Suggestions for ports #2
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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 -
@ExarKunIv That's great news! Thanks for the update. I appreciate your hard work on this stuff.
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Is ecwolf working for everyone else? I keep getting "invalid pointer" or "double free or corruption (out)" crashes in SOD, SD2 and N3D. Just me?
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@sleve_mcdichael I have not tried it. But I will give it a shot tomorrow.
Is it only in SOD? And is it in all the episode or just the first
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@ExarKunIv said in Suggestions for ports #2:
Is it only in SOD? And is it in all the episode or just the first
I've just been playing the first level of each game on normal difficulty:
--data wl6 (Wolf3d): seems to work okay and I can reliably reach the end
--data sod (SoD Ep1): crashes often in the first level
--data sd2 (SoD Ep2): crashes often in the first level
--data sd3 (SoD Ep3): seems to work okay but I can't reach the end without dying
--data n3d (super 3D Noah's ark): crashes often in the first level. One time I reached the end but it crashed immediately on loading the next level.
It's semi-reliable, but not entirely. Just when I think I've figured out how to make it crash ("walk into a particular room and turn left," for example), then I won't be able to replicate it...but a minute later it'll crash somewhere else.
The errors are different sometimes too. There was at least one other besides the two I mentioned (I didn't write it down.)
There is no GitHub for the project. There's a forum and a bitbucket, I'll have to see if there's anything helpful at either of those.
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@sleve_mcdichael ok thanks I will install and try it and see what I get.
I report once I have something either way
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@sleve_mcdichael
(SoD Ep1): crashes often in the first level, i can confirm i get the same problem,very odd -
@ExarKunIv first I tried just removing the keyboard patch. It went fine for a few minutes and I almost thought that's all it would take, but then it crashed again even without the patch.
Next I tried using an older commit. I went back to 4428a87 where I was able to complete the first level of N3D and play a bit of the second. I take this as a good sign because previously, it would always crash at or before this point.
614d45b also seems okay. I'm gonna continue to bisect and see if I can nail down exactly where it started.
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It may only be in this latest commit. I've been playing in
c85dbd3
for a while and haven't managed to make it crash (except for one hiccup when it wouldn't even load -- not sure what was going on there because it had worked and then it didn't. But, I deleted~/.configs/ecwolf/ecwolf.cfg
and then it worked again so *shrug*. I suppose it's probably to do with the different versions I was testing, one of them writing data to that file that another version couldn't handle when it encountered, or something like that. Or just a random fluke, I dunno. Can no longer reproduce it, but it happened more than once when it did happen. The error it had gave was something about audio.)The most reliable way I've found to test was speed-running the first level of N3D, if you have it, that would always crash it when I finished the level:
From the starting room, go out the door and take the right hallway. Follow it around the corner to the left and go through the door at the end.
In the next room with three doors, go in the middle door. Go down the hallway and through the door at the end of the room. Take the right hallway. Just before the end, take another right.
Go down this hallway and dash through the room at the end (there will be some goats bleating at you from behind some pillars -- just run past them), through the door into a small hallway that bends to the right. One more door, and you're at the staircase to level 2.
Approach the staircase to complete the level, and press some buttons to advance the stats page. In current master
e66f566
, it will always crash for me at this point; inc85dbd3
, it hasn't done so yet.https://github.com/Exarkuniv/RetroPie-Extra/pull/103
I've also been working to make this more compatible with an existing wolf4sdl installation.
I found a way to make it share the
emulators.cfg
, config dir, and launch scripts with the other port. Saves don't port over but they are in separate dirs so they don't conflict either.Taking a cue from the other alternate Wolf3D port splitwolf, we can also piggyback on the wolf4sdl package for the
game_data
andadd_games
functions.It is able to use the same "system" for config dir and
emulators.cfg
("wolf3d" instead of "ecwolf") and launch scripts (inroms/ports
) as wolf4sdl so that you can just choose a "default emulator" for the system, without having separate scripts and menu entries for the w4sdl and ecw versions of each game.It doesn't need the separate
*.ecwolf
files anymore. The wolf4sdl launch scripts use/path/to/vswap.ext
as their%ROM%
parameter -- this has all the info we need for ecwolf. I just made another script that takes this%ROM%
as input, takes from it the path and extension, and then moves to that location and passes the ext to ecw as the--data
param.The only catch, so far, is the wolf4sdl functions don't accommodate separate subfolders for the game datas. If your existing ecwolf game datas are in separate subfolders, you would have to move them all to the main
wolf3d
folder before you update.https://github.com/Exarkuniv/RetroPie-Extra/pull/104
If you did have wolf4sdl, and you followed the directions, then you've renamed some of your
.sod
files as.sd1
; this does not work in ecwolf, you will have to rename them back to.sod
for ecw. Then it won't work in w4sdl anymore; there is a pretty simple fix for this that I've submitted as a separate PR to RetroPie-Setup but it's on them to accept it or not. -
Update to
ecwolf.sh
Thanks to @sleve_mcdichael, he cleaned up the script a bit more and found when the the latest commit started the problem and got it so it now installs the last commit where there is no error -
@ExarKunIv Is there any possibility of including bsnes-hd?
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@JimmyFromTheBay I will take a look but I don't see why not
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@ExarKunIv Also, any chance of this?
https://www.hackster.io/marcia-wilbur/port-circus-linux-to-raspbian-feb-2019-ec550f
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