Retroarch Chrome

So, I’ve been hacking away on the NaCl toolkit for a long, long time, and while I have a pretty good idea how this works, I’m gonna need a hand in order to make it a reality.

One, with the Android Runtime for Chrome being opened up under the Archon Project, do we even want to try and target a Retroarch player for Chrome?

Two, using the native client sdk, (https://developer.chrome.com/native-client/sdk/download) we can make a stripped down version of Retroarch without SDL, or Python or any of the bells or whistles that a standard build area would allow. NaClports makes an effort at compiling several ports (https://code.google.com/p/naclports/) as well as including useful build tools for working with NaCl projects, so the question is do we want to try and build with more complicated dependancies if it would allow for a more fully functioning and “complete” compile?

Three, and the important one, using the standard make configurations for Linux, I only really have to make one big change to the Makefile.common,

ifneq ($(findstring Linux,$(OS)),)
     LIBS += -lrt
     JOYCONFIG_LIBS += -lrt
 #  OBJ += input/linuxraw_input.o input/linuxraw_joypad.o
 #  JOYCONFIG_OBJ += tools/linuxraw_joypad.o
endif

and then run “nacl-env.sh ./configure --disable-opengl --disable-zlib” && “nacl-make.sh,” both the naclscripts being from the naclports git mentioned earlier. It compiles fine, but embeding it into a webpage with the NaCl sdk tools seems to crash on delivery according to the Chrome debugger, and I wonder, what further changes would we need to make to the code in order for it to properly deploy? The endgame would be to have an .nexe file that can work with a webpage, so I guess that would be a good place to start.

https://github.com/vladikoff/chromeos-apk