Win64 and Android Test Builds

There is already an auto fire in retroarch for any core in settings ->input option -> “turbo enable”. It works as the button you have to hold down while pushing the other button you want to be in turbo mode.

But it has this issue.

@AndresSM, have you resolved your error? I compiled and ran with no issue commits eeb066d & 7011e91.

@Awakened, that’s actually a good idea, my next test build I will add the new RA code to the MAME/MESS/UME 0.153 code.

Thanks, I was missing libretro updates to the stable release of MAME.

Yep fixed. There wasn’t an error, just lots of messages on the console. Sorry about editing your post it was a mistake.

BTW, how do you build UME? do you crosscompile? I get an error 87 (argument list too long basically) when trying to build on windows

No worries

UME builds have been broken in MAME source for about a month or so now, that’s why I started building separate MAME-SVN & MESS-SVN builds.

is it work in win64 only? i’ve tried in android but nothing changed.

is it work in win64 only? i’ve tried in android but nothing changed.[/quote] Sorry you’re right, I don’t see it on Android.

As an alternative you get it in the cheat section sometimes in Mame (usually there in shooters). But… how does this work on Android, I’m not sure! =|

(in fact I’m using a gamepad with autofire when playing on my android device, that’s why it didn’t bother me)

D3D is working fine again, thanks lordashram and everyone behind RetroArch. :slight_smile:

Edit: Well, nevermind.

RetroArch-2014-06-09 Android: Updated: RetroArch[7109940], FinalBurnAlpha[de19c31], SNES9x[ff045f3]

Win64: Updated: RetroArch[cf4f756], FinalBurnAlpha[de19c31], MAME2014[89b76b6], MESS2014[89b76b6], UME2014[89b76b6], MAME2014-SVN[7011e91], MESS2014-SVN[7011e91], SNES9x[ff045f3]

NOTE: For best results with Android port, be sure to uninstall previous version before installing newer versions.

MAME 2014-SVN & MESS 2014-SVN: based on MAME-SVN r30884

Following Awakened’s suggestion, I ported over the refactored core options + retroinputs from the nightly SVN builds to the official 0.153 ports of MAME/MESS/UME

The MAME/MESS SVN builds are not the latest source due to compile errors from liblua.a from sqlite3. I tried to see what I can do but it started to become more of a PITA than I can handle right now…

@AndresSM, I was looking further into why you was having trouble using LIBRETRO as we need something clean so that your refactored core options can be used across all ports and a quick grep of LIBRETRO turned up this:

lib/libflac/libflac/format.c:#ifdef __LIBRETRO__
osd/osdcomm.h:#ifdef __LIBRETRO__
osd/retro/libco/sjlj.c:#ifdef __LIBRETRO__ // Must NOT use SIGUSR1 on android, it is reserved to run JVM GC and segfaults here
osd/retro/retromisc.c:#elif defined(SDLMAME_UNIX) || defined(__LIBRETRO__)

@SquarePusher, can this be killed so we can use LIBRETRO for core options on all ports?

Can someone confirm? After exit RetroArch from playing N64, it crashs. Core options wont be saved.

Yeah, been happening to me since I got the 5/28 build. I just tried unsuccessfully to swap cores after setting core options in case it was just crashing on actual exit, but no, it breaks on switch, too.

I can confirm this happens with lordashrams current build, no idea why this happens.

When I compile it myself (using maisters build tools) it doesn’t crash.

Here’s my build (Win64) if anyone is interested: http://www.sendspace.com/file/ghamdk

It’s somewhat fixed anyway, it’s using WIN32_LIBRETRO for windows and LIBRETRO for the rest And yeah I found out that already with aliaspider. I guess I could have my own flag NAGSCREEN or something

Weird, I’m still getting a black screen in Puyo Puyo 2 (Ribbit and Warrior Blade too) with this latest compile of 0.153 with the core config improvements. I have a build of 0.153 from 4/9/14 that doesn’t have that problem, so something must have broken them on the libretro side and not MAME’s side like I thought.

My bad I guess try this one: https://mega.co.nz/#!J98VXQoC!zxxrG0EBz … bZnQKhCvvI

Can’t build on current svn but I’ll backport the fix when square is able to take out sqlite3

My bad I guess try this one: https://mega.co.nz/#!J98VXQoC!zxxrG0EBz … bZnQKhCvvI

Can’t build on current svn but I’ll backport the fix when square is able to take out sqlite3[/quote] That works fine, no issue when starting those three with the alternate renderer off or on :slight_smile:

My bad I guess try this one: https://mega.co.nz/#!J98VXQoC!zxxrG0EBz … bZnQKhCvvI

Can’t build on current svn but I’ll backport the fix when square is able to take out sqlite3[/quote] That works fine, no issue when starting those three with the alternate renderer off or on :)[/quote]

Cool, now gotta figure how to include sqlite/luaengine or how to remove those altogether. I have done about 20 test builds now… too bored/tired to keep trying… pushed the patch that fixed this issue. If Squarepusher is able to fix the makefiles it should all work on newer builds.

the build should be fixed even if i don’t have tested it yet !