OpenBOR finally working fine on RETROPIE with ES
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@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 -
@cyperghost This is Василий Patch
Changelog:
added lib next to binary
added cflags, change from O3 to O2Makefile
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);
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@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 -
@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) -
@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 :)
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@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-aaf9DAPrmxG0s3dn0RDoRFor 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.7zp.s. excuse me for the OT, this is not openbor stuff i know!
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@zanac Thank you for sharing.
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@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 -
@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 :)
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Sorry i have not time to follow a thread... anyway it's rather easy, i only tweak Makefile to add cortex/neon optimization on rasbperry, the source code of scummvm libretro work very weel on rpi/allwinner boards! :)
@darknior said in OpenBOR finally working fine on RETROPIE with ES:
@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 :)
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Hello @zanac,
I've collected all patch into a Openbor for Raspberry GIT ....
We have patches: Anna, Boris, Wassili next patch will be Galina. I hope @darknior can make this work and we have CLI for PAKs ;) -
@cyperghost said in OpenBOR finally working fine on RETROPIE with ES:
I hope @darknior can make this work and we have CLI for PAKs
I don't understand ? You want i patch your OpenBOR version ?
Why don't you had my patch directly ? -
@darknior Lack of time ;) Just fork the repo
Usepatch -p0 -i patchfile.patch
to patch andpatch -p0 -R -i patchfile.patch
to revert patches.So a working example would be
patch -p0 -i ./patch/3-Wassili.diff
Every patch is mode from original version. So patch #3 is the same version is I offer as download in openbor openbeta thread.
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Now that I got all my
.bor
back in.pak
format, I tried the 3400 build and everything is working great.
All we need is CLI patch and we're golden! @darkniorI came across this post which lists a huge amount mods with version & compatable builds. It's pretty overwhelming the different amount of builds. It seems like build 4086 is very popular build.
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@bizzar721 Thanks for this list. I am still on business and have no time for do anything for open or ;( So I hope @darknior can help ;)
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@bizzar721 said in OpenBOR finally working fine on RETROPIE with ES:
I came across this post which lists a huge amount mods with version & compatable builds. It's pretty overwhelming the different amount of builds. It seems like build 4086 is very popular build.
Thanks a lot for this list, for sure it can help a lot, i don't have the OpenBOR version of all my mods :p
Like that now we know if one mod not working, what engine build we need to make it working :)
For my part i don't have time and experience for the moment to update games mod to work with the last OpenBOR engine version ... but it is the best way... -
@darknior i just try to compille old 4xxx versions but in my allwinner dont work well, several glitch. I think that old version dont work well on rpi
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@zanac Thanks for trying. The good thing is between the latest & 3400 build we can play 95% of mods. Many of the ones listed do work with 3400 even if it was not made specifically for it. (there may be some unknown bug with doing so, such as Bare Knuckles VI randomly crashing...... but maybe the final version can play on latest OpenBOR!)
Too bad OpenBOR is not backwards compatible - must be very tough for mod developers to keep up.
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I made PAK support via CLI available version, Patch version is Галина (galina)
Thanksfully I got some time to integrate this. Worked out of the box! Happy Brawling...As always I deliver a BETA to test, but I highly recommand to build on your own.
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If it will work you can go in video option, enable full screen, and switch from SDL to GL and use bilinear filter or so on using GPU!
This isn't possible on Raspberry and therefore filters are very slow. May you think there is a fix for it?
GitHub account is here and all patches are located here
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