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    OpenBOR finally working fine on RETROPIE with ES

    Scheduled Pinned Locked Moved Ideas and Development
    openbortrick
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    • darkniorD
      darknior @cyperghost
      last edited by

      @cyperghost Yes, thanks, i think you are right et we must have some other OpenBOR versions like the 43xx too.
      It was the problem of OpenBOR from the beginning, it evolve but there is no retro compatibility with games :(
      Or the games don't write for what number version they are created ...

      Life is game, just play it !

      Z 1 Reply Last reply Reply Quote 0
      • Z
        zanac @darknior
        last edited by

        As i promised.... here you are what i done, sorry i have not too much time to write all in a clear way but i'm sure that you will understand reading... if in doubt just ask!

        GL4ES, just try my fork:
        https://github.com/zanac/gl4es

        In CMakeLists.txt added:
        set(NOX11 ON)
        set(NOEGL ON)
        add_definitions(-marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -ffast-math -fomit-frame-pointer)

        the NOX11 and NOEGL should be tested, i added these lines last weekend and have just seen that in allwinner board work better ('cause with these i removed some dependencies if you use GL with framebuffer)

        In src/gl/init.c
        I changed defualt to ES 2.0:
        #define DEFAULT_ES 2

        After this you should run cmake and compile:

        cmake . -DBCMHOST=1
        make GL

        For use the lib i suggest this minimum environment variable:
        export LIBGL_FB=2
        export LIBGL_FBOMAKECURRENT=1

        OPENBOR, i don't make a fork, but it's rather easy to patch the build_pandora, if you have time just create a new build_rasbperry with these tricks!!!

        ifdef BUILD_PANDORA
        TARGET = $(VERSION_NAME).elf
        TARGET_FINAL = $(VERSION_NAME)
        TARGET_PLATFORM = PANDORA
        BUILD_OPENGL = 1
        BUILD_WEBM = 1
        BUILD_LINUX = 1
        BUILD_SDL = 1
        BUILD_GFX = 1
        BUILD_PTHREAD = 1
        BUILD_SDL_IO = 1
        BUILD_TREMOR = 1
        BUILDING = 1
        CC = gcc
        INCLUDES = $(PNDDEV)/include
        $(PNDDEV)/include/SDL
        OBJTYPE = elf
        LIBRARIES = $(PNDDEV)/lib
        ifeq ($(BUILD_PANDORA), 0)
        BUILD_DEBUG = 1
        endif
        endif

        I also patched CFLAGS for arm optimization:

        CFLAGS += $(addprefix -I", $(addsuffix ", $(INCS))) $(ARCHFLAGS) -D$(TARGET_PLATFORM)
        CFLAGS += -g -Wall -Werror -fsigned-char -std=gnu99
        CFLAGS += -marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -fomit-frame-pointer -ffast-math -O3

        The lib should link GL:

        LIBS += -Wl,-rpath,$(LIBRARIES) -lSDL2 -lSDL2_gfx -lGL

        The only source that i bad patched now is opengl.c:

        in sdl/opengl.c

        I made these changes:
        // create an OpenGL compatibility context, not a core or ES context
        #ifndef WIN // except on Windows, where some Nvidia drivers really don't like us doing this
        //zanac, these attributes don't work well in allwinner (rasbperry too?)
        //SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
        #endif

            //zanac, it seems that you should always create a new context without delete the old one, this happen in allwinner (rasbperry too?)
            //if((context = SDL_GL_GetCurrentContext()))
            //      SDL_GL_DeleteContext(context);
        
        cyperghostC 1 Reply Last reply Reply Quote 3
        • BiZzAr721B
          BiZzAr721
          last edited by

          @zanac Thank you for sticking around and seeing this through. It shows you take pride in your work.

          1 Reply Last reply Reply Quote 0
          • cyperghostC
            cyperghost @zanac
            last edited by cyperghost

            @zanac Can you please post in a better format? I wasn't able to compile and catched one error...

            Please use three backticks ``` in beginning and ending of codeblocks to get proper format ;)

            OKAY GOT IT

            Please remove LIBS provided from @zanac first build from lib directory....
            Use the install instructions done here

            1 Reply Last reply Reply Quote 0
            • M
              moonston333
              last edited by

              hi all just reading through this openbor section. im trying to get it working on pi3. ive got all my paks is there a tutorial on how to install it onto my pi thanks

              cyperghostC 1 Reply Last reply Reply Quote 0
              • cyperghostC
                cyperghost @moonston333
                last edited by cyperghost

                @moonston333 Please use install instructions done here
                Please remove the binaries provided in the google download if you want to compile on your own.... you will catch errors.

                We are still work in progress.

                cyperghostC 1 Reply Last reply Reply Quote 0
                • cyperghostC
                  cyperghost @cyperghost
                  last edited by cyperghost

                  @cyperghost I will present Василий Patch next days for OpenBOR

                  Борис is here

                  Makefile
                  
                  ifdef BUILD_PANDORA
                  TARGET 	        = $(VERSION_NAME).elf
                  TARGET_FINAL    = $(VERSION_NAME)
                  TARGET_PLATFORM = PANDORA
                  BUILD_LINUX     = 1
                  BUILD_SDL       = 1
                  BUILD_GLES      = 1
                  BUILD_OPENGL    = 1
                  BUILD_LOADGL    = 1
                  BUILD_WEBM      = 1
                  BUILD_GFX       = 1
                  BUILD_PTHREAD   = 1
                  BUILD_SDL_IO    = 1
                  BUILD_TREMOR    = 1
                  BUILDING        = 1
                  CC  	        = gcc
                  INCLUDES        = $(PNDDEV)/include \
                                    $(PNDDEV)/include/SDL
                  OBJTYPE         = elf
                  LIBRARIES       = $(PNDDEV)/lib
                  ifeq ($(BUILD_PANDORA), 0)
                  BUILD_DEBUG     = 1
                  endif
                  endif
                  
                  ...
                  ...
                  ifdef BUILD_PANDORA
                  STRIP 	        = strip $(TARGET) -o $(TARGET_FINAL)
                  endif
                  
                  ...
                  ...
                  
                  CFLAGS 	       += $(addprefix -I", $(addsuffix ", $(INCS))) $(ARCHFLAGS) -D$(TARGET_PLATFORM)
                  CFLAGS 	       += -g -Wall -Werror -fsigned-char -std=gnu99
                  CFLAGS         += -marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -fomit-frame-pointer -ffast-math -O3
                  
                  ...
                  ...
                  
                  ifdef BUILD_SDL
                  ifeq ($(findstring DGE, $(SDKPATH)), DGE)
                  LIBS           += -lSDL -lSDL_gfx -lts
                  else
                  LIBS           += -Wl,-rpath,$(LIBRARIES) -lSDL2 -lSDL2_gfx -lGL
                  endif
                  endif
                  
                  sdl/opencl.c
                  // create an OpenGL compatibility context, not a core or ES context
                  #ifndef WIN // except on Windows, where some Nvidia drivers really don't like us doing this
                  //zanac, these attributes don't work well in allwinner (rasbperry too?)
                  //SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
                  #endif
                  
                      //zanac, it seems that you should always create a new context without delete the old one, this happen in allwinner (rasbperry too?)
                      //if((context = SDL_GL_GetCurrentContext()))
                      //      SDL_GL_DeleteContext(context);
                  
                  1 Reply Last reply Reply Quote 2
                  • BiZzAr721B
                    BiZzAr721
                    last edited by

                    @darknior Maybe opengl4es will be able to benefit Residualvm as well


                    Salvador Liébana was one of the devs who got Diable & others running on Pi

                    darkniorD 1 Reply Last reply Reply Quote 1
                    • darkniorD
                      darknior @BiZzAr721
                      last edited by

                      @bizzar721 WOAW it's possible to play this game on PI ??????
                      We can also maybe play to "Return to the future" ???
                      Incredible, maybe it can help yes, if you have some informations, create an other discussion please and give the link here, i'm very interested, i'm a BIG fan of ScummVM too :p
                      Thanks

                      Life is game, just play it !

                      Z 1 Reply Last reply Reply Quote 0
                      • Z
                        zanac @darknior
                        last edited by

                        @darknior said in OpenBOR finally working fine on RETROPIE with ES:

                        @bizzar721 WOAW it's possible to play this game on PI ??????
                        We can also maybe play to "Return to the future" ???
                        Incredible, maybe it can help yes, if you have some informations, create an other discussion please and give the link here, i'm very interested, i'm a BIG fan of ScummVM too :p
                        Thanks

                        gl4es is just a wrapper that translate some "open gl" function to "open gl es 2", if you want to play 3d games you need that software use "open gl es 2" (gles2 for friends) natively!

                        About scummvm.... as i said it is possible to run it under libretro core, so it use gles2 natively using retroarch!!!
                        Just download: https://github.com/libretro/scummvm

                        After this just go to the folder "backends/platform/libretro/build" and type "make -j 4" :) It will compile (in about 7-8 hours!!!) a working core for allwinner/rasbperry!!!

                        For improve scummvm speed i suggest to hack the makefile and use neon+arm+cortex optimization... i use these:
                        TOOLSET = arm-linux-gnueabihf-
                        TARGET := $(TARGET_NAME)libretro.so
                        SHARED := -shared -Wl,--no-undefined
                        DEFINES += -fPIC -Wno-multichar -D_ARM_ASSEM

                        LDFLAGS += -shared -Wl,--version-script=../link.T -fPIC
                        CC = gcc
                        USE_VORBIS = 0
                        USE_THEORADEC = 0
                        USE_TREMOR = 1
                        HAVE_MT32EMU = 0
                        DEFINES += -marm -mcpu=cortex-a9 -marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -ffast-math -fomit-frame-pointer -O3
                        DEFINES += -mfloat-abi=hard
                        DEFINES += -DARM
                        HAVE_NEON = 1
                        DEFINES += -DSIZEOF_SIZE_T=4

                        If you want i can share the libretro_scummv.so core compiled in this way, it work very well i use it and is very great!!!

                        cyperghostC BiZzAr721B darkniorD 3 Replies Last reply Reply Quote 2
                        • Z
                          zanac
                          last edited by

                          @zanac

                          new hint.... it seems that is better use -O2 for compile openbor!!!
                          just replace in makefile patch that i mae O3 with O2 : )

                          1 Reply Last reply Reply Quote 2
                          • cyperghostC
                            cyperghost @zanac
                            last edited by

                            @zanac I would suggest to use sperate libGL for each game.

                            add Makefile

                            LIBRARIES       = ./lib
                            

                            and create directory lib in OpenBOR dir and place libGL here

                            cyperghostC 1 Reply Last reply Reply Quote 0
                            • cyperghostC
                              cyperghost @cyperghost
                              last edited by cyperghost

                              @cyperghost This is Василий Patch

                              Changelog:
                              added lib next to binary
                              added cflags, change from O3 to O2

                              Makefile

                              Makefile
                              
                              ifdef BUILD_PANDORA
                              TARGET 	        = $(VERSION_NAME).elf
                              TARGET_FINAL    = $(VERSION_NAME)
                              TARGET_PLATFORM = PANDORA
                              BUILD_LINUX     = 1
                              BUILD_SDL       = 1
                              BUILD_GLES      = 1
                              BUILD_OPENGL    = 1
                              BUILD_LOADGL    = 1
                              BUILD_WEBM      = 1
                              BUILD_GFX       = 1
                              BUILD_PTHREAD   = 1
                              BUILD_SDL_IO    = 1
                              BUILD_TREMOR    = 1
                              BUILDING        = 1
                              CC  	        = gcc
                              INCLUDES        = $(PNDDEV)/include \
                                                $(PNDDEV)/include/SDL
                              OBJTYPE         = elf
                              LIBRARIES       = ./lib
                              ifeq ($(BUILD_PANDORA), 0)
                              BUILD_DEBUG     = 1
                              endif
                              endif
                              
                              ...
                              ...
                              ifdef BUILD_PANDORA
                              STRIP 	        = strip $(TARGET) -o $(TARGET_FINAL)
                              endif
                              
                              ...
                              ...
                              
                              CFLAGS 	       += $(addprefix -I", $(addsuffix ", $(INCS))) $(ARCHFLAGS) -D$(TARGET_PLATFORM)
                              CFLAGS 	       += -g -Wall -Werror -fsigned-char -std=gnu99
                              CFLAGS         += -marm -mcpu=cortex-a9 -mfpu=neon -mfloat-abi=hard -fomit-frame-pointer -ffast-math -O2
                              
                              ...
                              ...
                              
                              ifdef BUILD_SDL
                              ifeq ($(findstring DGE, $(SDKPATH)), DGE)
                              LIBS           += -lSDL -lSDL_gfx -lts
                              else
                              LIBS           += -Wl,-rpath,$(LIBRARIES) -lSDL2 -lSDL2_gfx -lGL
                              endif
                              endif
                              

                              sdl/opengl.c

                              // create an OpenGL compatibility context, not a core or ES context
                              #ifndef WIN // except on Windows, where some Nvidia drivers really don't like us doing this
                              //zanac, these attributes don't work well in allwinner (rasbperry too?)
                              //SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
                              #endif
                              
                                  //zanac, it seems that you should always create a new context without delete the old one, this happen in allwinner (rasbperry too?)
                                  //if((context = SDL_GL_GetCurrentContext()))
                                  //      SDL_GL_DeleteContext(context);
                              
                              1 Reply Last reply Reply Quote 2
                              • BiZzAr721B
                                BiZzAr721 @zanac
                                last edited by

                                @zanac said in OpenBOR finally working fine on RETROPIE with ES:

                                If you want i can share the libretro_scummv.so core compiled in this way, it work very well i use it and is very great!!!

                                I would love for you to share the libretro_scummv.so core. Although eventually, learning how to compile is something I want to learn how to do. Thanks

                                @darknior
                                Using residualVM from the experimental section I am able to play

                                • Escape from Monkey Island
                                • Grim Fandango
                                • Myst 3

                                The pi takes a big hit running them, but they are playable
                                ResidualVM itself still has bugs

                                cyperghostC 1 Reply Last reply Reply Quote 1
                                • cyperghostC
                                  cyperghost @BiZzAr721
                                  last edited by cyperghost

                                  @bizzar721 Compiling we do here is provided by scripts. Makefile or CMakeList for example. These scripts tell the compiler the order of source files and on which mashine they build. So it's not really difficult to do... Sometimes programmes give hints which compiler flag do this and that.... also not difficult to implent (a bit more know how needed)

                                  The stuff @zanac and @darknior have done is really advanced. You must understand how the code works and analyse options. For example @darknior patch makes use of function fileExists. You may think it's an ususal C-command, no... it's a functions that is nested into /source/utils.c. (A very common way to do check file availability... but other languages provide a command for this)

                                  1 Reply Last reply Reply Quote 2
                                  • darkniorD
                                    darknior @zanac
                                    last edited by

                                    @zanac said in OpenBOR finally working fine on RETROPIE with ES:

                                    If you want i can share the libretro_scummv.so core compiled in this way, it work very well i use it and is very great!!!

                                    Yes thanks a lot, if you can share it, i will try it :)

                                    Life is game, just play it !

                                    Z 1 Reply Last reply Reply Quote 0
                                    • Z
                                      zanac @darknior
                                      last edited by zanac

                                      @darknior said in OpenBOR finally working fine on RETROPIE with ES:

                                      @zanac said in OpenBOR finally working fine on RETROPIE with ES:

                                      If you want i can share the libretro_scummv.so core compiled in this way, it work very well i use it and is very great!!!

                                      Yes thanks a lot, if you can share it, i will try it :)

                                      here you are:
                                      https://drive.google.com/open?id=1iuV9BUN4g8-aaf9DAPrmxG0s3dn0RDoR

                                      For use in a game... i try to make an example. For example i have "Full Throttle" adventure, inside the game folder i place a "Full Throttle.scummvm" file, inside it you must just insert the "logical scummvm name", that is in this example "ft"

                                      Here you can find a sort of "database" of scummvm files:
                                      https://github.com/zanac/OpenPB4/blob/master/retroarch/cores/scummvm_libretro/scummvm-games.7z

                                      p.s. excuse me for the OT, this is not openbor stuff i know!

                                      darkniorD 1 Reply Last reply Reply Quote 4
                                      • BiZzAr721B
                                        BiZzAr721
                                        last edited by

                                        @zanac Thank you for sharing.

                                        1 Reply Last reply Reply Quote 0
                                        • cyperghostC
                                          cyperghost @darknior
                                          last edited by

                                          @darknior said in OpenBOR finally working fine on RETROPIE with ES:

                                          I must use 3400 for

                                          Asterix & Obelix

                                          Can't confirm it's working fine with latest releases.
                                          md5: 41a9bdf651676f77c50307cf955ae2ad Asterix And Caesars Challenge.pak

                                          1 Reply Last reply Reply Quote 1
                                          • darkniorD
                                            darknior @zanac
                                            last edited by

                                            @zanac Thanks a lot, really :D
                                            I think it can be a really good idea to share your work on an other thread to make every one using ScummVM on LR.
                                            It is really excellent !!!

                                            Same i wish it will be same in a few time with Daphne for LR too :)

                                            Life is game, just play it !

                                            Z 1 Reply Last reply Reply Quote 0
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