Suggestions for ports #2
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@ExarKunIv said in Suggestions for ports #2:
@JimmyFromTheBay hmm thats a odd one, but i have not tried the new script. hopefully @sleve_mcdichael can shed some light on it
That's what I get for pushing changes without testing first.
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I forgot a
$
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I tried to use
moveConfigDir
on a file, not a directory -
I neglected that
moveConfigDir
andmoveConfigFile
do not work like a regularmv
; they do need the actual filename in the destination and not just the dir to move them to, i.e.mv bar foo/bar
, and not justmv bar foo
.
This should fix it up. I have tested this and it is working on my end, including custom music by replacing the files in
/opt/retropie/configs/ports/heboris/res/bgm
with my own tracks, renamed following the convention (seebgm.txt
in that folder for details -- you do have to change music to MP3 in the in-game "settings"):https://github.com/Exarkuniv/RetroPie-Extra/pull/97
@JimmyFromTheBay (edit: fix is published, just update your extras.)
if you get here before EK pushes the fix, you can download this file from my fork and replace the one in yourRetroPie-Setup
directory as you've done before at the end of this post.Despite not having the slightest clue what I'm doing in terms of scripts, I then tried
Best way to learn, in my opinion. You can almost always undo whatever you've done and if not, you've got backups right?
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@sleve_mcdichael said in Suggestions for ports #2:
Best way to learn, in my opinion. You can almost always undo whatever you've done and if not, you've got backups right?
I completely agree. That and asking alot of questions.
Edit
Applied the merge now -
Well, the game runs again, but despite all the folders being there with MP3s and PNGs in them, still no sound or backdrops :(
There seemed to be far too many files, though, so I uninstalled again, deleted the whole RES folder manually, and reinstalled once more. This time there were fewer files, and I suddenly DO have music, but no ingame sound effects and still no backdrops.
However, this doesn't look like an installation issue. I found the sound test menu and the only sound effects that seem to be present are #4, #15-19, and #34. The only music tracks present are #1-#5 (faster versions of the same song) and #11 (same as #1). So I guess the issue now is just finding the proper music.
No idea why the backdrops aren't working, though.
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@JimmyFromTheBay said in Suggestions for ports #2:
No idea why the backdrops aren't working, though.
Yeah me neither. I look in the graphics test in the game and it shows like 88 pages but none of them are the images from the bg folder. That folder also doesn't have a
.txt
file explaining its usage like the other folders do. The README says you can alter backgrounds here but maybe it was planned but never implemented. In the gameplay it looks like it's just a black background? I didn't play very long...The music does support more tracks (it says) but yeah, it only comes with bgm01-06 and title.mp3.
Sound effects appear to support more than are included, as well.
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@sleve_mcdichael It's really annoying. I spent half a day trying to find some audio packs to at least get basic sound effects, and every single link is dead. It's weird because they're just sound effects, who would object to those? And why would a game be released with basic sound effects as an external plugin anyway? It seems there are 47 in total but it comes with only 20 of them. Grrrr.
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@JimmyFromTheBay said in Suggestions for ports #2:
And why would a game be released with basic sound effects as an external plugin anyway? It seems there are 47 in total but it comes with only 20 of them.
welcome to the world of ports. there are alot out there that are almost done with a few things missing and the Devs stop working on them. So not everything was added like it was meant to be.
this is the reason for RE-E. for ports that are almost working but a few things a missing or just cuz someone got it to work on a Raspberry Pi, IE. DOOM 3.
I do appreciate the work you are putting into this and getting it to work as it should.
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@ExarKunIv Well, you guys are doing all the work, I'm just picking holes in it :D
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@sleve_mcdichael said in Suggestions for ports #2:
The README says you can alter backgrounds here but maybe it was planned but never implemented. In the gameplay it looks like it's just a black background? I didn't play very long...
I can't speak for the Retropie port specifically, but Heboris in general definitely has backdrops.
I just found this somewhere, will see if it has any effect.
bg.txt - backgrounds There are two directories here, lowDetail and highDetail. lowDetail backgrounds should be of size 320x240, and highDetail backgrounds of size 640x480. For both low detail and high detail, the following backgrounds are read. back01.png - back12.png : backgrounds in standard game back_vs.png : background in vs. mode
HA! It works! Shoved all the PNGs into a folder called highDetail (as they're all 640x480) and bingo, there they are in the game. Now to try to find those damned sound effects.
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@ExarKunIv said in Suggestions for ports #2:
- openjk_jo.sh - OpenJK: Jedi Outcast (SP) - Installs, Plays great
i have fixed this, it now will play the game as we would want, before it was only starting the menu.
right now
jospgamearm.so
will be installed into the base folder there all the game files go.if we can have it so
jospgamearm.so
doesnt need to be in there we will, but for right now. This is how it will be -
Hello.
Update the xash3d-fwgs script, the current one doesn't work, the current version requires the filesystem_stdio.so
#!/usr/bin/env bash # This file is part of The RetroPie Project # # The RetroPie Project is the legal property of its developers, whose names are # too numerous to list here. Please refer to the COPYRIGHT.md file distributed with this source. # # See the LICENSE.md file at the top-level directory of this distribution and # at https://raw.githubusercontent.com/RetroPie/RetroPie-Setup/master/LICENSE.md # rp_module_id="xash3d-fwgs" rp_module_desc="xash3d-fwgs - Half-Life Engine Port" rp_module_help="Please add your full version Half-Life data files (folders /valve, /bshift and /gearbox) to $romdir/ports/xash3d-fwgs/ to play." rp_module_section="exp" rp_module_flags="!mali !x86" function depends_xash3d-fwgs() { getDepends libsdl2-dev libfontconfig1-dev libfreetype6-dev } function sources_xash3d-fwgs() { gitPullOrClone "$md_build/$md_id" https://github.com/FWGS/xash3d-fwgs.git gitPullOrClone "$md_build/hlsdk" https://github.com/FWGS/hlsdk-portable.git gitPullOrClone "$md_build/bshiftsdk" https://github.com/FWGS/hlsdk-portable.git "bshift" gitPullOrClone "$md_build/opforsdk" https://github.com/FWGS/hlsdk-portable.git "opfor" } function build_xash3d-fwgs() { cd "$md_build/$md_id" ./waf configure -T release ./waf build cd "$md_build/hlsdk" ./waf configure -T release ./waf build cd "$md_build/bshiftsdk" ./waf configure -T release ./waf build cd "$md_build/opforsdk" ./waf configure -T release ./waf build md_ret_require=( "$md_build/$md_id/build/game_launch/xash3d" "$md_build/$md_id/build/engine/libxash.so" "$md_build/$md_id/build/mainui/libmenu.so" "$md_build/$md_id/build/ref_soft/libref_soft.so" "$md_build/$md_id/build/ref_gl/libref_gl.so" "$md_build/$md_id/build/filesystem/filesystem_stdio.so" ) } function install_xash3d-fwgs() { md_ret_files=( "$md_id/build/game_launch/xash3d" "$md_id/build/engine/libxash.so" "$md_id/build/mainui/libmenu.so" "$md_id/build/ref_soft/libref_soft.so" "$md_id/build/ref_gl/libref_gl.so" "$md_id/build/filesystem/filesystem_stdio.so" ) } function configure_xash3d-fwgs() { mkRomDir "ports/$md_id/valve" mkdir "$romdir/ports/$md_id/valve/cl_dlls" mkdir "$romdir/ports/$md_id/valve/dlls" mkdir -p "$romdir/ports/$md_id/bshift/cl_dlls" mkdir -p "$romdir/ports/$md_id/bshift/dlls" mkdir -p "$romdir/ports/$md_id/gearbox/cl_dlls" mkdir -p "$romdir/ports/$md_id/gearbox/dlls" moveConfigDir "$md_inst/valve" "$romdir/ports/$md_id/valve" moveConfigDir "$md_inst/bshift" "$romdir/ports/$md_id/bshift" moveConfigDir "$md_inst/gearbox" "$romdir/ports/$md_id/gearbox" cp "$md_build/hlsdk/build/cl_dll/client_armv8_32hf.so" "$romdir/ports/$md_id/valve/cl_dlls/client.so" cp "$md_build/hlsdk/build/dlls/hl_armv8_32hf.so" "$romdir/ports/$md_id/valve/dlls/hl.so" cp "$md_build/bshiftsdk/build/cl_dll/client_armv8_32hf.so" "$romdir/ports/$md_id/bshift/cl_dlls/client.so" cp "$md_build/bshiftsdk/build/dlls/bshift_armv8_32hf.so" "$romdir/ports/$md_id/bshift/dlls/hl.so" cp "$md_build/opforsdk/build/cl_dll/client_armv8_32hf.so" "$romdir/ports/$md_id/gearbox/cl_dlls/client.so" cp "$md_build/opforsdk/build/dlls/opfor_armv8_32hf.so" "$romdir/ports/$md_id/gearbox/dlls/hl.so" download "https://github.com/FWGS/xash-extras/releases/download/v0.19.2/extras.pak" "$romdir/ports/$md_id/valve" chown -R $user:$user "$romdir/ports/$md_id/" addPort "$md_id" "xash3d-fwgs" "Half-Life" "pushd $romdir/ports/$md_id/; LD_LIBRARY_PATH=$md_inst $md_inst/xash3d -game %ROM% -clientlib cl_dlls/client.so -dll dlls/hl.so; popd" "valve" addPort "$md_id" "xash3d-fwgs" "Half-Life - Blue Shift" "pushd $romdir/ports/$md_id/; LD_LIBRARY_PATH=$md_inst $md_inst/xash3d -game %ROM% -clientlib cl_dlls/client.so -dll dlls/hl.so; popd" "bshift" addPort "$md_id" "xash3d-fwgs" "Half-Life - Opposing Force" "pushd $romdir/ports/$md_id/; LD_LIBRARY_PATH=$md_inst $md_inst/xash3d -game %ROM% -clientlib cl_dlls/client.so -dll dlls/hl.so; popd" "gearbox" }
Currently bshift doesn't work well
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@Cesarpuig thank you for this. I will update the script and take a look at bshift and see what if anything can be done to improve it
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I will update the script and take a look at bshift and see what if anything can be done to improve it
there is an open issue in xash3d-fwgs
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@Cesarpuig some it seems to be a ongoing issue I will update with the new file you pointed out. But bshift problem seems to be out of my control from what I gathered from the comments
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@ExarKunIv You'll forgive me, but I forgot, the hlsdk-xash3d repository has changed its name and is now called hlsdk-portable.
It still works with the old nomenclature, but I would still change it.
function sources_xash3d-fwgs() { gitPullOrClone "$md_build/$md_id" https://github.com/FWGS/xash3d-fwgs.git gitPullOrClone "$md_build/hlsdk" https://github.com/FWGS/hlsdk-portable.git gitPullOrClone "$md_build/bshiftsdk" https://github.com/FWGS/hlsdk-portable.git "bshift" gitPullOrClone "$md_build/opforsdk" https://github.com/FWGS/hlsdk-portable.git "opfor" }
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@Cesarpuig again thanks, when i get time i will make the few changes
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@ExarKunIv Dark Forces isn't anywhere here is it? And if not, can I put in a request please? Thank you!
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@Retro-Arcade-Fan there is a group that is working on the force engine port. i know that they where not close on getting it running. i have been watching it but i have not checked it since the start of the year. it is on my list to see about making it work. so i will have to check on that again
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@ExarKunIv Thank you! I appreciate it.
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Heres the latest update with whats going on.
openmw.sh
Now has everything in one script so no more needing to run the openmwdriver script, so thats now gone.Warning this take about 2 HOURS to complete.
ALSO you need to have the expansions Tribunal.bsa, and Bloodmoon.bsa in a morrowind in the roms dir if you want to play them BEFORE you run the script, if not it will only be set for the main game.
I removed the old launching menu since something was weird and it was causing the XINIT to lockup when you exit the game. Now the game will start right into the game as i feel it should, maybe in the future it will come back to the menu, but i want to reduce the clutter, so this is how it will be.
ecwolf.sh
Thanks to @sleve_mcdichael , he got the patch working again so now there is a ESC key mappable.opendune.sh
Now the settings install correctly so the game looks for the data files in the right place.rigelengine.sh
is now updated for the latest release, and now the demo installs.I have gone through and tested all the Supplementary scripts and cleaned up only the working ones. I have tested them all and have them all working. All of them will install and launch from the Ports menu I did what i could to test them, and from what I can find they all work. I did not want these in the Ports folder of my repo as Im keeping that for games.
Supplementary
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audacity.sh
- Audacity open-source digital audio editor - Installs Runs fine - -
bezelproject.sh
- Easily set up the Bezel Project Installs Runs fine - -
bgm123.sh
- Straighforward background music player using mpg123. Currently limited to RPi into HDMI. Testers / collaborators welcome to help expand this functionality. - -
chromium.sh
- Open Source Web Browser - Installs, Work well - -
epiphany.sh
- epiphany lightweight web browser - Installs Runs fine - -
filezilla.sh
- A cross platform FTP application - Installs Runs fine - -
firefox-esr.sh
- FireFox-ESR - Formally known as IceWeasel, the Rebranded Firefox Web Browser - Installs Runs fine - -
fun-facts-splashscreens.sh
- Set up some loading splashscreens with fun facts. Cant test dont have the right system x86 - -
gparted.sh
- partition editing application Installs Runs fine - -
joystick-selection.sh
- Set controllers for RetroArch players 1-4. Installs Does what it needs too - -
kodi-extra.sh
- Kodi Media Player 16 with controller support as a separate system - Installs, works great - -
kweb.sh
- Minimal kiosk web browser - Installs Runs fine - -
librecad.sh
- librecad open-source 2d cad - Installs Runs fine - -
libreoffice.sh
- Open source office suite - Installs Runs fine - -
mpv.sh
- Video Player - Not an actual emulator but allows you to play movies and tv shows from new systems in RetroPie. - Installs Runs fine - -
mixx.sh
- Mixxx DJ Mixing Software App - Installs Runs fine - -
mypaint.sh
- mypaint easy-to-use painting program - Installs Runs fine - -
omxplayer.sh
- Video Player - Installs Runs fine - -
putty.sh
- SSH and telnet client - Installs Runs fine - -
screenshot.sh
- Take screenshots remotely through SSH - Tested and works well. - -
thunderbird.sh
- Thunderbird — Software made to make email easier - Installs Runs fine - -
videolan.sh
- VLC media player - Installs Runs fine - -
weechat.sh
- Console IRC Client - Installs Runs fine, dont know how to quit
Well thats it, Im now going back and cleaning up some of my personal scripts that i made and make them all nice and clean. Then i will start looking into what new scripts can be made and working on the PI
Thanks all for sticking with me
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@Retro-Arcade-Fan i did take a look at the work the guys overs at TheForceEngine have done so for and they dont have linux support but they are hoping to have that in the coming months.
so at some point we will have something.
once they have something i will start working on a script for it
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