Win64 and Android Test Builds

That’s a shame. I thought from the thread about the o2em that it was in a more advanced state.

With the latest build why does it say n/a under the cores? I thought it ment that the core wasn’t installed but it say’s it under ones where I have played games. Is this in preperation for the service that will allow you to download only the required cores?

Why that’s a shame ? i don’t think so. it is not even in the official libretro git , so why expect it to be release?

If you are not happy with , you can always done it your self .

Woah there no need to get so defensive.

I find it a shame because I’ve been looking forward to it and thought it was in a more advanced state than what it is. This is in no way a reflection on you and all the work that you have done.

I don’t follow the official gits and I am no developer so forgive me if I don’t know what is happening with the different cores

Ok that fine , but shame was a bit agressive for me :slight_smile:

the O2EM port is only on my git for now , he lack voice sound , sound is risky and screenshot not implemented . more , i use a homemade lame virtual kbd for android port . So only usable for dev people not final user. like some other : 3doh fmsx cap32 …

After i’m not responsable of witch core are or not include in the main official github, only libretro maintainer are responsable of this. but even if it were on retro git , he wouldnt be released as the above raisons.

The only cores for me which are near to be ready to be released is hatari ( but would be nice if we can have a virtual kbd on android before, and a working keyboard callback on WIN ) and of course mame2010 .

Where I live it’s quite common to use the phrase “that’s a shame” to mean “that makes me feel sad”

Been struggling to play most of my mame games. I think I have an outdated romset or something. Did manage to play Aliens which ran fine.

@foleyjo ok , no pb.

AndresSM was right ! it was a rom issue .

I forgot i had the pb on PC and put qsound.zip for it works . At least for SFA3 was missing qsound.zip , now that i’ve put it on my roms folder works great even on my Snapdragon1 scorpion !,tested also ridgeracer lol , got 9 fps on it :slight_smile:

[quote=“7rtype”] @foleyjo ok , no pb.

AndresSM was right ! it was a rom issue .

I forgot i had the pb on PC and put qsound.zip for it works . At least for SFA3 was missing qsound.zip , now that i’ve put it on my roms folder works great even on my Snapdragon1 scorpion !,tested also ridgeracer lol , got 9 fps on it :)[/quote]

thx for the tip,now cps2 and others games working like a charm.mame2013 is faster than mame2010 in my s3 oc 1.7ghz

still cps3 not working,loading rom fine then black screen,back to retroarch menu.

also someone can tell me the name of all archives inside zip for the rom moo.zip (cowboys of moo mesa)

look at mamedb for this : http://www.mamedb.com/game/moomesa

I’ll look and test CPS3 , BTW i have add some LOGI for android on mame2013 git , so if it’s rom issue sould have some things like I/mame150-retro(xxx): ERROR: required files are missing, the game cannot be run in logcat.

yeah error missing files,is a rom issue.

thx. mame db only have rom database for mame 0.147.

cant get to work moo.zip.

@7rtype, I have not been able to load any chd based game with the libretro port of MAME, even on the PC, but they load just fine with the mainline MAME executable.

@brujo5, moomesa.zip runs just fine for me, make sure your roms are up to date, though 0.151 just got released a few days ago on the official MAME release.

on pc ,with mame 2010&2013 all my chd run fine , but have to setup mame.ini to define to define valid diff path for example . mame.ini have to be in current dir on pc and in /mnt/sdcard on android.

on android i only success to load kinst chd (game extremely slow for me ) , but i failed to load sfiii .

moomesa run fine for me too.

one more question.

any tried metal slug 6,marvel vs capcom 2 or capcom vs snk millenium battle in mame 2013?

thx

on pc ,with mame 2010&2013 all my chd run fine , but have to setup mame.ini to define to define valid diff path for example . mame.ini have to be in current dir on pc and in /mnt/sdcard on android.

on android i only success to load kinst chd (game extremely slow for me ) , but i failed to load sfiii .

moomesa run fine for me too.[/quote]

how can find mame.ini for android?

Here’s my latest crazy for you: Win64: CHD’s are now working, looks like RA is now automatically creating the diff folder, I tested this by unzipping my last Win64 build to a different drive and when I ran ‘RA + mame core + game’ from command line, it loaded up jojo & created diff folder + jojo.diff file.

Android: Putting a very minimal (only paths) mame.ini on my Phone’s internal memory got kinst running but no cp3 (I used jojo as my test monkey). I even tried a non-chd of jojo (jojonr2) but same results, loads games then freezes while starting game.

@brujo5 Here is my mame.ini, it is very basic and you will need to change the paths to match your needs:

#
# CORE CONFIGURATION OPTIONS
#
readconfig                1
writeconfig               0

#
# CORE SEARCH PATH OPTIONS
#
rompath                   /storage/emulated/0/roms

#
# CORE OUTPUT DIRECTORY OPTIONS
#
cfg_directory             /storage/emulated/0/roms/system/cfg
nvram_directory           /storage/emulated/0/roms/system/nvram
memcard_directory         /storage/emulated/0/roms/system/memcard
state_directory           /storage/emulated/0/roms/system/sta
diff_directory            /storage/emulated/0/roms/system/diff

many,thanks.

but in what location,i put the mame.ini for android?

If your phone/tablet just has a sd/microsd then it goes there, if it has an internal sd then there. Then you would need to change the paths in mame.ini, the following are examples: /mnt/extSdCard/roms /mnt/sdcard/roms /sdcard/roms /storage/extSdCard/roms

But whatever app you use to navigate through your files would be the best place to find out what the paths need to be.

thanks you.

Upon attempting to boot Nintendo 64 games with the latest developmental Windows build, they simply crash without any real error in the command line window. Reading through the thread to see what could be wrong, I’ve made sure that all paths are correct, and glide64mk2.ini is in the right place. Even so, RetroArch still crashes upon booting Nintendo 64 games. All other cores work normally, so I’m not sure why I’m having trouble. Some people seem to be having varying degrees of success.

Also, is the PCSX-reARMed core available for Windows as well?

A new build needs to be made again. There was a bad libretro ABI break that caused all N64 games to crash hard at startup (segmentation fault). That has since been resolved.