libcurl issue -> Raspbian Buster + Retropie 4.6 + TNTBF (Gamemakerstudio port)
tMh last edited by tMh
Pi Model or other hardware: Raspberry 3B
Power Supply used: Samsung 2.0 A
RetroPie Version Used: 4.6
Built From: fresh 2020-02-13-raspbian-buster-full.zip & RetroPie Setup
USB Devices connected: Mouse and Keyboard
Controller used: Two custom drivers (8bitdo I2C and another GPIO controller)
Error messages received: "They need to be fed" tries to start and exits without any notice.
Log found in /dev/shm/runcommand.log (if relevant): /opt/retropie/ports/gamemaker/TheyNeedToBeFed/TheyNeedToBeFed: /usr/lib/arm-linux-gnueabihf/libcurl.so.4: version `CURL_OPENSSL_3' not found (required by /opt/retropie/ports/gamemaker/TheyNeedToBeFed/TheyNeedToBeFed)
Guide used: (Mention if you followed a guide)
File: (File with issue - with FULL path)
Emulator: (Name of emulator - if applicable) Ports-TheyNeedToBeFed
Attachment of config files:
How to replicate the problem: happens always
I appreciate the whole project a lot.
It seems that the Gamemakerstudio games require libcurl3.
Unfortunately Raspbian Buster seems only to support libcurl4.
I already tried fetching an old libcurl.so.X from an old image but that failed with another error (/opt/retropie/ports/gamemaker/TheyNeedToBeFed/TheyNeedToBeFed: error while loading shared libraries: libcurl.so.4: cannot open shared object file: No such file or directory).
I spent some hours with google now but I cannot cope with that issue, I have to admit I am a Linux Newbie....
tMh last edited by tMh
Update on that. After some more research, I managed to get a correct libcurl.so.X from Raspbian Stretch repos. With that one it was possible to set
before starting the game and it works.
Now I seem to run into the same dead end like some others some time ago: trying to get a gamepad device or something else working in the GameMaker games.
I have set up xboxdrv perfectly doing mouse and keyboard actions outside the game but I cannot get it running in the game. Even with unplugged mouse and keyboard.
Interesting is, that the game uses the second button (from xboxdrv-joypad device, not from remapped keyboard actions) as exit button.
Anybody any news since 2017?
tMh last edited by
it's me again.
I guess I am a bit closer. I was wondering why my custom gamepad driver which generates a uinput device is not working. By incident I started the game directly without the start script, so I could see the information output. One of the very first lines was "couldn't find keyboard event file". I recognized that my custom driver creates a eventX in /dev/input but not in the subdirectories by-id or by-path.
So I tried to create a symbolic link in by-id, pointing at my event.
Now the keyboard-emulating gamepad worked in the game!
Playing that a bit further I went back to my gamepad driver which behaves like a gamepad without keyboard emulation. Running on top xboxdrv with mouse and keyboard emulation. again with a symlink in by-id.
Now the regular gamepad-driver with xboxdrv on top worked in the game!
Only point is, that no regular keyboard is allow to be connected (maybe be game only uses the first keyboard?).