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    Suggestions for ports

    Scheduled Pinned Locked Moved Ideas and Development
    portsports retropieideas
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    • mituM
      mitu Global Moderator @quicksilver
      last edited by mitu

       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.

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

        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.

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

          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 emulator

          Lr-dhewm3

          Etlegacy: Wolfenstein Enemy Territory

          quicksilverQ 1 Reply Last reply Reply Quote 0
          • V
            VictimRLSH
            last edited by

            So how would a noob go about using these scripts? Open a terminal window and "sudo ./scriptname.sh"?

            System Config: Retropie 4.4 with full desktop, RPi 3B, 256gb SD, 5v 2.1A 5,200 mAH USB battery. EasyMSX controller mounted with Pimoroni Hyperpixel 4 (non touch). Also running 4.6 on a 4gb Pi 4 serving as my primary desktop computer now.

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

              @VictimRLSH You copy the scripts to their corresponding location - under $HOME/RetroPie-Setup/scriptmodules/ports - then you can run the setup normally and choose to install the new port.

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

                @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

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

                  @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.

                  quicksilverQ 1 Reply Last reply Reply Quote 2
                  • quicksilverQ
                    quicksilver @A Former User
                    last edited by

                    @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.

                    1 Reply Last reply Reply Quote 1
                    • shavecatS
                      shavecat @quicksilver
                      last edited by

                      @quicksilver
                      VCMI (Heroes of Might and Magic 3)
                      can i try to install it on my pi ?
                      and how :))

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

                        @shavecat

                        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
                        shavecatS 1 Reply Last reply Reply Quote 0
                        • shavecatS
                          shavecat @quicksilver
                          last edited by

                          @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

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

                            @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.

                            shavecatS 1 Reply Last reply Reply Quote 1
                            • shavecatS
                              shavecat @quicksilver
                              last edited by shavecat

                              @quicksilver
                              got u
                              any fix on the AI ? or so ?
                              or thats how the VCMI work ?
                              And thanks again ! :)

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

                                @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.

                                shavecatS 1 Reply Last reply Reply Quote 1
                                • shavecatS
                                  shavecat @quicksilver
                                  last edited by shavecat

                                  @quicksilver
                                  thanks :)
                                  guess im still playing the hmc 2 ;)

                                  1 Reply Last reply Reply Quote 0
                                  • V
                                    VictimRLSH
                                    last edited by VictimRLSH

                                    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/

                                    System Config: Retropie 4.4 with full desktop, RPi 3B, 256gb SD, 5v 2.1A 5,200 mAH USB battery. EasyMSX controller mounted with Pimoroni Hyperpixel 4 (non touch). Also running 4.6 on a 4gb Pi 4 serving as my primary desktop computer now.

                                    1 Reply Last reply Reply Quote 0
                                    • V
                                      VictimRLSH @quicksilver
                                      last edited by

                                      @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:
                                      20200609_110032_copy_2016x1512.jpg

                                      Jedi knight -jedi academy running in 1600x1200 resolution:
                                      20200609_163022_copy_2016x1512.jpg

                                      For Jedi Academy do I need to put the asset files in their directory before I run the script or afterwards?

                                      System Config: Retropie 4.4 with full desktop, RPi 3B, 256gb SD, 5v 2.1A 5,200 mAH USB battery. EasyMSX controller mounted with Pimoroni Hyperpixel 4 (non touch). Also running 4.6 on a 4gb Pi 4 serving as my primary desktop computer now.

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

                                        @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.

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

                                          20200624_230952_copy_1008x756.jpg

                                          Just got Freespace 2 via Freespace 2 Open, up and running on my pi 4. I was even able to get the launcher to work. Only issue I have encountered so far is that after quiting the game it returns to the launcher and the launcher doesn't have a quit button 🤔

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

                                            So I was able to compile a different launcher for FSO that actually has a quit button so it solves that issue. I was able to successfully boot the free "Wing Commander-The Darkest Dawn" mod (which looks awesome btw). However Im not able to load the first level because my 2gb pi 4 runs out of ram! I guess its time to get a 4gb model.

                                            mituM 1 Reply Last reply Reply Quote 0
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