Win64 and Android Test Builds

LordAshram - Both android builds installed fine for me this time. Thanks for that and thanks 7Rtype for also looking into the install issue. Just waiting patiently for the mess stuff to be added to android now. :slight_smile:

Squarepusher - Please could you add the JXD s5800 to the auto control detection for the next build? The keycodes are on the android controller support thread viewtopic.php?f=29&t=248&start=225#p13090

Thanks again everyone involved in development.

RetroArch-2014-05-01 is working fine on OUYA again too. Thanks! :slight_smile:

Good to hear the Android builds are installing again. I’m using java 1.7 (actually openJDK1.7) and had overlooked that starting with 1.7 you have to have -sigalg SHA1withRSA -digestalg SHA1 when signing a release build.

@Square, I compiled and added the DSP & soft filters for the Win64 build (in folders dspfilters & gfxfilters respectfully) and added them to the default config to make it easier for the end users. I did not try to compile and add them to the Android build until we sorted out why they installed on all my Android devices with no issue but not anyone else. If you can make a JNI for them, awesome, that’d make it a bit easier.

Also, any idea why rarch_effect.cfg no longer works for API v6 of the DSP filters? More specifically I was using the EQ DSP filter since API v5 with no issue but not now. They load up in RGUI just fine but I can’t configure them via a config file, though being able to configure them in RGUI would be awesome. Damn I wish my C skills was much better.

@7rtype, thanks for the links, I can’t believe I overlooked the changes for signing with JDK1.7. Also, the new branch of Hatari won’t compile for Windows. It needs the Retro patches backported from the previous branch. I plan on trying to do that today. I’ll post back later if I was successful or not.

@7rtype: https://github.com/lordashram/hatari-li … f8b3ff3633 Hatari loads in RGUI, but when you select a game it boots into GEMDOS. You can then go into Hatari Menue and select a disc and boot the game from there.

The new API version broke all the DSP plugs. All configuration stuff was ripped out since it was part of the Qt/Meta plugin stuff … Everything would have to be rewritten, so there is no point in including them in builds yet.

For the commit , all the altsrc/ code are not necessary now ! s all are done now in libretro/include/sdl_thread.h for the thread part ,and bmp.c are now located in libretro/ and the original avi_record.c in src/ works . So don’t push the altsrc/

For the other part , yes for now , we try (as said square) to do the minimal change in the source code for easier update form mercurial. So i don’t push the other commits (to make win /ps3/wii/android build ) yet , i try to find a better way to do it (less hack in source code) . for the loading pb on win64 , i ll try to look at , as it works fine for me on linux . So i think , we should take time to do it in a better way , no rush

But for now i m playing a little with Arcan :slight_smile:

@7rtype, Here’s my second attempt: https://github.com/lordashram/hatari-li … 78c7f4e63c

Everything works as it should now, I can launch games from RGUI. If you can find a better way than to patch gemdos.c please do, otherwise short of pushing the fix upstream I don’t know what else to do.

Also, I now have a gcc 4.9.0 mingw64 toolchain, I’ve remcompiled everything (except the bSNES stuff) for Win64 and so far no issues, now time to play around with some games/systems.

@TheMaister, I will remove the current DSP filters from my releases for now. For myself I recompiled the old EQ DSP changing the API to v6 and so far so good, but I’ll keep that one for my htpc.

@lordashram

Anything you can do about this Mednafen PC-Engine CD issue? Supposedly is a Windows problem

viewtopic.php?f=5&t=1741

Yes, looks better and only a little tweak to the original source code for gemdos , looks good for me for pull request. anyways , does my previous commit fix the game loading with space in filename ?

Yes, looks better and only a little tweak to the original source code for gemdos , looks good for me for pull request. anyways , does my previous commit fix the game loading with space in filename ?[/quote]

Your latest commit fixes the file loading issue for me. Tested on Arch Linux.

Also regarding the sound buffer issue, I have found another game with issues - Flimbo’s Quest - And my hacky fix doesn’t seem to fix it.

ok, thks for reporting, that also the case for me on linux, waiting for lordashram to see if also fix in win.

i m going to look at the sndbuffer issue now!

Edit: just tested flimbo’s quest and bubblebobble ,and i did not notice any sound issue with this 2 game , at least on my pal game (50 hz), could you be more precise of the pb or maybe put a rec of the sound (if not to hard) ?

[quote=ā€œ7rtypeā€]

ok, thks for reporting, that also the case for me on linux, waiting for lordashram to see if also fix in win.

i m going to look at the sndbuffer issue now![/quote]

Thanks again r-type :slight_smile: I never had an ST but a lot of my favourite Amiga games are also on there and i’m enjoying comparing the two :smiley: (If you need any .ST images, the ST TOSEC is on Archive.org)

Also, what arguments do I need to pass to retroarch to get p-uae to boot? If I try to load the core via RGUI, retroarch crashes with a Segmentation Fault.

If you speak about https://github.com/libretro/libretro-uae , yes it is a weird port :wink: , for now just crash with rgui and you have to launch the core from cmdline . You also have to provide a rom to load even if it’s a fake filename like :


retroarch  -L puae_libretro.so blablabla

and then , if it found an kick.rom in the current path it will start or bring you to gui if it don’t find one. also you can had an .uaerc in the current path for setting kickstart/floppy/harddrive …

Also Have you seen my edit in the previous post about sound issue ?

I’ll make some recordings now, Just doing a clean compile ATM.

Ok thanks , will more easy to understand the pb .

i also put a fix for uae , should boot in rgui now ( but be sure to have an kick.rom in current dir to avoid pb ).

It must have been due to running retroarch while I was in X. I have just tried it straight from terminal, so in EGL/KMS mode, and there is no longer any issues with the audio,

My fault, not yours. I’m still a Linux noob :stuck_out_tongue:

ok , lol, fine then . i am still fighting with puae to get picasso96 working again , was working 6 mount ago (on 32bit) and now impossible to get it working on 64bits.

Yeah P96 modes would be nice for Workbench :slight_smile: Whats PUAE like in comparison to WinUAE and FS-UAE? Ive never used it before.

I take it that you are only able to mount ADFs with the Internal P-UAE/Hatari GUI? I didn’t have any success mounting from RGUI anyway.

Also, Do HDFs mount OK? I made a collection for the PS3 version of EUAE with all the WHDLoad games with Tiny Launcher and would love to have it working within retroarch :wink:

PR submitted, I had to remember/relearn how to delete commits so the PR would not contain any of my first attempt. Also, I can launch games with spaces in them from RGUI & commandline in Win64, good job!

I’d love to be able to play Amiga games using RA, atm I use FS-UAE and have a config file for each game that I use to launch FS-UAE with through XBMC. Any way to get PUAE to be able to handle comandline arguments so I can use " -f path/to/config" .

EDIT: I am trying to see if I can use your commandline support code from Hatari but so far I’m not finding where to pass off the arguemtns to in PUAE, though that would also make sense why you can’t launch a game from RGUI nor commanline.