Suggestions for ports
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i was able to get Rigel Engine to compile but then i get a
ERROR: SDL error: Could not create GLES window surface
im going to guess we need a desktop for this one to work, but i did have fun learning how to get it to compile.
and i did get Captain Claw to compile and play.
i think it was a bad idea for me to start messing with compiling games. now i will never play anything. to busy trying to make games run. lol
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@ExarKunIv said in Suggestions for ports:
i was able to get Rigel Engine to compile but then i get a
ERROR: SDL error: Could not create GLES window surface
im going to guess we need a desktop for this one to work, but i did have fun learning how to get it to compile.
Try:
startx /path/to/game
and i did get Captain Claw to compile and play.
i think it was a bad idea for me to start messing with compiling games. now i will never play anything. to busy trying to make games run. lol
This is exactly my problem, getting game engines to run on the pi is just as much fun as playing the games. Though I am over half way through half-life now. I forgot how good that game is.
I see people have gotten doom 3 running on the raspberry pi, that might be the next thing I try.
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@quicksilver said in Suggestions for ports:
I see people have gotten doom 3 running on the raspberry pi, that might be the next thing I try.
i saw that too, but i thought that one might be like OpenJK where is need x11 or whatever the desktop is called. so i decided not to bother and wait for someone who is not like a week into compiling to give it a try. lol
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Got dhewm3 (doom 3) compiled. It actually was very straight forward. Performance is fair, video quality has to be reduced to low and game played at 640x480 in order for the framerate to be playable.
Game runs much smoother in an x window and the main menu isnt glitched. I just cant figure out how to use the
startx
command through runcommand. It always fails. -
@ecto so my system that i was compileing on went bad.
so i decided to try 4.6. now i cant get Redneck Rampage, Blood, or Exhumed to compile.i get getting a
source/build/include/build.h:615:20: note: code may be misoptimized unless -fno-strict-aliasing is used /usr/bin/ld: /tmp/cc1om8Ed.ltrans11.ltrans.o: in function `enet_time_get': <artificial>:(.text+0xccc): undefined reference to `__atomic_load_8' /usr/bin/ld: <artificial>:(.text+0xd28): undefined reference to `__atomic_compare_exchange_8' collect2: error: ld returned 1 exit status
the only thing i was able to find online was this
Change CMAKE_CXX_FLAGS variable in CMakeLists.txt file (in the main directory). i.e. add line set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -latomic")
but there is no CmakeLists.txt in NBlood.
im so lost on this one,
any thoughts.
yes i did post it on the GitHub for NBlood -
@ExarKunIv can you link the repository for nblood?
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if i try it on 4.5.1 it works, but whit 4.6 it always fails.
with me messing around with getting it to work on 4.5 i was getting errors before i looked on the eduke32 wiki and install all the packages that was listed there. when i got it to work.
so im guessing that a package is missing or will not installed due to the different OS versions.
i just dont know how to find out what i need -
We would need to plug in the .iso's ourselves, but any chance of getting this as an official port?
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@ExarKunIv said in Suggestions for ports:
@quicksilver said in Suggestions for ports:
I see people have gotten doom 3 running on the raspberry pi, that might be the next thing I try.
i saw that too, but i thought that one might be like OpenJK where is need x11 or whatever the desktop is called. so i decided not to bother and wait for someone who is not like a week into compiling to give it a try. lol
Just got openjk running :) No desktop required.
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@VictimRLSH looks like they are running it through wine. Which afaik, is not possible through RetroPie.
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@quicksilver They have a custom interpreter they pipe it through, doesn't require exagear or QEMU.
At the 5:30 mark he explains how the interpreter allows it to run under the ARM version of Wine
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@VictimRLSH oh I'm sure it will run on a raspberry pi. I just don't think it can be run through retropie.
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Can this be ported to retropie? This guy only deals with ports for the raspbian desktop, so not sure what work needs to be done.
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@Darksavior in the video he stated a desktop environment is needed. However, if hes running it natively then maybe it's possible to just run the game in an x session without launching a full desktop. I'll have to watch the rest of the video when I'm not on mobile, too hard to see what he's doing :)
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@quicksilver I actually got it to run using the procedure in the video. NOTE: You do NOT need both discs, you can play "vanilla" StarCraft without the BroodWar disc.
I will have to back up my SD card and update everything though, I have that stupid sound bug everyone who installed a Desktop has and most of my Pi sound is like it is being played through a fan that is about to break down, StarCraft included.
Next I will have to figure out if I can run it from Ports with a script, which will be another educational experience if I can pull it off.
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@quicksilver YESSSSS!!!!!.
ok now i really want a PI4. Keep up the great work.
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UltrastarDX (a karaoke game) is still under active development. A recent bit of code now allows for smooth 1080p video playback on a Pi4 - until now, due to the way the legacy code worked, only SD content was playing smoothly.
https://github.com/UltraStar-Deluxe/USDX/pull/530I'd love the game to be included in Retropie!
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So I have been playing around with compiling open source ports of quite a few games. So far I have successfully built on my Pi 4: OpenRCT2 (roller coaster tycoon 2), OpenRA (red alert, C&C, Dune 2k), Dhewm3 (Doom 3), OpenJK (SW Jedi Knight:Jedi Academy), Xash3d (Half-Life), Serious-Engine (Serious Sam first and second encounter), VCMI (Heroes of Might and Magic 3). I can now successfully launch all these games through retropie/runcommand. Most of them I have played quite a bit without any real issues and I feel like some of them are ready for prime time on the pi. I would just need a little help putting together a script module to automate the build process. If anyone has the skills and time to help me with that please let me know and I would be glad to walk anyone through how to build these game engines on the pi.
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@Renard said in Suggestions for ports:
UltrastarDX (a karaoke game) is still under active development. A recent bit of code now allows for smooth 1080p video playback on a Pi4 - until now, due to the way the legacy code worked, only SD content was playing smoothly.
https://github.com/UltraStar-Deluxe/USDX/pull/530I'd love the game to be included in Retropie!
Edit: tested this and it works
There is a guide in the link for installation
https://www.sebastian-segerer.de/post/ultrastar-deluxe-raspberry-pi/
Not sure if it's as simple as running this...
sudo apt-get install git automake make gcc fpc \ libsdl2-image-dev libavformat-dev libswscale-dev \ libsqlite3-dev libfreetype6-dev portaudio19-dev \ libportmidi-dev liblua5.3-dev libopencv-highgui-dev git clone https://github.com/UltraStar-Deluxe/USDX cd USDX ./autogen.sh ./configure make sudo make install
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@quicksilver I'm working on my own scripts for openjk and RBDOOM3 (Working, script plan on posting it as soon as I get accurate information for the Help variable and a couple other things. Dhewm should be similar. Have you looked at the libretro version of dhewm?
I will need some help testing. I am running on a x86_64 system and I plan on reading the docs for RPi installs and add the appropriate code to the script.
For OpenJK I am at the point where it builds, I need to identify all the files that need to be installed (binaries, libraries, etc) in the /opt folder. Also still trying to get the cmake switches right for the romdir in home with the binaries in /opt.
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