OpenBOR 6xxx OpenBeta Testphase
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@cyperghost hmmm... I added openbor to es_systems.cfg (with .pak extension instead of .bor), but I can't get the games to load that way. Am I missing something? I also added the emulators.cfg to the openbor configs dir. Thanks for the help!
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@spongedan oops my bad... I didn’t edit the emulators.cfg properly. It’s working fine now!
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@cyperghost said in OpenBOR 6xxx OpenBeta Testphase:
@darknior It's done so far.... ;)
Thanks a lot, i don't have found free time to do it :(
And now i change Retropie 4.3 to 4.4.2 i have so many things that are not working fine ... i must investigate this OS update :( -
@darknior I've been playing Bare KNuckle VI with no crashing (6.02)! [Final version locks up retropie]
Also, Aliens vs Predator works. @hansolo77 I think we'll have to add a new column for newest version of OpenBOR. Hope you had a chance to play. -
@darknior You do not need to update RetroPie to v4.4
I ran into same issue as you (missing files)
So I just recompiled the whole thing.... Works best without issues.
So I would recommand to build galina with script and then download binary from here. This is freshly installed on my RetroPie version 4.3 ;) So far I'm very satisfied with the outcome of these versions.... Reconnect of BT devices works best.So Happy Brawling ;)
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@cyperghost Really thanks a lot, i come back to version 4.3 and try your binary and all is working perfectly :)
I will try this week to make my own build with your diff patch to try.Do you use 4.4.2 Retropie version ?
Do you think it is interesting to use this linux updated version to play emulators ?
With SDL2 and OpenGL ... to use on ScummVM, PSP, Dreamcast, DS, Amiberry ...
I don't know if it is interesting to lost time to configure an image with this new Retropie or not :(
Thanks -
@darknior said in OpenBOR 6xxx OpenBeta Testphase:
Do you use 4.4.2 Retropie version ?
No... only for testing and rebuilding to give exact operation procedure of "How to build". I also do not want to mess my build with such things. But galina is quite stable and wonderful to play so I installed it on my "gameing Pie"
My RetroPie version for game playing is quite old. I think it's a release from 4.1 and updated to 4.3 - but as I tried to use my patches, then I ran into same issue as you of missing files. So I just recompiled for Jessie.
But we should rely on Raspian Strech and this is build of RetroPie 4.4 so I will offer ready patched packages just for this version.
With SDL2 and OpenGL ... to use on ScummVM, PSP, Dreamcast, DS, Amiberry ...
I think this is possible but I would use every GL4ES lib into own directory. I tried to use OpenGL driver for Raspberry, too (native) but ran into issues ... So I would stick to the wrapper as this does not screws up the system.
I don't know if it is interesting to lost time to configure an image with this new Retropie or not :(
A new image does not need so much configuration (imho). All my data is on a flash drive so I just link to this. Some scripts are called by runcommand-onend/start and this is it ;) So I think I built a new image within 2 or 3 hours. For just compiling I need from burning IMG to ready compiled binary less then 30mins
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@cyperghost said in OpenBOR 6xxx OpenBeta Testphase:
But we should rely on Raspian Strech and this is build of RetroPie 4.4 so I will offer ready patched packages just for this version.
Could you please elaborate? Ready patched packages for OpenBOR or retropie to use OpenGL? All my testing has been on retropie 4.4
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Well ... Stretch is newest version of Raspian, and RetroPie 4.4 is based on Stretch. So all my build are made on virgin RetroPie 4.4 version. I just made a Jessie binary to play OpenBOR on my productive system ... this is RetroPie 4.3 based on Jessie build.
So I see no sense in making binary packages for RetroPie lower than 4.4 now. It costs plenty of time to maintain these builds so I just release Stretch binaries.
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@cyperghost Okay, I get ya now. You compiled on Jesse just for your personal use.
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@bizzar721 Yes. It behaves a bit different there, if I enter Video Menu and select SDL input it kicks me back to ES, in stretch this does not happen. Maybe there are other "bugs" but all in all it runs best and I'm satisfied in going to brawl some bad guys.
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@bizzar721 said in OpenBOR 6xxx OpenBeta Testphase:
@darknior I've been playing Bare KNuckle VI with no crashing (6.02)! [Final version locks up retropie]
Thanks for the information, i will try this
Bare Knuckle VI [Ver. 6.02][v.3.0 Build 3690][China][Eng Menu]
version :)
I don't know what is different with the final version :(
Bare Knuckle VI [Final][China]
the OpenBOR engine version is not given ... only in Japanese, maybe this version il lower than the 6.02 !?EDIT : v6.02 is crashing too for me after the Master demo battle :(
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@cyperghost said in OpenBOR 6xxx OpenBeta Testphase:
No... only for testing and rebuilding
Ok thanks, i do the same for the moment ...
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ScriptModule for RetroPie newest versions!
Just for testing purposes!
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Added Scriptmodule!
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Trying it out now. I removed openbor from experimental packages, deleted openbor_beta folder as well as removed emulator.cfg.
It was option
357 OpenBOR - Beat 'em Up Game Engine v6512
Launching mod failed. It showed it compiled. Script loads, but when I execute game I get error
OpenBOR - Beat 'em Up Game Engine.sh line 20: opt/retropie/supplementary/runcommand/runcommand.sh: no such file or directory
line 20
"opt/retropie/supplementary/runcommand/runcommand.sh" 0 _PORT_ "openbor" "$choices"
right below
joy2keyStop
........my kryptonite!EDIT
The compiled OpenBOR does run using conventional methods -
@bizzar721 Arghh... missed the slash in the path. Thanks!
You can editnano $HOME/RetroPie/roms/ports/OpenBOR - Beats of Rage Engine.sh
and last line add/
to path so it looks like"/opt/retropie/supplementary/runcommand/runcommand.sh" 0 _PORT_ "openbor" "$choices"
Thanks for catching this one :D
@darknior
I tried TMNT Shell Shocked Rev 5853 it's running smooth by using the scriptmodule, too. Even if there are 6 enemies in screen it does not stuck. My filters are: Hardware: Bilinear, Software: Simple 16bit ... so it makes sense to load the GL drivers.@mitu Do you see things to improve? How can I get rid of the wget command?
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@cyperghost said in OpenBOR 6xxx OpenBeta Testphase:
I tried TMNT Shell Shocked Rev 5853 it's running smooth by using the scriptmodule, too. Even if there are 6 enemies in screen it does not stuck. My filters are: Hardware: Bilinear, Software: Simple 16bit ... so it makes sense to load the GL drivers.
Thanks if it works fine for you too, it's that i have a problem but i don't understand what ?
I use your binary file, you write to load GL drivers ... i don't understand what i miss ?I will try your install script this evening ... but you only installing the last version 6315. And i have some old games that only works with the 3400 version. Can you update it to have the two binary in the same folder and let the user choice like we can do with emulators. It's what i do on my pi. Thanks
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@darknior Uff... this is my first scriptmodule I've written. So I don't know all commands how to add new ports. Let's wait for feedback I think at least some more people will tinker in. I hope that someone makes a better script for this.
About TMNT maybe you see slowdown I don't catch. This game brings the Pie to the edge of computing power.
htop
says 95%+ of CPU usage, it's a pitty OpenBOR uses just one core :( I see slowdowns of TMNT in snow level for example.... -
@cyperghost said in OpenBOR 6xxx OpenBeta Testphase:
@mitu Do you see things to improve? How can I get rid of the wget command?
There are a few things you could change on the technical side
- The
libGL
part (for gl2es) should be installed from source also. There is already something similar in @zerojay's RetroPie-Extra repository - see for instance how fofix is installed. I would also separate it in a function on its own. - Patches can be handled by the RetroPie setup script on its own - create a folder similar to the module name and use the
applyPatch
function. A good example is how RetroArch is built from source - https://github.com/RetroPie/RetroPie-Setup/blob/master/scriptmodules/emulators/retroarch.sh. - Your module is excluded when the platform has the x11 flag, but in the build phase you still test if the compilation is done on such platform to add the PANDORA flag.
Now these observations are done by just skimming the source, I haven't had a chance to actually test the module.
I do also have some not-really-technical observations about the scriptmodule as a whole
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if you intend to submit it to the RetroPie-Setup repository, then IMHO you should
- rename the module to something else, may I suggest
openbor-current
oropenbor-dev
. This will prevent conflicts with the existing module. - fork the RetroPie repository and create your own branch, then develop there. It would be much easier to create PRs and for testing (i.e. people could add your branch in their RP setup folder and just use the module directly).
- rename the module to something else, may I suggest
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create a script launcher to wrap the
OpenBor
binary and optionally add the GL stuff (parameter for gl4es s, loading the GL library), instead of putting every command in the port command definition, i.e. instead of
addPort "$md_id" "openbor" "OpenBOR - Beats of Rage Engine" "pushd $md_inst; $md_inst/OpenBOR %ROM%; popd"
create a
openbor-launch.sh
script and useaddPort "$md_id" "openbor" "OpenBOR - Beats of Rage Engine" "openbor-launch.sh"
Ideally you could have 2 scripts - one using
gl4es
and one without it, but I'm not sure this would work for Ports (though it would be ideal IMHO if it would be a standalone system). - The
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