Canonball core on 2.1.1 (RPi3)

Hello.

Does anybody know how to use the new Cannonball core? I’m using the RPi3 version and copied the required files (outrun.zip) to a newly created folder called system\cannonball. Then I’m loading and starting the core. Don’t know if this is the right way to do it! …Core just crashes with a seg fault.

Here’s the log …

[INFO] RetroArch 1.7.3 (Git 2a2e732) [INFO] === Build ======================================= Capabilities: NEON VFPv3 VFPv4 Built: Jun 23 2018 [INFO] Version: 1.7.3 [INFO] Git: 2a2e732 [INFO] ================================================= [INFO] Environ SET_PIXEL_FORMAT: RGB565. [INFO] Redirecting save file to “/storage/savefiles/.srm”. [INFO] Redirecting savestate to “/storage/savestates/.state”. [INFO] Version of libretro API: 1 [INFO] Compiled against API: 1 [INFO] [Audio]: Set audio input rate to: 29970.03 Hz. [INFO] [Video]: Video @ fullscreen [INFO] [Video]: Starting threaded video driver … [INFO] [EGL] Falling back to eglGetDisplay [INFO] [EGL]: EGL version: 1.4 [INFO] [EGL]: Current context: 0x1. [INFO] [GL]: Found GL context: videocore [INFO] [GL]: Detecting screen resolution 1920x1080. [INFO] [EGL]: eglSwapInterval(1) [INFO] [GL]: Vendor: Broadcom, Renderer: VideoCore IV HW. [INFO] [GL]: Version: OpenGL ES 2.0. [INFO] Querying EGL extension: KHR_image => exists [INFO] [GL]: Using resolution 1920x1080 [INFO] [GL]: Default shader backend found: glsl. [INFO] [Shader driver]: Using GLSL shader backend. [WARN] [GL]: Stock GLSL shaders will be used. [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] Setting up menu pipeline shaders for XMB … [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] [GLSL]: Found GLSL vertex shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Found GLSL fragment shader. [INFO] Shader log: Compiled [INFO] [GLSL]: Linking GLSL program. [INFO] Resetting shader to defaults … [INFO] [GL]: Using 4 textures. [INFO] [GL]: Loaded 1 program(s). [INFO] [Font]: Using font rendering backend: freetype. [INFO] [Video]: Graphics driver did not initialize an input driver. Attempting to pick a suitable driver. [INFO] [udev]: Keyboard #0 (/dev/input/event0). [INFO] [udev]: Keyboard #1 (/dev/input/mouse0). [ERROR] [udev] Failed to open device: /dev/input/event0 (Success). [INFO] [udev]: Mouse #0 (/dev/input/mouse0). [INFO] [udev]: Plugged pad: PLAYSTATION®3 Controller (1356:616) on port #0. [INFO] [udev]: Pad #0 (/dev/input/event1) supports force feedback. [INFO] [udev]: Pad #0 (/dev/input/event1) supports 16 force feedback effects. [INFO] [Autoconf]: 208 profiles found. [INFO] [Joypad]: Found joypad driver: “udev”. [WARN] [udev]: Full-screen pointer won’t be available. [INFO] [Video]: Found display server: null [INFO] Found shader “/tmp/shaders/bilinear.glslp” [INFO] Found shader “/tmp/shaders/nearest.glslp” [INFO] Found shader “/tmp/shaders/slang-conversion-template.glsl” [INFO] Found shader “/tmp/shaders/stock.glsl” [INFO] ALSA: Using signed 16-bit format. [INFO] ALSA: Period size: 384 frames [INFO] ALSA: Buffer size: 1536 frames [INFO] [autoconf]: selected configuration: /tmp/joypads/udev/Sony-PlayStation3-DualShock3-Controller-Bluetooth.cfg [INFO] [Menu]: Found menu display driver: “menu_display_gl”. [INFO] [Font]: Using font rendering backend: freetype. [INFO] [Font]: Using font rendering backend: freetype. [INFO] [LED]: LED driver = ‘null’ 0x29ebf8 [INFO] [MIDI]: Initializing … [INFO] [MIDI]: Input disabled. [INFO] [MIDI]: Output disabled. [INFO] [MIDI]: Initialized “null” driver. [INFO] SRAM will not be saved. [INFO] Loading history file: [/storage/.config/retroarch/content_history.lpl]. [INFO] Loading history file: [/storage/.config/retroarch/content_favorites.lpl]. [INFO] Loading history file: [/storage/.config/retroarch/content_music_history.lpl]. [INFO] Loading history file: [/storage/.config/retroarch/content_video_history.lpl]. [INFO] Loading history file: [/storage/.config/retroarch/content_image_history.lpl]. [INFO] Updating firmware status for: /tmp/cores/cannonball_libretro.so on /storage/system [INFO] No content, starting dummy core. [INFO] arg #0: retroarch [INFO] arg #1: --menu [INFO] arg #2: -s [INFO] arg #3: /storage/savefiles [INFO] arg #4: -S [INFO] arg #5: /storage/savestates [INFO] arg #6: -c [INFO] arg #7: /storage/.config/retroarch/retroarch.cfg [INFO] arg #8: -L [INFO] arg #9: /tmp/cores/cannonball_libretro.so [INFO] Threaded video stats: Frames pushed: 849, Frames dropped: 0. [INFO] Set config file to : /storage/.config/retroarch/retroarch.cfg [INFO] RetroArch 1.7.3 (Git 2a2e732) [INFO] === Build ======================================= Capabilities: NEON VFPv3 VFPv4 Built: Jun 23 2018 [INFO] Version: 1.7.3 [INFO] Git: 2a2e732 [INFO] ================================================= [INFO] Loading dynamic libretro core from: “/tmp/cores/cannonball_libretro.so” [INFO] Environ GET_LOG_INTERFACE. [INFO] Environ SET_SUPPORT_NO_GAME: yes. [INFO] Redirecting save file to “/storage/savefiles/Cannonball.srm”. [INFO] Redirecting savestate to “/storage/savestates/Cannonball.state”. [INFO] Environ PERFORMANCE_LEVEL: 2. [INFO] Content loading skipped. Implementation will load it on its own. [INFO] Environ SET_INPUT_DESCRIPTORS: [INFO] RetroPad, User 1, Button “B (bottom)” => “Accelerate” [INFO] RetroPad, User 1, Button “Y (left)” => “Brake” [INFO] RetroPad, User 1, Button “Select” => “Coin” [INFO] RetroPad, User 1, Button “Start” => “Start” [INFO] RetroPad, User 1, Button “D-Pad Up” => “Up” [INFO] RetroPad, User 1, Button “D-Pad Down” => “Down” [INFO] RetroPad, User 1, Button “D-Pad Left” => “Left” [INFO] RetroPad, User 1, Button “D-Pad Right” => “Right” [INFO] RetroPad, User 1, Button “A (right)” => “Gear” [INFO] RetroPad, User 1, Button “X (up)” => “Gear” [INFO] RetroPad, User 1, Button “L” => “Adjust View” [INFO] RetroPad, User 1, Button “R” => “Go Back To Menu” [INFO] Environ SET_PIXEL_FORMAT: RGB565. Segmentation fault (core dumped)

Okay, this seems to be the problem …

Deleting the dinothawr core (don’t need this thing), loading the cannonball ball core and then loading content “cannonball.game” works here for me. Saving the settings ingame ends in error anyway, but playing is possible.

Hi!

That was the old way of running the core. These are the steps:

  1. Get the cannonball_libretro.info file from http://buildbot.libretro.com/assets/frontend/info/ and put it in your cores/ folder. It is missing from the 2.1.1 build.
  2. Reboot
  3. Go to your outrun roms folder and create a dummy file called cannonball.game. This folder can now be anywhere, it does not have to be in system/.
  4. Open content > cannonball.game

If your roms are OK it should run.

Yep, works here.

It would be great to have the ingame “save settings” working in future versions and a playlist symbol to make it nice to start the game.

So, \storage\cores is the place where to put the *.info files?

Thanks.

Hi, the fix to my cannonball issue related to updating the core info files.

In the end to fix it I selected, ‘Online Update’ and then selected ‘Update Core Info Files’. This fixed the incorrect association with Dinothawr.

Also, my OutRun roms were unzipped, like this: https://i.imgur.com/WmwWKUD.png

Hopefully that might help.

Yes, that is correct.

Thank you.

This is very interesting because according to the below comment cores should be placed there and no info whatsoever about info files.

So, what is the procedure to use a nightly core from the buildbot in Lakka?
Where must I place the core?

I am asking because I want to try the new ppsspp_libretro.so in Lakka 2.1.1.

Thank you once again.

Hi, it’s the same directory for cores.

For the RPi3 they would be the armhf builds at http://buildbot.libretro.com/nightly/linux/armhf/latest/

FYI the PPSSPP core is not available for this architecture (and probable wouldn’t run well or at all on the RPi3).

I’m aware. Should have mentioned that my hardware is x86_64, Beelink S1.
Cheers.