OpenBOR 6xxx OpenBeta Testphase
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@greenhawk84 The version included with TMNT RP is, as far as I can tell, version 3400. There is currently no build of that for the Pi 4, even if you could get multiple OpenBOR versions running at once. There's a Pi 3 build, but no Pi 4 build.
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I am running RPi 4.7.19 and attempted to use the SSH install of the binary which I would have assumed would have the libGL.so baked in....is that not the case? When I attempt to launch the app I get this error in my runcommand.log
Parameters: Executing: pushd /opt/retropie/ports/openbor-v6510-RPi4; /opt/retropie/ports/openbor-v6510-RPi4/OpenBOR "/home/pi/RetroPie/roms/openbor/Armored Warriors Cyberbots.pak"; popd /opt/retropie/supplementary/runcommand/runcommand.sh: line 1304: pushd: /opt/retropie/ports/openbor-v6510-RPi4: No such file or directory /opt/retropie/supplementary/runcommand/runcommand.sh: line 1304: /opt/retropie/ports/openbor-v6510-RPi4/OpenBOR: No such file or directory /opt/retropie/supplementary/runcommand/runcommand.sh: line 1304: popd: directory stack empty
Or am I hitting a different issue?
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@fnkngrv said in OpenBOR 6xxx OpenBeta Testphase:
I am running RPi 4.7.19 and attempted to use the SSH install of the binary which I would have assumed would have the libGL.so baked in....is that not the case? When I attempt to launch the app I get this error in my runcommand.log
Parameters: Executing: pushd /opt/retropie/ports/openbor-v6510-RPi4; /opt/retropie/ports/openbor-v6510-RPi4/OpenBOR "/home/pi/RetroPie/roms/openbor/Armored Warriors Cyberbots.pak"; popd /opt/retropie/supplementary/runcommand/runcommand.sh: line 1304: pushd: /opt/retropie/ports/openbor-v6510-RPi4: No such file or directory /opt/retropie/supplementary/runcommand/runcommand.sh: line 1304: /opt/retropie/ports/openbor-v6510-RPi4/OpenBOR: No such file or directory /opt/retropie/supplementary/runcommand/runcommand.sh: line 1304: popd: directory stack empty
Or am I hitting a different issue?
so had to remove everything, then clean retropie-setup. after that had to actually remove the default openbor.sh....then install via zerojay's repo. I essentially followed this...
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@g30ff on my PC, I have an OpenBOR folder with game folders inside, containing the specific OpenBOR for each. I wish it were that easy on a Pi4, but alas we have to build OpenBOR specifically for a Pi4.
I have not experimented with the "Ports" version of OpenBOR and TMNT:RP. I am kind of hesitant to try considering my OpenBOR as a system is working as intended. I just found out about TMNT 2: Recolored and Extended. Great alternative to TMNT:RP.
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@greenhawk84 said in OpenBOR 6xxx OpenBeta Testphase:
I just found out about TMNT 2: Recolored and Extended. Great alternative to TMNT:RP.
what is current version of pak? (found TMNT R & E (Dec 10, 2020))
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Hello.
There are still no avaible to play tnmt Rescuepalooza ( all levels)? -
@cyperghost Good day!
I wanted to ask you if anyone or you have an arm64 version of the latest setup.
the RE script as it says is only for Pi boards.
I tried to compile with https://github.com/DCurrent/openbor/engine
but no go
also what about the GLib on arm64 ?
tx in advance for any feedback -
@cyperghost
I have managed to compile OpenBOR 4 for RockPro64
ignore above as I know have a working setup -
Good Evening
I appreciate this topic is very old but I thought it was still probably the most relevant place for my query. Happy for it to be moved if that's not the case.
I have OpenBOR set up on my Bartop and the games all load and run fine. However, my Bartop uses an IPAC Ultimate keyboard encoder for the buttons.
OB does not like 2 players being set up with keyboard controls. It appears that certain keyboard buttons are hardcoded into OB, I assume to ensure you can control the menu, however, it means that controls used by player 2 also trigger actions for player 1.
I've found various post where people have the same issue but never a solution. Does anyone know of a way to disable the hardcoded key map so that 2 players can be set up correctly?
The only other way I can think of to get round it would be if Retropie could somehow do a virtual key remap when OB launched. I could then leave my keys as they are and just virtually map them over to match the OB defaults (like you can in Autohotkey with A::B etc...) Although this isn't a functionality I've ever come across in Retropie.
Any help would be greatly appreciated, I'd love to have OB working correctly. At worst I can have it as a 1 player only emulator, however, a lot of the fun of beat-em ups is playing them with a friend...
Thanks in advance
Jonathan
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@Jonnieboyrevel said in OpenBOR 6xxx OpenBeta Testphase:
I appreciate this topic is very old but I thought it was still probably the most relevant place for my query. Happy for it to be moved if that's not the case.
Yes, please open a separate topic. Please note that @cyperghost hasn't been active the forums for quite some time and you're probably won't be getting an answer from them.
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