Add support for wii u
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Did I spell that right?
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@quicksilver said in Add support for wii u:
@IceChes1 he said he was trying to run it on a desktop computer
I plan to test it on a desktop, I just need to know if an intel core2 duo is powerful enough to run retro pie with this emulator. Then I need to get some roms. I will let you know what happens when I test it.
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@IceChes1 said in Add support for wii u:
Wouldn't Wii U choke up the CPU on anything other than a desktop computer? I've seen dolphin on a Pi 4, running the original Wii, and it's CRAP. The Pi 4 was actually 4GB and overclocked to 2000 megahertz. I would think Wii U would cause something to explode.
Well it probably would melt something if the pi didn't have a fan and heat sink cooling system, but you know that N64 games did not run very well until the pi4 came out. I think the Wii U would be in a similar situation until a newer pi comes out, but it should work on a 64bit desktop computer.
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I've begun the outline of a decaf-emu install script. It does NOT work! I thought I'd post it with the hope of either help, or allowing someone else to run with it. I haven't had much time to work on it yet.
currently build fails with:
[ 19%] Linking CXX static library ../../obj/liblibcpu.a [ 19%] Built target libcpu [ 19%] Generating generated/vulkan_shaders_bin/gpu7_tiling.comp.spv.h, generated/vulkan_shaders_bin/gpu7_tiling.comp.spv.cpp /bin/sh: 1: GLSLANG_VALIDATOR-NOTFOUND: not found src/libgpu/CMakeFiles/libgpu.dir/build.make:62: recipe for target 'src/libgpu/generated/vulkan_shaders_bin/gpu7_tiling.comp.spv.h' failed make[2]: *** [src/libgpu/generated/vulkan_shaders_bin/gpu7_tiling.comp.spv.h] Error 127 CMakeFiles/Makefile2:1131: recipe for target 'src/libgpu/CMakeFiles/libgpu.dir/all' failed make[1]: *** [src/libgpu/CMakeFiles/libgpu.dir/all] Error 2 Makefile:129: recipe for target 'all' failed make: *** [all] Error 2
A couple of notes:
- I am running RetroPie on a PC
- I am not sure if my PC is powerful enough for this. I decided one way to find out is to try it out and see what happens.
- I haven't actually run the script. I am trying out all the commands manually one step at a time to identify all the information required to script the install.
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@gderber What kind of firmware are you using? Is it ubuntu? Is your linux software fully up to date?
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@Unknown I'm running Xubuntu 18.04. I update it at least weekly. More frequently when trying to compile something and I run into problems. I haven't convinced myself to update to 20.04 yet.
Not exactly sure what you are asking as far as firmware. Generally when I hear that term, it's super low level hardware specific.
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@gderber Do you have a 64 bit processor? It is required to run this emulator.
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@gderber said in Add support for wii u:
Not exactly sure what you are asking as far as firmware. Generally when I hear that term, it's super low level hardware specific.
I was asking if you were using Linux as your operating system.
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@Unknown said in Add support for wii u:
but you know that N64 games did not run very well until the pi4 came out. I think the Wii U would be in a similar situation until a newer pi comes out, but it should work on a 64bit desktop computer.
Sorry this reply is a bit late. I wouldn't know. I began my retro-gaming hobby after the Pi 4 was out for quite a while.
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@Unknown I'm running this on a i5-4690 with a GTX 750 video card. I'm certain I can run it, I am not certain it'll be fast enough to run it well.
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@gderber Do you have an enormous amount of games already on your retro pie? If your memory is full, it would make sense that the emulator wasn't completely installed.
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@gderber Here is a link for what they say is required for Linux:
https://github.com/decaf-emu/decaf-emu/blob/master/BUILDING.md#Linux -
@Unknown This is a problem with building the decaf emulator. I have a 3tb hd about 50% capacity installed. I have 16GB ram in the system.
The problem is a missing dependency. One that is not listed in the decaf documentation. I have already identified 2 of those. I haven't identified this one.
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I've identified the missing dependencies. Build gets a little further.
Current script is at the same link.
For some reason even with
export CC="/usr/bin/gcc-8" export CXX="/usr/bin/g++-8"
Cmake seems determined to use
/usr/bin/g++
which is a symlink to/usr/bin/g++-7
When I point the symlink for g++ to g++-8 it gets to about 92% completion. Without that change, it gets to about 56%. The decaf docs do specify g++-8 is needed. I don't like the idea of checking a systems g++ symlink and changing if needed.
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A quick update. As long as g++ is a symlink to g++-8 and the SDL frontend is used instead of th QT5 frontend, I have a successful build.
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@gderber So decaf is now working?
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@Unknown I have a successful build. Haven't tried running it yet. It might be this weekend before I get to that.
I want to test the script installation, and use that for testing how well decaf runs.
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@gderber I understand.
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@gderber Any progress on decaf? Just curious.
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@Unknown Script I have installs the decaf-cli binary. Currently it won't run anything. I have more debugging to do.
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