Suggestions for ports
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Not only will Super Mario 64 PC run on the Pi, there is even a LEGAL way to do it. NOTE: There is an illegal port that comes with pre-installed assets that Nintendo has been taking down. THIS IS NOT IT. You build it from source and use assets from The N64 Super Mario 64 ROM.
This looks like it should be pretty easy to get a Port from.
EDIT: I found a much better tutorial, it's in Spanish, but Translate works well on this page. https://raspberryparanovatos.com/articulos/juega-a-super-mario-64-en-tu-raspberry-pi-de-forma-nativa-gracias-a-este-port/
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@quicksilver said in Suggestions for ports:
@mitu I appreciate the offer, as always you are a big help! Now to learn the ins and outs of GitHub. :)
And also a little preview of what I have working
Doom 3 with classic Doom mod:
Jedi knight -jedi academy running in 1600x1200 resolution:
For Jedi Academy do I need to put the asset files in their directory before I run the script or afterwards?
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@VictimRLSH I'd recommend using trying the build script here https://retropie.org.uk/forum/topic/26732/new-installer-jedi-academy/
check the help for which assets are needed and where to put them. -
Just got Freespace 2 via Freespace 2 Open, up and running on my pi 4. I was even able to get the launcher to work. Only issue I have encountered so far is that after quiting the game it returns to the launcher and the launcher doesn't have a quit button 🤔
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So I was able to compile a different launcher for FSO that actually has a quit button so it solves that issue. I was able to successfully boot the free "Wing Commander-The Darkest Dawn" mod (which looks awesome btw). However Im not able to load the first level because my 2gb pi 4 runs out of ram! I guess its time to get a 4gb model.
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@quicksilver said in Suggestions for ports:
However Im not able to load the first level because my 2gb pi 4 runs out of ram! I guess its time to get a 4gb model.
Wouldn't really help, since a 32bit program wouldn't be able to allocate more than 2Gb or memory.
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@mitu hahaha I didn't even think about that. Thanks for saving me $50! I thought Eben Upton said 3gb per process for a 32bit system. It's only 2gb?
Source:
https://www.raspberrypi.org/blog/8gb-raspberry-pi-4-on-sale-now-at-75/"Our default operating system image uses a 32-bit LPAE kernel and a 32-bit userland. This allows multiple processes to share all 8GB of memory, subject to the restriction that no single process can use more than 3GB."
Even still, for emulation purposes that means a whole gb of ram is essentially wasted...not sure if it's worth the money.
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@quicksilver You don't really notice a difference unless you use Desktop a lot. I do, so YES the 4gb really helps.
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@quicksilver said in Suggestions for ports:
@mitu hahaha I didn't even think about that. Thanks for saving me $50! I thought Eben Upton said 3gb per process for a 32bit system. It's only 2gb?
Could be 3Gb, but how much memory do you really need for the process ?
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@mitu Is there a way to know? I just know that 2gb apparently isn't enough. It's probably still not worth spending the money on a new pi just to get one mod to work. Though I do like new pi... :)
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How are you determining it's an out-of-memory problem ? These OOM issues are usually logged by the kernel and appear via
dmesg
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@mitu the loading bar froze while trying to load the first level so I checked the runcommand log and it said something to the effect that it ran out of memory. When I launched the game/mod again, this time I monitored it using htop via ssh. And sure enough the memory usage just climbs until it runs out.
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I remember playing Ancient Domains of Mystery back in my Amiga days, it appears there is a Rasbian native port here https://www.adom.de/home/downloads.html hopefully it wouldn't be that hard to make an installation script for.
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A quick summary of ports I've created for any who are looking for ports.
- OpenJK: Jedi Academy
- OpenJK: Jedi Outcast
- Doom 3
- Doom 3 BFG Currently x86 only. It is in the Raspbian repos, but I haven't gotten it to work on a pi yet.
- ET: Legacy
Other scripts I have created but haven't posted yet because I am still debugging:
- OpenMW: Morrowind
- Rise of the Triad, Fixed and updated from Zerojay's repo
- OpenLara
- OpenTomb
- GZDoom
- Libretro Doom 3
Others I am thinking about:
- Unreal (x86 only)
- Unreal Tournament (x86)
- Unreal Tournament 2004 (x86)
- Quake 4 (x86)
- Libretro ECWolf
- Unreal Tournament 4 Beta (x86)
I thought about the Star Trek Elite Forces series, but the only ports I can find are multiplayer only.
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@gderber said in Suggestions for ports:
A quick summary of ports I've created for any who are looking for ports.
- OpenJK: Jedi Academy
- OpenJK: Jedi Outcast
- Doom 3
- Doom 3 BFG Currently x86 only. It is in the Raspbian repos, but I haven't gotten it to work on a pi yet.
- ET: Legacy
Other scripts I have created but haven't posted yet because I am still debugging:
- OpenMW: Morrowind
- Rise of the Triad, Fixed and updated from Zerojay's repo
- OpenLara
- OpenTomb
- GZDoom
- Libretro Doom 3
Others I am thinking about:
- Unreal (x86 only)
- Unreal Tournament (x86)
- Unreal Tournament 2004 (x86)
- Quake 4 (x86)
- Libretro ECWolf
- Unreal Tournament 4 Beta (x86)
I thought about the Star Trek Elite Forces series, but the only ports I can find are multiplayer only.
Will box86 or QEMU work from a Retropie installation script or does that require a desktop install? I've played around a bit with box86 but not QEMU.
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@gderber said in Suggestions for ports:
OpenMW: Morrowind
If you need any help with this one let me know. I have it running nicely on my pi.
I also was unable to find any single player elite force ports available unfortunately.
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@VictimRLSH I am not sure. I am not familiar enough with either of them to do more than speculate.
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I have been trying to compile Aquaria, an old (but still very pretty) indie game:
https://github.com/AquariaOSE/Aquaria
Unfortunately, I've not been very successful with the following error at 33%:
SIGTRAP was not declared in this scope raise(SIGTRAP)
Any tips on how to solve this? You may be able to tell that I barely have a clue of what I am doing.
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Well, that was easy to solve after some ducking: added signal.h to the includes of the file Aquaria/BBGE/Base.cpp , it now builds fully!
New problem: when attempting to run I get the error:
Error!: SDL_GL_LoadLibrary Error: No dynamic GL support in video driver
Does that mean I am out of luck here?
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@Impy are you running this on a pi 4? If so you'll need to try running the game in an x session. Looking at some of the issue reports on GitHub I don't think this game is OpenGL ES compatible and is using desktop GL. Try launching the game with the command
startx
before your launching instructions. You may need to install xorg from the apt repository to get startx to work.
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