I.K.E.M.E.N GO on Raspberry Pi 4 [Now with an Install Guide!]
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Alright, I figured out how to make it work after some trial and error. I ended up abandoning the Makefiles that IKEMEN GO's source code supplies in order to get it to always use Go 1.17, and that seems to have fixed the problem.
If you want to give this scriptmodule a try, here's the updated instructions on how to do so (I'll assume you have some level of savviness with RetroPie already):
- Step 0: Make sure you've updated RetroPie-Setup, and possibly also made a backup if you want to be safe.
- Step 1: Download ikemen_go.sh and place it in
/home/pi/RetroPie-Setup/scriptmodules/ports
. - Step 2: Download golang-1.17.sh and place it in
/home/pi/RetroPie-Setup/scriptmodules/supplementary
. - Step 3: Start RetroPie-Setup, navigate to Manage Packages, then Experimental packages, then scroll down to ikemen-go. From there, install it. Give it about 20-40 minutes to install.
- Step 4: Exit RetroPie-Setup and restart EmulationStation. If done correctly, IKEMEN GO should be available via the Ports screen, ready to launch.
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So I dragged my from from the game on the PC version, but the screenpack is still stuck on the default one. I even changed the config file.
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@mrrussellgro At a wild guess, it might be that either
save/config.json
or the screenpack itself is pointing to files using non-case-sensitive filenames. Works well enough on Windows which is case insensitive, but not so much on Linux. -
@superfromnd Like I've said, I've changed my screenpack. I am wanting to use a bigger roster size to extend the character select screen. This is a screenpack I want to use: https://mugenguild.com/forum/PHPSESSID.7bb5383t2ah28a5jjp5iaded8q/topics/simplemugen-simplistic-mugen-battle-2021-193231.0.html
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@mrrussellgro I was able to get this screenpack to load by just copying the files into the
data
folder (albeit this overrides the default screenpack). The only issue was this weird issue where a flashing white line/triangle shows up on the character select screen (a known bug with displaying TTF fonts; apparently this was fixed on AMD but I don't know if the fix was merged upstream yet)
I did notice that the "more-slots" version of the .def file was in a folder that used a space in its folder name. I wonder if that's the cause? (I just copied the system.def in that folder and overwrote the regular one with it)
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@superfromnd That's pretty odd how it's acting up.
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@superfromnd BTW, when I tried to overwrite or change the path for the screenpack it gives me an error.
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good news: got it running on Pi3b
bad news: OMG it chuuuuuugs so bad
I had some success with changing the resolution to lowest it has a preset for: 320 x 240
I am also running into a Fullscreen issue. shouldn't the Fullscreen option resize the game, not just leave it at the low resolution in the corner?
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@thesnackist said in I.K.E.M.E.N GO on Raspberry Pi 4:
good news: got it running on Pi3b
bad news: OMG it chuuuuuugs so bad
I had some success with changing the resolution to lowest it has a preset for: 320 x 240
I am also running into a Fullscreen issue. shouldn't the Fullscreen option resize the game, not just leave it at the low resolution in the corner?
okay using runcommand I got it into... somewhat working shape
if anyone else wants to try this on a pi 3b - the key was charging the resolution in IKEMEN to as low as it would allow (320x240) and then use runcommand to adjust on the framebuffer res to match... once you have done that picking a video mode on the same aspect radio will result in something semi-decent
now to do all the regular MUGEN config stuff!!
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@superfromnd So yeah, remember when I said my screenpack wasn't working? Apparently I was just an idiot and forgot the stage wasn't working as the game launched with a error message before I could proceed to the title menu. It's working now.
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a new IKEMEN GO version, 0.98 was just released - will we be able to update using the same script we use to install?
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@thesnackist The script compiles from source, so it should be able to update just fine. I haven't tested the script with the new release yet, though.
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happy to report the update seems to work without a hitch!!
(though I did learn the importance of making a separate folder for any tinkering you are doing with system.def, select.def etc., DOH)
didn't se any immediate improvements in the lag/chugging but will have to do more testing
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@superfromnd Great to see such progress. Last time I tryed this install failed that was 6 months ago . Will try again tomorrow.
A few questions :
-how are you guys handling controller input ?
-how well does it play ?
-got online pvp working?Thanks for what you do .
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@retro-devil2 said in I.K.E.M.E.N GO on Raspberry Pi 4:
A few questions :
-how are you guys handling controller input ?
-how well does it play ?
-got online pvp working?- Right now, we're just relying on the native controller support IKEMEN GO gives us. Depending on exactly what controller you have, that might be a problem, but I can at the very least say it works well with wired X360 controllers.
- Depends a ton on what exactly you have as your content; in my experience some traditional characters and stages (e.g. your Street Fighter 2s and KOFs and SVC2s and content along those sorts of lines) pretty well, with only the occasional mild stutter. Definetly a bit of a RAM hog though; I'd recommend a 2-gig or 4-gig Pi 4 if you plan on having a massive roster.
- Nobody's tested it yet on the Pis to my knowledge; apparently according to Gacel cross-architecture netplay isnt possible due to floating-point stuff. (AKA you can't play a PC player against a Pi player).
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@superfromnd
Awesome
-so seen the mugen installer? We use qjoypad in bash scripts to map keyboard to mugen . In v3 it autoloads a layout with same name as exe .
-cool on performance good to know.
I will try and test pvp with another Devil soon -
@superfromnd
Hello again I installed everything went fine.
But I don't understand how you guys are adding/launching screenpacks .
I tried
/home/pi........ikemen go.sh -r big
this loads ikemen fine but not the big motif . As expected
And
./Ikemen_GO path/to/motif/select.def
This gives me "no such file etc " error .I am not familiar with adding screenpacks and stuff to ikemen only mugen .
Thier instructions are ./Ikemen_GO -r motif/path/select.defI also tried my Xbox one and off brand ps3 controllers neither worked in Ikemen .
This could be solved using qjoypad before ikemen or autoloading qjoypad with same as ikemen game/motif. Thats what mugen installer on pi does layout same name as exe.
I just unaware of ikemen gos launch command. I feel thats the issue with motifs and using qjoypad .I am also curious how we will launch more than one ikemen motif/game from a retropie .
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@retro-devil2 Rather late on this reply, sorry! The .sh file doesn't take any arguments; if you want to supply arguments to IKEMEN Go, you'll have to modify the script directly:
#!/bin/bash export MESA_GL_VERSION_OVERRIDE=2.1 xset -dpms s off s noblank xterm -g 1x1+0-0 -e 'cd $md_inst && ./Ikemen_GO -r big' #<== this part!
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@superfromnd
Hello again so
-we tried pvp . Could be slow net but didn't work.
-We are gonna try and implant this with qjoypad soon. That way most controllers work with it .
-Thanks for input on screenpack adding . So you can only have one ikemen go installed to launch ? Example i want mvc and regular ikemen . And both to appear in retropie . -
@retro-devil2 said in I.K.E.M.E.N GO on Raspberry Pi 4:
-Thanks for input on screenpack adding . So you can only have one ikemen go installed to launch ? Example i want mvc and regular ikemen . And both to appear in retropie .
At the moment yes, you can only configure the script to launch one at a time. Theoretically it should be possible to have a bunch of them installed at once and then launch individual ones using either RetroPie's runcommand settings or the
-motif
argument (perhaps passing motif names to the argument the same way runcommand passes ROM names to an emulator?), but that would result in storing ALL of the games merged with eachother, with the motifs picking out which characters and what menu layouts to use. While this would work, it's not exactly elegant for managing multiple games as you'd have to know exactly which games use what, and the possibility of conflicting file names is a very real possibility (a lot of MUGEN content, namely screenpacks, have a really bad tendency to overwrite existing core files instead of placing them in a subdirectory).Another idea I had was having a script that created a temporary symlink to a folder containing a game's content that would be deleted once the game was closed, though I don't know if this would work because of permissions shenanagains on Linux. This would be somewhat similar to how RetroPie handles DOSbox, which has a similar problem with how its file system works.
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