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    Suggestions for ports

    Scheduled Pinned Locked Moved Ideas and Development
    portsports retropieideas
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    • ExarKunIvE
      ExarKunIv @quicksilver
      last edited by

      @quicksilver very cool

      i saw your post about the x session issue. its cool that we can get these working and in the future it will exit smoothly. from my take on what buzz said.

      im more the happy to wait as long as there is a work around. which there is.

      great work on all of this. im still on the Pi3 so anything i do it dated and most likely not working on my rig.
      but hey it all about learning right :)

      RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
      RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
      Maintainer of RetroPie-Extra .

      quicksilverQ 1 Reply Last reply Reply Quote 0
      • quicksilverQ
        quicksilver @ExarKunIv
        last edited by

        @ExarKunIv openjk is running really well on my pi 4 I suspect you could follow my above directions to get it running on your pi 3. I bet it would be playable.

        ExarKunIvE 2 Replies Last reply Reply Quote 0
        • ExarKunIvE
          ExarKunIv @quicksilver
          last edited by

          @quicksilver might give that a try

          RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
          RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
          Maintainer of RetroPie-Extra .

          1 Reply Last reply Reply Quote 0
          • ExarKunIvE
            ExarKunIv @quicksilver
            last edited by

            @quicksilver i get a internal compiler error

            but im still on 4.5.14 since that is the only version i can get Nblood to work on. so im not surprised about getting errors
            im not that worried about it. most of these will wait till i have a Pi4.

            RPi3B+ / 200GB/ RetroPie v4.5.14, RPi4 Model B 4gb / 256gb / RetroPie 4.8.2
            RPi5 4gb / 512gb / RetroPie 4.8.9 -Basic
            Maintainer of RetroPie-Extra .

            mituM 1 Reply Last reply Reply Quote 0
            • mituM
              mitu Global Moderator @ExarKunIv
              last edited by mitu

              @ExarKunIv said in Suggestions for ports:

              @quicksilver i get a internal compiler error

              It sometimes happens when you're out of memory. Likely un-noticeable on a Pi4 with 2 or 4Gb of RAM.

              quicksilverQ 1 Reply Last reply Reply Quote 0
              • quicksilverQ
                quicksilver @mitu
                last edited by

                @mitu If thats the case could he just increase the amount of swap?

                1 Reply Last reply Reply Quote 0
                • mituM
                  mitu Global Moderator @A Former User
                  last edited by mitu

                  @gderber said in Suggestions for ports:

                  Doom3 BFG:
                  https://github.com/gderber/RetroPie-Setup/tree/feature/doom3_bfg

                  Looks good overall.

                  • Incorrect license header - missing the license type (GPL3). See how other modules are adding it. It's important when generating the package license summary page (https://retropie.org.uk/stats/licences/).
                  • missing help header (rp_module_help) - should at least indicate where you should copy your game files (.pk4).
                  • md_ret_requires should be a file, not a folder, indicating the build process has completed succesfully.
                  • run make clean during the build, so it always starts with a clean build.
                  • game_data_doom3_bfg doesn't do much, fold it into configure. If the folder should be user writable, use mkUserDir instead of a simple mkdir (remember that the setup script runs as root).
                  • addPort in configure looks wrong - look up the function definition in helpers.sh or how it's used in other scriptmodules. Last parameter should be the launch command.

                  https://github.com/gderber/RetroPie-Setup/tree/feature/wolf4sdl

                  Looks fine, but I don't know this port enough to know if the line removed is ok or not.

                  General comments for all the .sh files

                  • use hard tabs for indentation (see the weird spacing in game_data_doom3..)
                  • don't have 2 empty new lines.
                  1 Reply Last reply Reply Quote 0
                  • ?
                    A Former User
                    last edited by

                    @mitu Thank you!

                    For the Wolf4SDL script, the removed line, I had based that on this comment on the Hexen2 pull request. I changed it back, and the other non-essential change, swapping the order of the if statement checking for the *.sod and *.sdm files. I swapped the order so it'd match the order for the main wolfenstein data files.

                    In both cases, they are not a requirement for the actual goal of getting a start-up script for a unified SOD launcher. So now a total of 2 lines added, no other changes.

                    For the rest thank you for looking at them, the feedback helped me a lot with these.

                    1 Reply Last reply Reply Quote 0
                    • ?
                      A Former User
                      last edited by

                      All:

                      My OpenJK script "works for me"

                      You can find it here:
                      https://raw.githubusercontent.com/gderber/RetroPie-Setup/feature/openjk_ja/scriptmodules/ports/openjk_ja.sh

                      If anyone wants to try it, I'd really appreciate the feedback.

                      quicksilverQ 1 Reply Last reply Reply Quote 0
                      • quicksilverQ
                        quicksilver @A Former User
                        last edited by

                        @gderber Ill try it out on my test setup and report back

                        1 Reply Last reply Reply Quote 0
                        • quicksilverQ
                          quicksilver
                          last edited by quicksilver

                          20200612_214459_copy_2016x1512.jpg

                          I have literally spent all day on this, I bring you Morrowind via OpenMW! Currently launching directly through RetroPie with controller support. Performance is good :)

                          This is the last one on my list for now. So next I plan to do some additional testing and then I will write up build instructions for the ports I have working well.

                          1 Reply Last reply Reply Quote 5
                          • ?
                            A Former User
                            last edited by

                            I found a couple bugs in my script. I'll post an update shortly.

                            1 Reply Last reply Reply Quote 0
                            • quicksilverQ
                              quicksilver
                              last edited by

                              So for at least three of the ports that I have running through an x session, if I set the in-game video option to fullscreen, the mouse and/or keyboard stop responding in-game. Anyone have any ideas what could be the cause of this? This seems to happen on OpenMW, dhewm3, and openjk.

                              mituM ? ExarKunIvE 3 Replies Last reply Reply Quote 0
                              • mituM
                                mitu Global Moderator @quicksilver
                                last edited by

                                @quicksilver Focus issues ? Try running a minimal window manager and see if it fixes it.

                                quicksilverQ 1 Reply Last reply Reply Quote 0
                                • quicksilverQ
                                  quicksilver @mitu
                                  last edited by

                                  @mitu apologies for my ignorance 😬 but would that be something like matchbox? If so how would I get that running in conjunction with XINIT? I played around with matchbox before but was never able to tell if I was doing correctly.

                                  mituM 1 Reply Last reply Reply Quote 0
                                  • mituM
                                    mitu Global Moderator @quicksilver
                                    last edited by

                                    @quicksilver Yes, something like matchbox should do. Look at the steamlink port to see how it's used.

                                    quicksilverQ 1 Reply Last reply Reply Quote 1
                                    • ?
                                      A Former User @quicksilver
                                      last edited by A Former User

                                      @quicksilver I found a fix for that. Open the .cfg file (openjk_sp.cfg), set the resolution to whatever your monitor resolution is. Your looking for:

                                      seta r_customheight "1440" <-- your resolution height
                                      seta r_customwidth "2560" <---- your resolution width
                                      seta r_mode "-1" <-necessary for custom resolution (preventa the game from overriding your settings
                                      seta cg_fov "96.4" <- adjusts the field of view (optional)

                                      Hmm, re-reading your post, this may or may not help. It helped me with fullscreen with the mouse moving the screen focus away from the game.

                                      quicksilverQ 2 Replies Last reply Reply Quote 0
                                      • quicksilverQ
                                        quicksilver @A Former User
                                        last edited by

                                        @gderber I can get the screen fullscreen by matching the in game resolution to the resolution picked in runcommand even if windowed mode is selected. The issue is that if a user were to select fullscreen the mouse/keyboard would lose focus and they would be forced to edit a config somewhere to fix it. Which isn't a very good solution in my opinion. I would like to make running these games as foolproof as possible.

                                        ? 1 Reply Last reply Reply Quote 0
                                        • ?
                                          A Former User @quicksilver
                                          last edited by

                                          @quicksilver I've been thinking about that. I don't like it either.

                                          Have you run ioquake3? Do you have the same problem their. It's got a couple run switches that set the game resolution at run time. Those switches should work for the other quake3 engine games. OpenMW will need another solution.

                                          1 Reply Last reply Reply Quote 0
                                          • quicksilverQ
                                            quicksilver @mitu
                                            last edited by

                                            @mitu so I tried it and while it does keep control of the keyboard and mouse properly, it unfortunately will only launch the game in 1080p mode. All the runcommand video options are ignored and the list of resolutions in game only show 1080p as an option regardless of whether I choose windowed or fullscreen mode.

                                            mituM 1 Reply Last reply Reply Quote 0
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