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    OpenBOR finally working fine on RETROPIE with ES

    Scheduled Pinned Locked Moved Ideas and Development
    openbortrick
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    • darkniorD
      darknior @cyperghost
      last edited by

      @cyperghost said in OpenBOR finally working fine on RETROPIE with ES:

      @darknior No I've done nothing ... just a bit compiling and testing. All credits go to @zanac

      I suggest him to use your way of loading PAKs, I think that's a robust way.
      I changed counter set of arg to 2, as long there is no further command line options only this makes sense. And the precheck of fileEx provided by OpenBOR code itself.

      It is really a dream that become true <3 Thanks @cyperghost and @zanac
      I have play Street of Rage 2X on my TV with the PI !!! So excellent lol
      Now we only miss my loading PAK trick, that i wish will become one day official for all the versions of OpenBOR. It can help other people i think on PC linux and Wii.
      And if possible update the video support, i don't know how to write it in english, because if i use filters like scanline the game is very slow :( ... I think PI can do it but some thing is bad configured.

      Life is game, just play it !

      1 Reply Last reply Reply Quote 1
      • O
        oilusionista @zanac
        last edited by

        @zanac said in OpenBOR finally working fine on RETROPIE with ES:

        @oilusionista said in OpenBOR finally working fine on RETROPIE with ES:

        @darknior said in OpenBOR finally working fine on RETROPIE with ES:

        and to see that the OpenBOR Team did not want to change its code I do not know why, while we try to improve things ... I saw red.

        Sorry, I don't get it. Can you elaborate?

        I think that they talk about the old legacy version, but now that i found the way for make working 6xxx version with just a couple of line change using gl4es libs, i think that make not sence work in that version. Monday i will share code, to make openbor work with gl4es there is just only two line of code to change, i think that this small change you can sponsor it to be included in the official version, right?

        The only person who can make it official is Damon Caskey, not me. But I doubt he will make it official. And there is a reason for that - lack of human resource.

        Each time we add an official port, we need someone to have experience on that system to be able to give support (iow, fix incoming bugs) to that platform. But its not what happens - people adds a port, support it for some time than vanish. And the height remains on the other devs.

        This is why DreamCast version (and some others) were removed last year.

        cyperghostC 1 Reply Last reply Reply Quote 1
        • O
          oilusionista @BiZzAr721
          last edited by oilusionista

          @bizzar721 Thanks, I am glad you liked it :) For the next version, I should add 5 new playable characters. One of them is Nightcrawler, and here is a video preview (watch until the end for a cool gran finalle)

          At my channel, you will find other previews, like Hercules and Iron Fist (which will be added on the next version) and even a pool, to decide who should be added too - Colossus or Iceman. Follow the link on that video if you want to vote :)

          1 Reply Last reply Reply Quote 4
          • cyperghostC
            cyperghost @oilusionista
            last edited by cyperghost

            @oilusionista Therefore we will build diff patches. We download from official git and patch our changes in and then start the compiler. But I doubt that support of Raspberry will vanish that fast... so I do not really understand these concerns. I think the changes done to source code are not massive, mostly the makefile arguments imho. We will see what happens ;)

            EDIT: Nice game ;)

            O 1 Reply Last reply Reply Quote 1
            • O
              oilusionista @cyperghost
              last edited by oilusionista

              @cyperghost Thanks!
              About the official build, we can point people to here to get the PIE version. I am even promoting this on some youtube channels :)
              We just don't want to bite more that can chew.

              Plus, you can ask to join the official Dev team if you want to.

              cyperghostC 1 Reply Last reply Reply Quote 1
              • cyperghostC
                cyperghost @oilusionista
                last edited by cyperghost

                @oilusionista Well that is nice offer thank you.
                I would stick to the diff-patch way and I think the OpenBOR-dev team can promote the usage of the Pie. I saw the latest changes done by @zanac and this were just a few code lines... So it is clear how to maintain.

                About the users.... Well you can't compare the Pie port with a XBOX or PS port. The Pie was developed to be a learning platform in computing. So I say that every person who works with a Pie gots a minimal knowledge of unix systems. You must clearly divide between image bakers and computer enthusiasts and the enthusiasts are more common to the Pie platform. So a solid port with good support/testers is very likely. Sadly OpenBOR was up to now a "niche" for this platform and for RetroPie.

                It was @darknior who brought OpenBOR to a wider audience in this forum because he has done a small patch that offers Command line Input like OpenBOR Asterix & Obelix.pakand this is so necessary ... because EmulationStation ... our frontend lists files with a suffix as system and just parses the commands...
                Then @BiZzAr721 and @hansolo77 created a list of working mods, this made me aware of OpenBOR and I wrote some scripts to autoconfigurate OpenBOR with different settings and did the call to runcommand which offers LOG support and more opertunites for setup. And now @zanac made newest versions available via GL4ES wrapper with some testing done by various people ... and that's the story of the OpenBOR development... (with some missing details for sure)

                1 Reply Last reply Reply Quote 3
                • darkniorD
                  darknior
                  last edited by

                  @cyperghost i have try the game "TMNT Rescue Paloosa" the last beta, and this one working fine but when you have more than 1 or 2 ennemies on screen the game is very very slow :( And i don't use video filter ...
                  This game use many many big script to improve OpenBOR engine :)
                  I think it is the problem here, maybe the original resolution too ? I don't know if OpenBOR can be optimized for PI proc?

                  Life is game, just play it !

                  cyperghostC 1 Reply Last reply Reply Quote 0
                  • cyperghostC
                    cyperghost @darknior
                    last edited by

                    @darknior There is space to optimize. This now runs with SDL but with the right wrapper settings in GL4ES it is maybe possible to select OpenGL.

                    darkniorD 1 Reply Last reply Reply Quote 1
                    • darkniorD
                      darknior @cyperghost
                      last edited by

                      @cyperghost Like you i think we must have the two versions of OpenBOR on PI :(
                      Like they do on PC with many Windows version for each games ...

                      I must use 3400 for

                      • Asterix & Obelix
                      • Bare Knucles 6 (but it crash some time...)
                      Function getentityproperty must have a string property name.
                      Script function 'getentityproperty' returned an exception, check the manual for details.
                      
                      • Bare Knucles Vacum v4.1 (but crash during loading of a script) :(

                      All the new games working fine with the last version ...
                      I will try to find time to test each game one by one ...

                      We will always have this problem with some games, made with a specific OpenBOR version we don't have on PI ... :(
                      Or maybe we can find some one who can help to fix games for the old or the new version.

                      Life is game, just play it !

                      cyperghostC 1 Reply Last reply Reply Quote 0
                      • cyperghostC
                        cyperghost
                        last edited by cyperghost

                        @darknior We can compile older sources, too. Maybe 43xx branch. I am sure we can do the same changes here - did not test now.

                        darkniorD 1 Reply Last reply Reply Quote 1
                        • darkniorD
                          darknior @cyperghost
                          last edited by

                          @cyperghost Yes, thanks, i think you are right et we must have some other OpenBOR versions like the 43xx too.
                          It was the problem of OpenBOR from the beginning, it evolve but there is no retro compatibility with games :(
                          Or the games don't write for what number version they are created ...

                          Life is game, just play it !

                          Z 1 Reply Last reply Reply Quote 0
                          • Z
                            zanac @darknior
                            last edited by

                            As i promised.... here you are what i done, sorry i have not too much time to write all in a clear way but i'm sure that you will understand reading... if in doubt just ask!

                            GL4ES, just try my fork:
                            https://github.com/zanac/gl4es

                            In CMakeLists.txt added:
                            set(NOX11 ON)
                            set(NOEGL ON)
                            add_definitions(-marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -ffast-math -fomit-frame-pointer)

                            the NOX11 and NOEGL should be tested, i added these lines last weekend and have just seen that in allwinner board work better ('cause with these i removed some dependencies if you use GL with framebuffer)

                            In src/gl/init.c
                            I changed defualt to ES 2.0:
                            #define DEFAULT_ES 2

                            After this you should run cmake and compile:

                            cmake . -DBCMHOST=1
                            make GL

                            For use the lib i suggest this minimum environment variable:
                            export LIBGL_FB=2
                            export LIBGL_FBOMAKECURRENT=1

                            OPENBOR, i don't make a fork, but it's rather easy to patch the build_pandora, if you have time just create a new build_rasbperry with these tricks!!!

                            ifdef BUILD_PANDORA
                            TARGET = $(VERSION_NAME).elf
                            TARGET_FINAL = $(VERSION_NAME)
                            TARGET_PLATFORM = PANDORA
                            BUILD_OPENGL = 1
                            BUILD_WEBM = 1
                            BUILD_LINUX = 1
                            BUILD_SDL = 1
                            BUILD_GFX = 1
                            BUILD_PTHREAD = 1
                            BUILD_SDL_IO = 1
                            BUILD_TREMOR = 1
                            BUILDING = 1
                            CC = gcc
                            INCLUDES = $(PNDDEV)/include
                            $(PNDDEV)/include/SDL
                            OBJTYPE = elf
                            LIBRARIES = $(PNDDEV)/lib
                            ifeq ($(BUILD_PANDORA), 0)
                            BUILD_DEBUG = 1
                            endif
                            endif

                            I also patched CFLAGS for arm optimization:

                            CFLAGS += $(addprefix -I", $(addsuffix ", $(INCS))) $(ARCHFLAGS) -D$(TARGET_PLATFORM)
                            CFLAGS += -g -Wall -Werror -fsigned-char -std=gnu99
                            CFLAGS += -marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -fomit-frame-pointer -ffast-math -O3

                            The lib should link GL:

                            LIBS += -Wl,-rpath,$(LIBRARIES) -lSDL2 -lSDL2_gfx -lGL

                            The only source that i bad patched now is opengl.c:

                            in sdl/opengl.c

                            I made these changes:
                            // create an OpenGL compatibility context, not a core or ES context
                            #ifndef WIN // except on Windows, where some Nvidia drivers really don't like us doing this
                            //zanac, these attributes don't work well in allwinner (rasbperry too?)
                            //SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
                            #endif

                                //zanac, it seems that you should always create a new context without delete the old one, this happen in allwinner (rasbperry too?)
                                //if((context = SDL_GL_GetCurrentContext()))
                                //      SDL_GL_DeleteContext(context);
                            
                            cyperghostC 1 Reply Last reply Reply Quote 3
                            • BiZzAr721B
                              BiZzAr721
                              last edited by

                              @zanac Thank you for sticking around and seeing this through. It shows you take pride in your work.

                              1 Reply Last reply Reply Quote 0
                              • cyperghostC
                                cyperghost @zanac
                                last edited by cyperghost

                                @zanac Can you please post in a better format? I wasn't able to compile and catched one error...

                                Please use three backticks ``` in beginning and ending of codeblocks to get proper format ;)

                                OKAY GOT IT

                                Please remove LIBS provided from @zanac first build from lib directory....
                                Use the install instructions done here

                                1 Reply Last reply Reply Quote 0
                                • M
                                  moonston333
                                  last edited by

                                  hi all just reading through this openbor section. im trying to get it working on pi3. ive got all my paks is there a tutorial on how to install it onto my pi thanks

                                  cyperghostC 1 Reply Last reply Reply Quote 0
                                  • cyperghostC
                                    cyperghost @moonston333
                                    last edited by cyperghost

                                    @moonston333 Please use install instructions done here
                                    Please remove the binaries provided in the google download if you want to compile on your own.... you will catch errors.

                                    We are still work in progress.

                                    cyperghostC 1 Reply Last reply Reply Quote 0
                                    • cyperghostC
                                      cyperghost @cyperghost
                                      last edited by cyperghost

                                      @cyperghost I will present Василий Patch next days for OpenBOR

                                      Борис is here

                                      Makefile
                                      
                                      ifdef BUILD_PANDORA
                                      TARGET 	        = $(VERSION_NAME).elf
                                      TARGET_FINAL    = $(VERSION_NAME)
                                      TARGET_PLATFORM = PANDORA
                                      BUILD_LINUX     = 1
                                      BUILD_SDL       = 1
                                      BUILD_GLES      = 1
                                      BUILD_OPENGL    = 1
                                      BUILD_LOADGL    = 1
                                      BUILD_WEBM      = 1
                                      BUILD_GFX       = 1
                                      BUILD_PTHREAD   = 1
                                      BUILD_SDL_IO    = 1
                                      BUILD_TREMOR    = 1
                                      BUILDING        = 1
                                      CC  	        = gcc
                                      INCLUDES        = $(PNDDEV)/include \
                                                        $(PNDDEV)/include/SDL
                                      OBJTYPE         = elf
                                      LIBRARIES       = $(PNDDEV)/lib
                                      ifeq ($(BUILD_PANDORA), 0)
                                      BUILD_DEBUG     = 1
                                      endif
                                      endif
                                      
                                      ...
                                      ...
                                      ifdef BUILD_PANDORA
                                      STRIP 	        = strip $(TARGET) -o $(TARGET_FINAL)
                                      endif
                                      
                                      ...
                                      ...
                                      
                                      CFLAGS 	       += $(addprefix -I", $(addsuffix ", $(INCS))) $(ARCHFLAGS) -D$(TARGET_PLATFORM)
                                      CFLAGS 	       += -g -Wall -Werror -fsigned-char -std=gnu99
                                      CFLAGS         += -marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -fomit-frame-pointer -ffast-math -O3
                                      
                                      ...
                                      ...
                                      
                                      ifdef BUILD_SDL
                                      ifeq ($(findstring DGE, $(SDKPATH)), DGE)
                                      LIBS           += -lSDL -lSDL_gfx -lts
                                      else
                                      LIBS           += -Wl,-rpath,$(LIBRARIES) -lSDL2 -lSDL2_gfx -lGL
                                      endif
                                      endif
                                      
                                      sdl/opencl.c
                                      // create an OpenGL compatibility context, not a core or ES context
                                      #ifndef WIN // except on Windows, where some Nvidia drivers really don't like us doing this
                                      //zanac, these attributes don't work well in allwinner (rasbperry too?)
                                      //SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
                                      #endif
                                      
                                          //zanac, it seems that you should always create a new context without delete the old one, this happen in allwinner (rasbperry too?)
                                          //if((context = SDL_GL_GetCurrentContext()))
                                          //      SDL_GL_DeleteContext(context);
                                      
                                      1 Reply Last reply Reply Quote 2
                                      • BiZzAr721B
                                        BiZzAr721
                                        last edited by

                                        @darknior Maybe opengl4es will be able to benefit Residualvm as well


                                        Salvador Liébana was one of the devs who got Diable & others running on Pi

                                        darkniorD 1 Reply Last reply Reply Quote 1
                                        • darkniorD
                                          darknior @BiZzAr721
                                          last edited by

                                          @bizzar721 WOAW it's possible to play this game on PI ??????
                                          We can also maybe play to "Return to the future" ???
                                          Incredible, maybe it can help yes, if you have some informations, create an other discussion please and give the link here, i'm very interested, i'm a BIG fan of ScummVM too :p
                                          Thanks

                                          Life is game, just play it !

                                          Z 1 Reply Last reply Reply Quote 0
                                          • Z
                                            zanac @darknior
                                            last edited by

                                            @darknior said in OpenBOR finally working fine on RETROPIE with ES:

                                            @bizzar721 WOAW it's possible to play this game on PI ??????
                                            We can also maybe play to "Return to the future" ???
                                            Incredible, maybe it can help yes, if you have some informations, create an other discussion please and give the link here, i'm very interested, i'm a BIG fan of ScummVM too :p
                                            Thanks

                                            gl4es is just a wrapper that translate some "open gl" function to "open gl es 2", if you want to play 3d games you need that software use "open gl es 2" (gles2 for friends) natively!

                                            About scummvm.... as i said it is possible to run it under libretro core, so it use gles2 natively using retroarch!!!
                                            Just download: https://github.com/libretro/scummvm

                                            After this just go to the folder "backends/platform/libretro/build" and type "make -j 4" :) It will compile (in about 7-8 hours!!!) a working core for allwinner/rasbperry!!!

                                            For improve scummvm speed i suggest to hack the makefile and use neon+arm+cortex optimization... i use these:
                                            TOOLSET = arm-linux-gnueabihf-
                                            TARGET := $(TARGET_NAME)libretro.so
                                            SHARED := -shared -Wl,--no-undefined
                                            DEFINES += -fPIC -Wno-multichar -D_ARM_ASSEM

                                            LDFLAGS += -shared -Wl,--version-script=../link.T -fPIC
                                            CC = gcc
                                            USE_VORBIS = 0
                                            USE_THEORADEC = 0
                                            USE_TREMOR = 1
                                            HAVE_MT32EMU = 0
                                            DEFINES += -marm -mcpu=cortex-a9 -marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -ffast-math -fomit-frame-pointer -O3
                                            DEFINES += -mfloat-abi=hard
                                            DEFINES += -DARM
                                            HAVE_NEON = 1
                                            DEFINES += -DSIZEOF_SIZE_T=4

                                            If you want i can share the libretro_scummv.so core compiled in this way, it work very well i use it and is very great!!!

                                            cyperghostC BiZzAr721B darkniorD 3 Replies Last reply Reply Quote 2
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