(REQUEST) Add Daphne Singe emulator?
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@dirtbagxon -fullscreen does nothing on retropie, maybe on X... you can set the resolution in command line with -x 1024 -y 768 (or whatever your screen dimensions are) to fill the screen.
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@dirtbagxon said in (REQUEST) Add Daphne Singe emulator?:
If you make these changes in run.sh
if [ "$1" = "-fullscreen" ]; then - FULLSCREEN="-fullscreen" + FULLSCREEN="-fullscreen_window" shift fi
Then run with the -fullscreen argument again?
Yes! Now it works perfectly!
Another question ... Is it possible to use the analog stick of the joypad as if it were a mouse?
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@shift said in (REQUEST) Add Daphne Singe emulator?:
@dirtbagxon said in (REQUEST) Add Daphne Singe emulator?:
If you make these changes in run.sh
Then run with the -fullscreen argument again?
Yes! Now it works perfectly!
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██████▀░░░░▀▀██████▀░░░The -fullscreen_window argument should also work on the Daphne repo, if anyone had similar issues there.
i.e. using SDL_NOFRAME instead of SDL_FULLSCREEN.
Another question ... Is it possible to use the analog stick of the joypad as if it were a mouse?
I recently merged a pull request from @grant2258 and @pjft regarding clearing down the default joystick config.
Perhaps they can offer some help on setup of joystick config.
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@dirtbagxon Thanks for tagging me here.
@shift the joysticks should work by default out of the box. They are not, however, mapped to the mouse but rather to the directions so if you're going to try that I'd recommend exploring the depths and wonders of https://retropie.org.uk/docs/Universal-Controller-Calibration-%26-Mapping-Using-xboxdrv/ - something I have never been able to do myself but that many speak wonders of.
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@pjft said in (REQUEST) Add Daphne Singe emulator?:
@shift the joysticks should work by default out of the box. They are not, however, mapped to the mouse but rather to the directions so if you're going to try that I'd recommend exploring the depths and wonders of https://retropie.org.uk/docs/Universal-Controller-Calibration-%26-Mapping-Using-xboxdrv/ - something I have never been able to do myself but that many speak wonders of.
Thanks for the information, as soon as I have some time I dedicate myself to it.
I only noticed now that you have created some fixes to run badlands and bega's battle with daphne, but I don't quite understand the changes I should make, I guess I should install Daphne from source, but before installing it I should modify some source. Have you already tried to see if it can also work on Raspberry? Thanks
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@shift The changes were done to support the Raspberry Pi, so they'd better :) More seriously, yes, just install from source from the RetroPie menu and it should be good to go.
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@pjft said in (REQUEST) Add Daphne Singe emulator?:
@shift The changes were done to support the Raspberry Pi, so they'd better :) More seriously, yes, just install from source from the RetroPie menu and it should be good to go.
Badlands, Bega's Battle, and Road Blaster work too!
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Is there a command to check which roms daphne can run? I have searched around but there are no official lists of alternative roms it can run.
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@shift said in (REQUEST) Add Daphne Singe emulator?:
Is there a command to check which roms daphne can run? I have searched around but there are no official lists of alternative roms it can run.
@shift - Take a look at the Game Types here:
http://www.daphne-emu.com/mediawiki/index.php/CmdLine
Retropie, seems to have a compatibility list here too:
https://github.com/RetroPie/RetroPie-Docs/blob/master/docs/Daphne.md
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@dirtbagxon said in (REQUEST) Add Daphne Singe emulator?:
@shift - Take a look at the Game Types here:
http://www.daphne-emu.com/mediawiki/index.php/CmdLine
Retropie, seems to have a compatibility list here too:
https://github.com/RetroPie/RetroPie-Docs/blob/master/docs/Daphne.md
Thanks, but unfortunately in those pages there is a lot of approximation, for example the rom dle20, which I know for sure that it works, is not even mentioned there. I would like to understand if it is possible to extrapolate from the code a precise list of roms that can be launched (not that they have to work, only that they can be launched).
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@shift said in (REQUEST) Add Daphne Singe emulator?:
@dirtbagxon said in (REQUEST) Add Daphne Singe emulator?:
@shift - Take a look at the Game Types here:
http://www.daphne-emu.com/mediawiki/index.php/CmdLine
Retropie, seems to have a compatibility list here too:
https://github.com/RetroPie/RetroPie-Docs/blob/master/docs/Daphne.md
Thanks, but unfortunately in those pages there is a lot of approximation, for example the rom dle20, which I know for sure that it works, is not even mentioned there. I would like to understand if it is possible to extrapolate from the code a precise list of roms that can be launched (not that they have to work, only that they can be launched).
If you want every game listed with a ROM entry in the codebase, then I would do: git grep m_shortgamename
git grep m_shortgamename src/game/astron.cpp: m_shortgamename = "astronp"; src/game/astron.cpp: m_shortgamename = "blazer"; src/game/astron.cpp: m_shortgamename = "galaxyp"; src/game/astron.cpp: m_shortgamename = "astron"; src/game/astron.cpp: m_shortgamename = "galaxy"; src/game/astron.cpp: m_shortgamename = "cobraab"; src/game/badlands.cpp: m_shortgamename = "badlands"; src/game/badlands.cpp: m_shortgamename = "badlandp"; src/game/bega.cpp: m_shortgamename = "bega"; src/game/bega.cpp: m_shortgamename = "begar1"; src/game/bega.cpp: m_shortgamename = "cobra"; src/game/bega.cpp: m_shortgamename = "roadblaster"; src/game/cliff.cpp: m_shortgamename = "cliff"; src/game/cliff.cpp: m_shortgamename = "gtg"; src/game/cliff.cpp: m_shortgamename = "cliffalt"; src/game/cliff.cpp: m_shortgamename = "cliffalt2"; src/game/cobraconv.cpp: m_shortgamename = "cobraconv"; src/game/esh.cpp: m_shortgamename = "esh"; src/game/esh.cpp: m_shortgamename = "eshalt"; src/game/esh.cpp: m_shortgamename = "eshalt2"; src/game/esh.cpp: m_shortgamename = "eshalt"; src/game/esh.cpp: m_shortgamename = "eshalt2"; src/game/ffr.cpp: m_shortgamename = "ffr"; src/game/firefox.cpp: m_shortgamename = "firefox"; src/game/firefox.cpp: m_shortgamename = "firefoxa"; src/game/gpworld.cpp: m_shortgamename = "gpworld"; src/game/interstellar.cpp: m_shortgamename = "interstellar"; src/game/lair.cpp: m_shortgamename = "lair"; src/game/lair.cpp: m_shortgamename = "lair_f"; src/game/lair.cpp: m_shortgamename = "lair_e"; src/game/lair.cpp: m_shortgamename = "dle11"; src/game/lair.cpp: m_shortgamename = "dle21"; src/game/lair.cpp: m_shortgamename = "dle20"; src/game/lair.cpp: m_shortgamename = "ace"; src/game/lair.cpp: m_shortgamename = "ace_a2"; src/game/lair.cpp: m_shortgamename = "ace_a"; src/game/lair.cpp: m_shortgamename = "sae"; src/game/lair.cpp: m_shortgamename = "lair_a"; src/game/lair.cpp: m_shortgamename = "lair_b"; src/game/lair.cpp: m_shortgamename = "lair_c"; src/game/lair.cpp: m_shortgamename = "lair_d"; src/game/lair.cpp: m_shortgamename = "lair_n1"; src/game/lair.cpp: m_shortgamename = "lair_x"; src/game/lair2.cpp: m_shortgamename = "lair2"; src/game/lair2.cpp: m_shortgamename = "ace91"; src/game/lair2.cpp: m_shortgamename = "ace91_euro"; src/game/lair2.cpp: m_nvram_filename = m_shortgamename = "lair2_315"; src/game/lair2.cpp: m_nvram_filename = m_shortgamename = "lair2_211"; src/game/lair2.cpp: m_nvram_filename = m_shortgamename = "lair2_300"; src/game/lair2.cpp: m_nvram_filename = m_shortgamename = "lair2_314"; src/game/lair2.cpp:// m_nvram_filename = m_shortgamename = "lair2_317"; src/game/lair2.cpp: m_nvram_filename = m_shortgamename = "lair2_318"; src/game/lair2.cpp: m_shortgamename = "lair2"; // default version, so it gets the default name src/game/lair2.cpp: m_nvram_filename = m_shortgamename = "lair2_316_euro"; src/game/lair2.cpp: m_nvram_filename = m_shortgamename = "lair2_319_euro"; src/game/lair2.cpp: m_nvram_filename = m_shortgamename = "lair2_319_span"; src/game/laireuro.cpp: m_shortgamename = "laireuro"; src/game/laireuro.cpp: m_shortgamename = "aceeuro"; src/game/laireuro.cpp: m_shortgamename = "lair_ita"; src/game/laireuro.cpp: m_shortgamename = "lair_d2"; src/game/lgp.cpp: m_shortgamename = "lgp"; src/game/mach3.cpp: m_shortgamename = "mach3"; src/game/mach3.cpp: m_shortgamename = "uvt"; src/game/mach3.cpp: m_shortgamename = "cobram3"; src/game/starrider.cpp: m_shortgamename = "starrider"; src/game/superd.cpp: m_shortgamename = "sdq"; src/game/superd.cpp: m_shortgamename = "sdqshort"; src/game/superd.cpp: m_shortgamename = "sdqshortalt"; src/game/thayers.cpp: m_shortgamename = "tq"; src/game/thayers.cpp: m_shortgamename = "tq_alt"; src/game/thayers.cpp: m_shortgamename = "tq_swear"; src/game/timetrav.cpp: m_shortgamename = "timetrav";
But I know for a fact that quite a few aren't in a working state.
http://www.dragons-lair-project.com/tech/
Feel free to create a list, no one is actively working on this any more ;)
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@dirtbagxon said in (REQUEST) Add Daphne Singe emulator?:
But I know for a fact that quite a few aren't in a working state.
http://www.dragons-lair-project.com/tech/
Feel free to create a list, no one is actively working on this any more ;)Thanks! This is the list I was looking for.
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I was finally able to run singe2 on my 4GB raspberry pi 4, but among the singe 2 games I have tried there is not one that is minimally playable, everything is slow. Has anyone tried singe2 maybe on an 8GB pi4 and it works better? Are there any special settings to minimize the resources required to run discreetly?
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@shift Actually I have, and an 8GB will do nothing about it. It's because the videos included in most games are 1080p, and the rendering is not hardware accelerated. I believe you can play the ActionMax games/older games, as their native resolution is 480p there, but I can't say for sure.
Download Handbrake and convert all the videos to 480p. 576p might work as well, but still stutter a bit. Or try to find 480p versions of the videos that I believe are available for some of the games, but I converted mine myself and it worked just fine. Just be sure to keep the same frame rate in the converted video, as Singe depends on the framerate to know when to expect the inputs.
You might then need to resize the files in the Overlay on some of the games if they render too big for your liking, but that's a second step. I think I only resized them for Cliff Hanger, as I can live with the "level selection screen" not being quite aligned in the other games.
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@pjft said in (REQUEST) Add Daphne Singe emulator?:
Download Handbrake and convert all the videos to 480p. 576p might work as well, but still stutter a bit. Or try to find 480p versions of the videos that I believe are available for some of the games, but I converted mine myself and it worked just fine. Just be sure to keep the same frame rate in the converted video, as Singe depends on the framerate to know when to expect the inputs.
You gave me an interesting tip, I'll do as you said. Thanks
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Has anyone gotten singe2.0 working with v1 timegal?
./Singe-v2.00-Pi-armv6 -v ~/singe2/timegal/timegal.txt ~/singe2/timegal/timegal.singe Error compiling script: /home/pi/singe2/timegal/timegal.singe: version mismatch in precompiled chunk
I tried the v2 of timegal and it runs too slow but that's besides the point. Whoever encoded this did a horrendous job with whatever filters they used.
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@darksavior I agree, looks terrible. I keep singe1 around to play Timegal.
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@darksavior said in (REQUEST) Add Daphne Singe emulator?:
/home/pi/singe2/timegal/timegal.singe: version mismatch in precompiled chunk
This is a 32/64bit error - I worked around this in the Singe v1 codebase.
It is because Time Gal (v1) uses compiled 32bit bytecode, not a plain LUA script.
Try:
file /home/pi/singe2/timegal/timegal.singe
Use the 'file' command on any other .singe files, except Ninja Hayate which also uses byecode, you will see the difference.
https://github.com/DirtBagXon/singe/tree/master/bytecode
Why these were 'special cases', I don't know....
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@pjft said in (REQUEST) Add Daphne Singe emulator?:
@shift Actually I have, and an 8GB will do nothing about it. It's because the videos included in most games are 1080p, and the rendering is not hardware accelerated. I believe you can play the ActionMax games/older games, as their native resolution is 480p there, but I can't say for sure.
Download Handbrake and convert all the videos to 480p. 576p might work as well, but still stutter a bit. Or try to find 480p versions of the videos that I believe are available for some of the games, but I converted mine myself and it worked just fine. Just be sure to keep the same frame rate in the converted video, as Singe depends on the framerate to know when to expect the inputs.
You might then need to resize the files in the Overlay on some of the games if they render too big for your liking, but that's a second step. I think I only resized them for Cliff Hanger, as I can live with the "level selection screen" not being quite aligned in the other games.
My understanding of Singe v2 was to allow custom game designers to utilise sprites and mouse coordinates above the 356x240 range which was forced in v1.
Out of interest, with decreasing the size of the videos and overlays, are you actually seeing any benefit on these older games?
In the new games coming out over at http://www.emuline.org I see the requirement for v2.
Not trying to push v1 here, just interested in the gaming communities response to v2.....
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