better wait before making quick changes. Thank you ;)
-
@darknior Consider to recompile the OpenBOR binary. Mine is just 900kB, your is 1300kB ... That's the size rofl0r predicted for his build.
That should give the engine a boost ;)BLOAT: OpenBOR (anallyst edition) x64 binary : 750 KB OpenBOR (lavalit edition, rev 3320) x64 binary : 1250 KB OpenBOR (lavalit edition, rev 3600+) x64 binary : probably 1.5 MB+
I post binaries compiled on Pi3 on my github account
@BiZzAr721 I've written a script that will setup config via UserMenu ... type in SSH
cd /opt/retropie/configs/all/runcommand-menu && wget "https://raw.githubusercontent.com/crcerror/RetroPie-OpenBOR-scripts/master/OpenBOR - Setup GamePads.sh"
-
@cyperghost said in OpenBOR finally working fine on RETROPIE with ES:
Consider to recompile the OpenBOR binary. Mine is just 900kB, your is 1300kB
Thanks a lot, how do you do this ?
I know when i compile my binaries are always bigger than suggested ... -
@darknior Well I rely also on the great coders here in the forum. So i just changed two lines in my version of
openbor.sh
install scriptmodule and let it compile as is it used to be. But I think this binary runs much better. The tearing in "Nightslashers" for ex. is significantly reduced with this.
I think the NO_GL=1 parameter makes the difference.I hope someone will port newest engine to Raspberry ... OpenBOR offers really great gameplay and I don't understand why there is so less attention from the developers from chronocrash. They don't consider the Rasperry as chance for wider audience and for further development for their addons (imho!). The smoothest thing would be an integration into libretro.
Second I just want to test the scriptmodule for a later PR - and yes it works, the %ROM% is written to emulator config instantly. So it may be possible to use your fork .... But I'm not sure if this is allowed.
Maybe @zerojay can answer this... (Sorry for tagging you) -
@cyperghost said in OpenBOR finally working fine on RETROPIE with ES:
I think the NO_GL=1 parameter makes the difference.
Ok thanks, it's a good idea :)
I will try your binary if it works better :)I hope someone will port newest engine to Raspberry
I hope too ... i think it can be interesting to show OpenBOR on pi on the Chronocrash forum ... showing it works fine on pi and that we stand for an update ...
I have plan to make a beautiful ES menu with media and make a video to show them ... but it will take me some time to release media...Second I just want to test the scriptmodule for a later PR - and yes it works, the %ROM% is written to emulator config instantly. So it may be possible to use your fork .... But I'm not sure if this is allowed.
Yes if Retropie can be updated with my fork and your script it can be really cool for every one :)
With the two mode, launch OpenBOR from port and a new ES section with all the games.
But we must also give some CFG already configured with pad for MENU and DEFAULT. -
@darknior said in OpenBOR finally working fine on RETROPIE with ES:
Yes if Retropie can be updated with my fork and your script it can be really cool for every one :)
Agreed! But not our buisness.
With the two mode, launch OpenBOR from port and a new ES section with all the games.
Well therefore we have the Docs section or the thread here
But we must also give some CFG already configured with pad for MENU and DEFAULT.
I don't think so. That should still be a user decission
-
@darknior There seems annother version of OpenBOR for RetroPie spreading around. It is also build 3016 but I was not able to get it running.
install script is here - a user named ulysess seems to have compiled it for several models. But I can't get it running. So it seems not to be the same version we are using.
-
@cyperghost
Other options in the Jose Cerrejón blog`s ... in spanish language
https://misapuntesde.com/post.php?id=567 -
@cyperghost Yes interesting, but only if he fix the save problem.
@kactius thanks for the link, he run Eman on PI ... strange ...
And use some parameters too :fbset -xres 512 -yres 384 -depth 16 SDL_FB_BROKEN_MODES=1 ./openbor_rpi
-
I will try the controller script within the next couple of days when I am back by my PC/Pi.
In response to having a default controller config, I would agree to having a default master.bor.cfg based on the whatever seems to be the most common controller layout. I'm sure many people would accept the pre-defined default setting, and users could easily change it if they wish.
The only reason I see that not being a possibility is openBOR looks for a specific controller in a specific USB port. So if I map my el' cheapo snes controller, if I switch to a PS3 controller (wired/same port) the mappings are all screwed up.
-
@bizzar721 said in OpenBOR finally working fine on RETROPIE with ES:
The only reason I see that not being a possibility is openBOR looks for a specific controller in a specific USB port.
No he don't because i have 6 different 8bitDo controllers, one from xBox One and all working fine with same gamepad configuration.
-
@bizzar721 said in OpenBOR finally working fine on RETROPIE with ES:
GreenHawk - if it's just 1 game your after, and you don't want to go through all the trouble I can help you create it easily.
Yes, I would like "Mortal Kombat Outworld Assasins" as a standalone title in my ES menu. Even outside of ports, just a nice MKOA logo by itself to start up the game.
-
@darknior said in OpenBOR finally working fine on RETROPIE with ES:
@bizzar721 said in OpenBOR finally working fine on RETROPIE with ES:
The only reason I see that not being a possibility is openBOR looks for a specific controller in a specific USB port.
No he don't because i have 6 different 8bitDo controllers, one from xBox One and all working fine with same gamepad configuration.
I think it could work this way. And if this is true it might be a good choice to assign Player1 to Joypads and Player2 to Keyboard (as default). OpenBOR is independent from libretro... so in fact there is one routine that searches input devices in system. So if one joypad is detected it will be assigned as joypad1 to player1. Sounds logical....
-
@greenhawk84
Here are the files you need to get MK Outword Assassin setup as an entry on the ports menuCopy the contents to the folder specified in folder name. One is the emulators.cfg, the other is the script, gamelist file and logo. If your already have a gamelist file, then just copy and paste the contests from <game> to </game>.
Make sure you are using the openbor binary with advanced compiling options.
Last, make sure your game.bor folder name matches Mortal Kombat - Outworld Assassins.bor - if not, rename it.
After you restart Emulation Station you should be good to go!
@cyperghost Your run command user menu is awesome! I love that I can delete a config and replace it right from runcommand.
@darknior I just tried different configs using a PS3 controller, a cheap "tata" brand SNES clone, and Xbox 360 with wireless adapter and they all map differently. It looks like I will go with the Xbox controller since that seems to be the standard many are based off of (also many controller mappers map to an xbox 360)
Could you please send me your master config? I just want to verify. Thank you
-
@darknior
I pushed the BOR-Selection menu script to v1.01 - get it here
First:
You can use multiple joypads in the script now. Was easy to fix but it isn't perfectat all. The devs out here are much more advanced in coding.
Second:
I sort the BOR mods by ABC now. The version lower than 1.01 showed the entries by access data on disk - a piped sort command did the trick.
Third:
More things to come?@cyperghost Your run command user menu is awesome! I love that I can delete a config and replace it right from runcommand.
Glad the User Menu script is working. It makes things a bit easier for you, I assume. It still can be improved a lot.
About the controller default. I tried with a cheap SNES Pad but this sets DPAD (digital) to analog signals. So no way to get this working with a aftermarkt PS3. So I think it's up to the user to set his default settings ...
I've also improved the UserMenu script a bit.
- If no Game config is available but a master-file is found the game will be setted automatically and the game will start
- If no master-file is found but a Game config is available I ask the user to set a new master file, exit to runcommand
- If no master-file and no Game config is available there will be a small message that there is nothing to do, exit to runcommand
- If a master file and a Game config is setted then I ask first to delete the game config and after that I ask second to delete master file! Exit to runcommand
4.1 Be aware by this action. If you deleted both files then there is no more possibility given to config this games.
4.2 You may start annother addon (with working config) then the script asks for creating a new master file.
4.3 Then start again the game with no config and it will automatically be setted
4.4 More to come? Were my words clear?
With 2 statuses of 2 files I can create 4 selection possiblities just with on if...then clause (I'm lazy!) - I think this covers a lot of usecases. And I'm satisfied with the result ;)
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.