OpenBOR finally working fine on RETROPIE with ES
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@darknior said in OpenBOR finally working fine on RETROPIE with ES:
They are stupid guys, share your code, OpenBOR is free with free license.
I don't know if it was translation, but saying it like that sounds very inconsiderate. I don't know if you followed the thread while you were inactive for that little while, but this was discussed. Out of respect for the dev team is why @cyperghost did not want to share the source, and only made binary available. I agree it would be great if they released older source just for this purpose.
Your initial post about OpenBOR along with your CLI patch got me interested in setting it up, releasing a working games list which @cyperghost saw, which he unified with those scripts, getting the attention of @zanac who brought along the blueprints to the latest OpenBOR for Raspberry - to hopefully integrating into official source reaching a whole new audience. That is freaking awesome! I see Daphne is on the up & up as well. Nice work.
Do you know of an easy way to batch pack our
.bor
folders to.pak
? -
Just a tip, libs should be deployed into lib directory, if you miss the vpx i can share again it
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@bizzar721 said in OpenBOR finally working fine on RETROPIE with ES:
Out of respect for the dev team is why @cyperghost did not want to share the source, and only made binary available.
Yes exactly. Some comments are no fine netiquette and sounds agressive.
@darknior We are on a good way on development now and I think the OpenBOR devs are open for our ideas. But not if we are using the old abondenend code. I compiled it because it makes PAK files useable and is just a testing ground for new 6xxx verions. -
@cyperghost said in OpenBOR finally working fine on RETROPIE with ES:
@bizzar721 said in OpenBOR finally working fine on RETROPIE with ES:
Out of respect for the dev team is why @cyperghost did not want to share the source, and only made binary available.
Yes exactly. Some comments are no fine netiquette and sounds agressive.
@darknior We are on a good way on development now and I think the OpenBOR devs are open for our ideas. But not if we are using the old abondenend code. I compiled it because it makes PAK files useable and is just a testing ground for new 6xxx verions.Mens, actually the old version if you will complete the porting of 6xxx will be quite useless, i use the old version now only for one game (Saint Seyia Death and Rebirth), all other games seems run fine with 6xxx
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@zanac No, there are huge changes made, so even the compiled old version I offered is a great step forward. The versions offered by RetroPie-Setup forced us to unpack the pak-files and there was no working load/save feature. Besides @darknior and me wrote some scripts/tutorials how to setup the system so we can study how the whole system behaves if we are using pak-files now.
We clearly would prefer the 6xxx versions.
@BiZzAr721 Yes there are pack-tools provided. You can see call of
borpak
here in my script
The line/opt/retropie/ports/openbor/borpak -d DESTINATION-DIR BORFILE.PAK
extracts so I think annother switch besides -d will pack them ;)
If you are out of succes then look in the first posting of this thread, there is a windows toolset posted. -
@cyperghost
i know that the legacy-version i posted is much better then the one used in retropie, but is's the same a legacy version... i used that for some weeks, but now that i made the effort to compile gl4es and 6xxx with GL i found the heaven! I'm pretty sure that what i dont can be done in rpi, i know the effort is a bit more, but this must be, in my opinion, the end goal... :) -
@zanac It's a port that was commited by a former member oft the OpenBOR dev-team. You can read the README and then you know what I mean....
It is a real pity, because this member seems to me very talented in coding but this skill seems to let to some misbehaviour. The code version that RetroPie was using was a total stripdown and seems to be the fastest version of OpenBOR.@zanac It would be nice from you to share the libs needed because then it will be easier to build up. I hope to see a working version of OpenBOR 6xxx for RetroPie in the next days. Sadly I have tons of work to do (who not?) ;)
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@cyperghost said in OpenBOR finally working fine on RETROPIE with ES:
Yes exactly. Some comments are no fine netiquette and sounds agressive.
@darknior We are on a good way on development now and I think the OpenBOR devs are open for our ideas. But not if we are using the old abondenend code.Yes sorry, I was already angry yesterday for other personal reasons, and to see that the OpenBOR Team did not want to change its code I do not know why, while we try to improve things ... I saw red. I was talking about the new 6xxx version, not the old one.
Some help with this new version ?
- Must i install SDL2 ?
- Put the library files on a /lib directory on the OpenBOR/ directory ?
Thanks
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@bizzar721 said in OpenBOR finally working fine on RETROPIE with ES:
That is freaking awesome! I see Daphne is on the up & up as well. Nice work.
Yes so cool to see Daphne and OpenBOR now supported by peoples on Retropie :)
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@darknior said in OpenBOR finally working fine on RETROPIE with ES:
- Put the library files on a /lib directory on the OpenBOR/ directory ?
Try:
'/usr/lib/arm-linux-gnueabihf/vfp/neon/libvpx.so.1' or
'usr/lib/arm-linux-gnueabihf/libvpx.so.1' -
@bizzar721 I already have these two files and they are link to
libvpx.so.1.3.0
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EDIT: The
pak
files created are not playable - I will update when I get it sorted
Using all the tricks I know of, I could not get it working anyway from outside directory. It MUST be run from within the folder containing thedata
folder. It was a chore paking mass folders. It involved using multiple scripts - one I made to copyborpak.exe packer.bat
to game folder / another to read from a text file of folder names and create a editedmakepak
which will outputgamename.pak
instead ofbor.pak
, then move to the corresponding folder.
I could NOT get it to execute from a batch so I manually went into each folder and ran `makepak.exe' which created a game specific .pak file. phew!And To think - these were once all
.pak
that I specifically extracted to play on RetroPie ¯_(ツ)_/¯Just for reference, to pack game the command is:
borpak -b -d "openbor folder" gamename.pak
Time for some Notepad ++ hackery!
NOTE
Parenthesis will mess up naming EGDragon Ball (Demo).PAK
will beDemo)
I got around this by turning space into underscoreDragon_Ball_(Demo).PAK
Also
&
will just end the filename early:battletoads_
The good thing is this does not terminate a batch file so I just renamed the few files manuallyI didn't do this slow, didn't do this fast- I did it half-fast (that joke may be lost in translation)
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@darknior said in OpenBOR finally working fine on RETROPIE with ES:
Some help with this new version ?
Must i install SDL2 ?
Put the library files on a /lib directory on the OpenBOR/ directory ?Thanks
Yes... SDL2 is needed
Put additional libaries to libuse
ldd
command to check binary for needed dependenciesI posted here how to compile SDL2 version. There are some dependecies installed you need
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@cyperghost Ok thanks i have miss this because i see there are
-dev
lib and i was thinking it was only to compile OpenBOR :p -
@cyperghost The latest binary (OpenBOR_3400_pak), is it possible to load .pak from command line like we have been doing? I see you written that the directory issue is fixed. I didn't know if CLI is back as well.
I even ransudo apt install libsdl2-gfx-dev libvorbisidec-dev libvpx-dev
just in case this version needed it as well.
When I open just the OpenBOR main menu using"/opt/retropie/supplementary/runcommand/runcommand.sh" 0 _PORT_ openbor
called from a script , the main menu opens showing all the .PAKs. When I choose one, it goes back to ES. Here is runcommand log:grep: /opt/retropie/configs/openbor/retroarch.cfg: No such file or directory grep: /opt/retropie/configs/openbor/retroarch.cfg: No such file or directory grep: /opt/retropie/configs/openbor/retroarch.cfg: No such file or directory grep: /opt/retropie/configs/openbor/retroarch.cfg: No such file or directory grep: /opt/retropie/configs/openbor/retroarch.cfg: No such file or directory Parameters: Executing: pushd /opt/retropie/ports/openbor; /opt/retropie/ports/openbor/OpenBOR ""; popd /opt/retropie/ports/openbor ~ SDL_JOYAXISMOTION - Joystick 0 Axis 1 = Position 32767 (Index 14) SDL_JOYAXISMOTION - Joystick 0 Axis 1 = Position 0 (Index 14) SDL_JOYAXISMOTION - Joystick 0 Axis 1 = Position 32767 (Index 14) SDL_JOYAXISMOTION - Joystick 0 Axis 1 = Position 0 (Index 14) SDL_JOYAXISMOTION - Joystick 0 Axis 0 = Position -32768 (Index 11) SDL_JOYAXISMOTION - Joystick 0 Axis 0 = Position 0 (Index 11) SDL_JOYAXISMOTION - Joystick 0 Axis 0 = Position -32768 (Index 11) SDL_JOYAXISMOTION - Joystick 0 Axis 0 = Position 0 (Index 11) shutdown called from load_all_fonts ********** An Error Occurred ********** * Shutting Down * Unable to load font #0! Release level data........... Done! Release graphics data........ Done! Release game data............ Release game data............ Done! Release timer................ Done! Release input hardware....... Done! Release sound system......... Done! Release FileCaching System... Done! **************** Done *****************
Here is OpenBOR log:
Warning: couldn't load OpenGL library (No dynamic GL support in video driver) OpenBoR v3.0 Build 3016, Compile Date: Sep 12 2018 Game Selected: ./Paks/Fatal Fury - ReBout 2.PAK FileCaching System Init...... Enabled Initializing video............ 'data/video.txt' not found. Initialized video............. 320x240 (Mode: 0, Depth: 8 Bit) Loading menu.txt............. Done! Loading fonts................
Well, it's pretty obvious it is crashing when loading the fonts. Too tired to do anymore tonight.
EDIT
I think I'm making this more difficult than it should be. How do I run OpenBOR from command prompt? -
@zanac Got it running with GL4ES, Amazing! Unbelievable! Filters are running! It's a brittle sharp picture!
It is time for Борис-patch ;)
output is:
LIBGL: Initialising gl4es LIBGL: v1.0.9 built on Sep 10 2018 19:42:08 LIBGL: Using GLES 2.0 backend LIBGL:loaded: libbcm_host.so LIBGL:loaded: libvcos.so LIBGL:loaded: libbrcmGLESv2.so LIBGL:loaded: libbrcmEGL.so LIBGL: Using GLES 2.0 backend LIBGL: Hardware Limited NPOT detected and used LIBGL: FBO are in core, and so used LIBGL: PointSprite are in core, and so used LIBGL: CubeMap are in core, and so used LIBGL: BlendColor is in core, and so used LIBGL: Blend Substract is in core, and so used LIBGL: Blend Function and Equation Separation is in core, and so used LIBGL: Texture Mirrored Repeat is in core, and so used LIBGL: Extension GL_OES_mapbuffer detected LIBGL: Extension GL_OES_depth24 detected and used LIBGL: Extension GL_OES_rgb8_rgba8 detected and used LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used LIBGL: high precision float in fragment shader available and used LIBGL: Max vertex attrib: 8 LIBGL: Max texture size: 2048 LIBGL: Max Varying Vector: 8 LIBGL: Texture Units: 4(8), Max lights: 8, Max planes: 6 glGetError 0x500 LIBGL: Hardware vendor is Broadcom LIBGL: Targeting OpenGL 2.0 LIBGL: Forcing NPOT support by disabling MIPMAP support for NPOT textures LIBGL: glXMakeCurrent FBO workaround enabled LIBGL: Current folder is:/home/pi/openbor/dist/bin
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Thank you @zanac
To install:
We need the binary @zanac thankfully provided to us!
Get it from here: https://drive.google.com/open?id=1CphOM9RoniMhAaAsBeAbSnQUXn4WW8VHThen we need some dependencies!
Tested with current RetroPie image v 4.4 (md5sum: 56988addb60361a2257a61c69d9fceac) on RPi 3B 1.2We need following dependencies before
install withsudo apt install libsdl2-gfx-dev libvorbisidec-dev libvpx-dev
We need the libs that are provided from the archive @zanac and we put them to
/lib
-directory! That's it!libvpx1 is still missing and is not installable via aptitude! Linux guys are no shy guys...
We download & install arm package!
wget http://ftp.us.debian.org/debian/pool/main/libv/libvpx/libvpx1_1.3.0-3+deb8u1_armhf.deb
sudo dpkg -i libvpx1_1.3.0-3+deb8u1_armhf.deb
We can do a dependcies investigation of the binary!
linux-vdso.so.1 (0x7ed42000) /usr/lib/arm-linux-gnueabihf/libarmmem.so (0x76ec2000) libSDL2-2.0.so.0 => /usr/lib/arm-linux-gnueabihf/libSDL2-2.0.so.0 (0x76dbd000) libSDL2_gfx-1.0.so.0 => /usr/lib/arm-linux-gnueabihf/libSDL2_gfx-1.0.so.0 (0x76d9f000) libGL.so.1 => /lib/libGL.so.1 (0x76c60000) libpthread.so.0 => /lib/arm-linux-gnueabihf/libpthread.so.0 (0x76c37000) libvorbisidec.so.1 => /usr/lib/libvorbisidec.so.1 (0x76c0d000) libogg.so.0 => /usr/lib/arm-linux-gnueabihf/libogg.so.0 (0x76bff000) libvpx.so.1 => /usr/lib/arm-linux-gnueabihf/vfp/neon/libvpx.so.1 (0x76a76000) libpng12.so.0 => /lib/arm-linux-gnueabihf/libpng12.so.0 (0x76a47000) libz.so.1 => /lib/arm-linux-gnueabihf/libz.so.1 (0x76a20000) libm.so.6 => /lib/arm-linux-gnueabihf/libm.so.6 (0x769a1000) libc.so.6 => /lib/arm-linux-gnueabihf/libc.so.6 (0x76862000) libasound.so.2 => /usr/lib/arm-linux-gnueabihf/libasound.so.2 (0x76775000) libdl.so.2 => /lib/arm-linux-gnueabihf/libdl.so.2 (0x76762000) libbrcmEGL.so => /opt/vc/lib/libbrcmEGL.so (0x76729000) libbrcmGLESv2.so => /opt/vc/lib/libbrcmGLESv2.so (0x76704000) libbcm_host.so => /opt/vc/lib/libbcm_host.so (0x766dd000) libvcos.so => /opt/vc/lib/libvcos.so (0x766c3000) libvchiq_arm.so => /opt/vc/lib/libvchiq_arm.so (0x766ad000) libX11.so.6 => /lib/libX11.so.6 (0x765b8000) libXext.so.6 => /usr/lib/arm-linux-gnueabihf/libXext.so.6 (0x76599000) libXcursor.so.1 => /usr/lib/arm-linux-gnueabihf/libXcursor.so.1 (0x76580000) libXinerama.so.1 => /usr/lib/arm-linux-gnueabihf/libXinerama.so.1 (0x7656d000) libXi.so.6 => /usr/lib/arm-linux-gnueabihf/libXi.so.6 (0x7654f000) libXrandr.so.2 => /usr/lib/arm-linux-gnueabihf/libXrandr.so.2 (0x76536000) libXss.so.1 => /usr/lib/arm-linux-gnueabihf/libXss.so.1 (0x7652c000) libXxf86vm.so.1 => /usr/lib/arm-linux-gnueabihf/libXxf86vm.so.1 (0x76517000) librt.so.1 => /lib/arm-linux-gnueabihf/librt.so.1 (0x76500000) /lib/ld-linux-armhf.so.3 (0x76ed8000) libgcc_s.so.1 => /lib/arm-linux-gnueabihf/libgcc_s.so.1 (0x764d3000) libxcb.so.1 => /lib/libxcb.so.1 (0x764ae000) libXrender.so.1 => /usr/lib/arm-linux-gnueabihf/libXrender.so.1 (0x76495000) libXfixes.so.3 => /usr/lib/arm-linux-gnueabihf/libXfixes.so.3 (0x76480000) libXau.so.6 => /lib/libXau.so.6 (0x76475000) libXdmcp.so.6 => /lib/libXdmcp.so.6 (0x76462000)
Tagline
@oilusionista @darknior @BiZzAr721 -
Mens i'm very happy to found the solution, i promise you (let me pass the weekend with my family) to share the source code of latest binary that, as you have seen, will be able to run full screen with filters using hardware acceleration (gles). I will assure you that with this version old legacy version will be forgotten soon!
The trick as you have seen is to use a wrapper for gl that translate to gles used by allwinner and rasbperry! Monday i will wrote more about this, also sharing source. -
@zanac
I can confirm Hardware filter (simple, bilinear) is working
Full/Window screen is working
Software filters are working
Scaling is workingVideo Backend is fixed to SDL
Brightness/Gamma/Offset.... all working!
Aspect Ratio: Working!!This is really amazing! Simple Hardware and Simple 2x Software filters give games full speed ;) as far as I've tested
BILINEAR and 2xHQ slowdowns but the graphics are amazing. Best is, that each game got it's own config ;)@darknior @BiZzAr721 I've setup Midnight Commander for usage with gamepad. So you can open the downloaded archives and put files to right directory. Midnight Joy
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@cyperghost Thanks a lot, i will try this Monday ... so excited :p
Now we have SDL2 on PI, that cool :)
Have you try it with other emulators like ScummVM or Amiberry ? I know they works better with SDL2.
And i know there is also a version of LR-Desmume (Nintendo DS) that works fine on PI with SDL2 + OpenGL ...
The work you make here can help these other emulators ;)
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