lr-flycast new GitHub repository source for setup script?
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Hello,
I went to the GitHub page for the RetroPie setup script, and it said to post here before opening an issue. I searched around the GitHub page and didn't see a mention of this.
As per flyinghead during discussion of this issue, flycast should now be built from
https://github.com/flyinghead/flycast
I am sorry if I am not using the correct terminology here or something is redundant. I am not very familiar with how GitHub relates to the ins and outs of the setup script. Of note is that that new code source should allow Ninja Assault to work properly with 2 lightguns.
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Yes, I've known about the change, it happened recently, but @Flyinghead's core version has a different build system and it's not a drop-in replacement for the current (libretro) core repo. It will change, but needs a bit of testing before.
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Thank you for the clarification! I hope that there is smooth sailing in the testing! 😃
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@ChaosEffect try updating now your Flycast package, it's now based on the upstream (@Flyinghead) version of the libretro core.
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Awesome! Thanks so much!
WinCE support is there, and I noticed some input improvements for a few games that were previously giving me issues.
While browsing through the GitHub page, I noticed this issue discussing the possibility of two keyboards for "The Typing of the Dead." Unless I am missing something, that branch appears to be gone.
The keyboard behavior in that game before this update and after is definitely different. Previously, if both players were assigned a keyboard, any connected keyboard would control both players. Now, it seems that every connected keyboard only controls player 1. There aren't any settings that immediately pop out to me as affecting this.
@mitu Did you come across anything with multiple keyboards while testing? Is that even possible on a Pi?
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@chaoseffect WinCE Support? Wow, that are great news indeed!
This + upcoming achievements...2022 will be a dreamcast-year for SirHenry :D :D -
While browsing through the GitHub page, I noticed this issue discussing the possibility of two keyboards for "The Typing of the Dead." Unless I am missing something, that branch appears to be gone.
I think that branch may have been integrated already, but I think it applies to the Windows version (RawInput/directX) and to the standalone version (i.e. not the libretro core).
The keyboard behavior in that game before this update and after is definitely different. Previously, if both players were assigned a keyboard, any connected keyboard would control both players. Now, it seems that every connected keyboard only controls player 1. There aren't any settings that immediately pop out to me as affecting this.
I haven't tested that particular game, but this looks like a config issue rather than a core problem. How does your keyboard configuration looks like ?
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@mitu Oh, okay. If multi-keyboard isn't implemented in the libretro version, then it isn't really an issue for me.
I have ports 1 and 2 set to "keyboard" in the RetroArch menu, and I think that's it for keyboard settings. The keyboard works fine for me for player 1, and I was just curious if this update would bring a core option for keyboard indices so that a separate keyboard could be used for player 2.
In case you haven't played this game before, player 1 and player 2 could use separate keyboards simultaneously on real hardware. Ports 3/4 were reserved for controllers that handled the memory cards.
The verbose log does indeed identify separate keyboards when launching the game, but if it's not implemented in the emulator, then that is a moot point. I can just bring it up on GitHub as a feature request after these recent crashing/sound issues are resolved.
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@chaoseffect said in lr-flycast new GitHub repository source for setup script?:
I have ports 1 and 2 set to "keyboard" in the RetroArch menu, and I think that's it for keyboard settings. The keyboard works fine for me for player 1, and I was just curious if this update would bring a core option for keyboard indices so that a separate keyboard could be used for player 2.
I think that's the RetroPad -> Emulator core part settings, i.e. the core expects a Keyboard type input from Port 1 (2), the Device -> RetroPad mapping is done by RetroArch.
Usually 1 keyboard can be used for 2 players (as explained here), but I'm not sure 2 keyboards can be used independently (via dev index, how gamepads are handled). This depends on the input driver used, I know some of them don't support it (like Windows winraw). RetroPie should use theudev
driver, so it might be supported, but I don't have 2 keyboards right now to test.
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