Suggestions for ports
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openmw = "xset -dpms s off s noblank matchbox-window-manager & OPENMW_DECOMPRESS_TEXTURES=1 /home/pi/morrowind/openmw"
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@gderber Although now, that I think of it, I dont think an x session is needed to run openjk. It seems to run fine without it. But would still be good to know for the ports that do require an x session.
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openmw = "xset -dpms s off s noblank matchbox-window-manager & OPENMW_DECOMPRESS_TEXTURES=1 /home/pi/morrowind/openmw"
I don't see this launching an X session - are you sure it's not starting
openmw
directly (without X) ?Create a simple
.sh
file with:#!/usr/bin/env bash matchbox-window-manager & OPENMW_DECOMPRESS_TEXTURES=1 /home/pi/morrowind/openmw"
and modify the launching command to be
openmw = "XINIT:</path/to/script>
Runcommand will take care of adding the
xset
commands for you on start-up. -
Thank you again, this worked. I was starting to suspect something was amiss, some of the graphics were not correct on some of the games I was testing. Everything seems to be good now and with matchbox the game retains focus of the mouse and keyboard.
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I've updated my scripts. I've posted them as separate topics to try and keep the feedback better organized.
I'm working on a few others
Decaf: Wii-U emulatorLr-dhewm3
Etlegacy: Wolfenstein Enemy Territory
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So how would a noob go about using these scripts? Open a terminal window and "sudo ./scriptname.sh"?
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@VictimRLSH You copy the scripts to their corresponding location - under
$HOME/RetroPie-Setup/scriptmodules/ports
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@gderber said in Suggestions for ports:
Etlegacy: Wolfenstein Enemy Territory
^ This seems like a good candidate. @tpo1990 got rtcw running really well, you should checkout his script module here https://retropie.org.uk/forum/topic/22554/return-to-castle-wolfenstein-iortcw-source-port
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@quicksilver I'm close with etlegacy.
Right now on my system, I can build the 64 bit version without any problems, I am having trouble with cross compiling the 32 bit version. I suspect that the 32bit version would work on a rpi, but I don't know for sure. If I can't solve the cross compile in the next couple of days I may post both versions and ask for help at that point.
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@gderber sounds good! Thanks for your work on this. You definitely have more knowledge about putting together the script modules than I do. By the time we are done and assuming they get excepted into RetroPie officially, we should have a ton of neat new games available.
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@quicksilver
VCMI (Heroes of Might and Magic 3)
can i try to install it on my pi ?
and how :)) -
get dependencies:
sudo apt-get install cmake g++ libsdl2-dev libsdl2-image-dev libsdl2-ttf-dev libsdl2-mixer-dev zlib1g-dev libavformat-dev libswscale-dev libboost-dev libboost-filesystem-dev libboost-system-dev libboost-thread-dev libboost-program-options-dev libboost-locale-dev qtbase5-dev
get sources:
git clone -b develop --depth 1 --recursive https://github.com/vcmi/vcmi.git
configure make files:
mkdir build && cd build cmake ../vcmi
start the build:
cmake --build .
^That will generate vcmiclient, vcmiserver, vcmilauncher as well as 4 .so libraries in build/bin/ directory.
You will also need the heroes 3 game content
Installing Heroes III data files:
To install VCMI you will need Heroes III: Shadow of Death or Complete edition.Automated install:
To install Heroes 3 data using automated script you need any of:One or two CD's or CD images
gog.com installer
Directory with installed game
Run the script using options appropriate to your input files:vcmibuilder --cd1 /path/to/iso/or/cd --cd2 /path/to/second/cd vcmibuilder --gog /path/to/gog.com/installer vcmibuilder --data /path/to/h3/data
You should use only one of these above commands.
To run the game:
/path/to/vcmiclient
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@quicksilver
Nice Thanks a lot !
will give it a go soon :)
can i add an .sh file to ports to make it run ? :))
thanks again !!! <3 -
@shavecat yes just make an emulators.cfg and a .sh script and you can launch it directly through emulation station. Just be aware that VCMI is not 100% feature complete. The computer AI for example is definitely lacking.
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@quicksilver
got u
any fix on the AI ? or so ?
or thats how the VCMI work ?
And thanks again ! :) -
@shavecat said in Suggestions for ports:
@quicksilver
got u
any fix on the AI ? or so ?
or thats how the VCMI work ?
And thanks again ! :)Like I said VCMI isnt 100% complete, its still being developed. Nothing you can do but wait for updates to make it better.
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@quicksilver
thanks :)
guess im still playing the hmc 2 ;) -
Not only will Super Mario 64 PC run on the Pi, there is even a LEGAL way to do it. NOTE: There is an illegal port that comes with pre-installed assets that Nintendo has been taking down. THIS IS NOT IT. You build it from source and use assets from The N64 Super Mario 64 ROM.
This looks like it should be pretty easy to get a Port from.
EDIT: I found a much better tutorial, it's in Spanish, but Translate works well on this page. https://raspberryparanovatos.com/articulos/juega-a-super-mario-64-en-tu-raspberry-pi-de-forma-nativa-gracias-a-este-port/
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@quicksilver said in Suggestions for ports:
@mitu I appreciate the offer, as always you are a big help! Now to learn the ins and outs of GitHub. :)
And also a little preview of what I have working
Doom 3 with classic Doom mod:
Jedi knight -jedi academy running in 1600x1200 resolution:
For Jedi Academy do I need to put the asset files in their directory before I run the script or afterwards?
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@VictimRLSH I'd recommend using trying the build script here https://retropie.org.uk/forum/topic/26732/new-installer-jedi-academy/
check the help for which assets are needed and where to put them.
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