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    Please do not post a support request without first reading and following the advice in https://retropie.org.uk/forum/topic/3/read-this-first

    lr-flycast new GitHub repository source for setup script?

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    retropie setupflycast
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    • C
      ChaosEffect
      last edited by

      Hello,

      I went to the GitHub page for the RetroPie setup script, and it said to post here before opening an issue. I searched around the GitHub page and didn't see a mention of this.

      As per flyinghead during discussion of this issue, flycast should now be built from

      https://github.com/flyinghead/flycast

      I am sorry if I am not using the correct terminology here or something is redundant. I am not very familiar with how GitHub relates to the ins and outs of the setup script. Of note is that that new code source should allow Ninja Assault to work properly with 2 lightguns.

      I am also known as "StormedBubbles"

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

        Yes, I've known about the change, it happened recently, but @Flyinghead's core version has a different build system and it's not a drop-in replacement for the current (libretro) core repo. It will change, but needs a bit of testing before.

        1 Reply Last reply Reply Quote 3
        • C
          ChaosEffect
          last edited by

          Thank you for the clarification! I hope that there is smooth sailing in the testing! 😃

          I am also known as "StormedBubbles"

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          • mituM
            mitu Global Moderator
            last edited by

            @ChaosEffect try updating now your Flycast package, it's now based on the upstream (@Flyinghead) version of the libretro core.

            C 1 Reply Last reply Reply Quote 3
            • C
              ChaosEffect @mitu
              last edited by

              Awesome! Thanks so much!

              WinCE support is there, and I noticed some input improvements for a few games that were previously giving me issues.

              While browsing through the GitHub page, I noticed this issue discussing the possibility of two keyboards for "The Typing of the Dead." Unless I am missing something, that branch appears to be gone.

              The keyboard behavior in that game before this update and after is definitely different. Previously, if both players were assigned a keyboard, any connected keyboard would control both players. Now, it seems that every connected keyboard only controls player 1. There aren't any settings that immediately pop out to me as affecting this.

              @mitu Did you come across anything with multiple keyboards while testing? Is that even possible on a Pi?

              I am also known as "StormedBubbles"

              sirhenrythe5thS mituM 2 Replies Last reply Reply Quote 1
              • sirhenrythe5thS
                sirhenrythe5th @ChaosEffect
                last edited by

                @chaoseffect WinCE Support? Wow, that are great news indeed!
                This + upcoming achievements...2022 will be a dreamcast-year for SirHenry :D :D

                -- Retro-Achievements Username: SirALX --
                RetroRatio: 1.88
                Started Games beaten: 2,47%
                Site Rank: 4382/93743 ranked users (TOP 4.76%)
                Last seen in [The Legend of Zelda: Lost in Time (HACK) [N64], exploring Hyrule at Night]

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                • mituM
                  mitu Global Moderator @ChaosEffect
                  last edited by

                  While browsing through the GitHub page, I noticed this issue discussing the possibility of two keyboards for "The Typing of the Dead." Unless I am missing something, that branch appears to be gone.

                  I think that branch may have been integrated already, but I think it applies to the Windows version (RawInput/directX) and to the standalone version (i.e. not the libretro core).

                  The keyboard behavior in that game before this update and after is definitely different. Previously, if both players were assigned a keyboard, any connected keyboard would control both players. Now, it seems that every connected keyboard only controls player 1. There aren't any settings that immediately pop out to me as affecting this.

                  I haven't tested that particular game, but this looks like a config issue rather than a core problem. How does your keyboard configuration looks like ?

                  C 1 Reply Last reply Reply Quote 1
                  • C
                    ChaosEffect @mitu
                    last edited by ChaosEffect

                    @mitu Oh, okay. If multi-keyboard isn't implemented in the libretro version, then it isn't really an issue for me.

                    I have ports 1 and 2 set to "keyboard" in the RetroArch menu, and I think that's it for keyboard settings. The keyboard works fine for me for player 1, and I was just curious if this update would bring a core option for keyboard indices so that a separate keyboard could be used for player 2.

                    In case you haven't played this game before, player 1 and player 2 could use separate keyboards simultaneously on real hardware. Ports 3/4 were reserved for controllers that handled the memory cards.

                    The verbose log does indeed identify separate keyboards when launching the game, but if it's not implemented in the emulator, then that is a moot point. I can just bring it up on GitHub as a feature request after these recent crashing/sound issues are resolved.

                    I am also known as "StormedBubbles"

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

                      @chaoseffect said in lr-flycast new GitHub repository source for setup script?:

                      I have ports 1 and 2 set to "keyboard" in the RetroArch menu, and I think that's it for keyboard settings. The keyboard works fine for me for player 1, and I was just curious if this update would bring a core option for keyboard indices so that a separate keyboard could be used for player 2.

                      I think that's the RetroPad -> Emulator core part settings, i.e. the core expects a Keyboard type input from Port 1 (2), the Device -> RetroPad mapping is done by RetroArch.
                      Usually 1 keyboard can be used for 2 players (as explained here), but I'm not sure 2 keyboards can be used independently (via dev index, how gamepads are handled). This depends on the input driver used, I know some of them don't support it (like Windows winraw). RetroPie should use the udev driver, so it might be supported, but I don't have 2 keyboards right now to test.

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