Win64 and Android Test Builds

Works fine on my phone. btw, porting an emu is not trivial, it’s doable and some of the devs can pull a port in one or two days but it’s not like they are gonna port everything just because users ask.

So far you have kind of asked for 2 saturn ports, 3 n64 ports and a model 2 emulator port…

it’s also worth noting that the wii recompiler would only work on PPC.

RetroArch-2014-08-10 Android: Updated: RetroArch[002213d], Gambatte[084b724], Genplus GX[084b724], Mednafen PCFX[3fb3dc1], Mednafen PSX[1053f8f], Mupen64plus[4db2869], Nestopia[b625e89],PCSX_ReARMed[1929a79],Picodrive[d848175],Stella[08a401d],UME2014[a98d9a0],Yabause[4fc82ea], 3DEngine[56f54eb], 2048[f5b2252]

Win64: Updated: RetroArch[002213d],Common-Shaders[2a1d93e],bSNES-cplusplus98[86dcfc9], DeSmuME[f381536],Gambatte[084b724], Genplus GX[084b724], MAME/MESS/UME2014[a98d9a0], Mednafen PCFX[3fb3dc1], Mednafen PSX[1053f8f], Mupen64plus[4db2869],Nestopia[b625e89],Picodrive[d848175],ScummVM[ed17ae3],Stella[08a401d],TGBDual[d7cca00],Yabause[4fc82ea] Added: Prosystem[737e027], Vecx[f6577f9]

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

MAME/MESS/UME 2014 based on MAME-SVN r31576

PPSSPP https://dl.dropboxusercontent.com/u/149 … bretro.dll

I didn’t include the latest DeSmuME on the Android port due to crashing while loading games. On the Windows side I didn’t include PPSSPP nor Virtual Jaguar due to both eorring out for me when compiling.

@7Rtype & newisle, I have not tried any of the MESS stuff with latest MAME/I<E builds, I’ve only tried to load MAME roms but always get a black screen.

@AndresSM, I don’t use MSYS for any of the RA/libretro stuff. I use a modifiued version of Maiser’s toolchain which itself is a modified version of git for Windows package. I have toolchains for gcc 4.7.3 (for bSNES), 4.8.3 (for Mupen64) & 4.9.0 (for everything else). Speaking of builds how are you able to build PPSSPP for Windows, are you using MSYS?

No, it only builds with MSVC atm, dunno if someone has planned to fix the Makefile for Windows. So, MAME is building correctly for you with 4.9.0?

I use gcc 4.9.1 for everything except MAME/MESS since those are crashing for me. Mupen works best with 4.9.1 too in my experience, no more crashes in Conkers BFD

THX for your hardwork!

I have tested your UME2014 core with some MESS stuff, I get a black screen and crash too… Here is my log

I/RetroArch: ( 2629): Loading config from: /data/data/com.retroarch/retroarch.cfg.

I/RetroArch: ( 2629): WindowFocusChanged: 0x689cfa50 -- 1

I/RetroArch: ( 2629): Loading dynamic libretro from: "/data/data/com.retroarch/cores/ume_libretro_android.so"

I/RetroArch [ERROR] :: ( 2629): dylib_load() failed: "dlopen failed: cannot locate symbol "_Z17sony_set_sel_lineP8device_ti" referenced by "ume_libretro_android.so"...".

I/RetroArch [ERROR] :: ( 2629): Failed to open dynamic library: "/data/data/com.retroarch/cores/ume_libretro_android.so"

I/RetroArch [ERROR] :: ( 2629): Fatal error received in: "load_dynamic()"

D/dalvikvm( 2629): threadid=19: thread exiting, not yet detached (count=0)

I/RetroArch: ( 2629): jni_thread_destruct()

I/ActivityManager(  450): Displayed com.retroarch/.browser.retroactivity.RetroActivityFuture: +190ms

unlike R-type’s core report miss driver,your core report can’t open dynamic library…

Wait, what, theres an Atari Jaguar Core??

Wait, what, theres an Atari Jaguar Core??[/quote]

It’s been in the repo for over a year, but the sound wasn’t working until yesterday. https://github.com/libretro/virtualjagu … its/master

Can we get a test build for Android just after the input is reworked and before the Lakka GUI is implemented? The newer builds with bad input have most of the cooler cores like MESS/UME which does not work in the older stable build from the Play Store.

Have to wait for a good vector shader for the Vectrex core

Yep,We even have a 3DO core by r-type!!

THX for your hardwork!

I have tested your UME2014 core with some MESS stuff, I get a black screen and crash too… Here is my log

I/RetroArch: ( 2629): Loading config from: /data/data/com.retroarch/retroarch.cfg.

I/RetroArch: ( 2629): WindowFocusChanged: 0x689cfa50 -- 1

I/RetroArch: ( 2629): Loading dynamic libretro from: "/data/data/com.retroarch/cores/ume_libretro_android.so"

I/RetroArch [ERROR] :: ( 2629): dylib_load() failed: "dlopen failed: cannot locate symbol "_Z17sony_set_sel_lineP8device_ti" referenced by "ume_libretro_android.so"...".

I/RetroArch [ERROR] :: ( 2629): Failed to open dynamic library: "/data/data/com.retroarch/cores/ume_libretro_android.so"

I/RetroArch [ERROR] :: ( 2629): Fatal error received in: "load_dynamic()"

D/dalvikvm( 2629): threadid=19: thread exiting, not yet detached (count=0)

I/RetroArch: ( 2629): jni_thread_destruct()

I/ActivityManager(  450): Displayed com.retroarch/.browser.retroactivity.RetroActivityFuture: +190ms

unlike R-type’s core report miss driver,your core report can’t open dynamic library…[/quote]

@newisle & lordashram , i have also a snapdragon S800 (LG G2 ) and my android compilation of UME core works fine on my device , although i am on JB not on KK maybe the pb . ( i read somewhere here that in KK there is a pb with zipped rom )

BTW , Lordashram your compilation of ume seem to be broken as you have undefined reference like sony_set_sel_line . Maybe you can find in your build dir if you have file with 0 length size. or run a arm-linux-androideabi-nm -u ume_libretro_android.so to see the undefined symbol , you ll have many in your build.


       U APPLEFDC
         U FLOPPY_APPLE
         U FLOPPY_SONY
         U IWM
         U MEA8000
         U NAND
         U SMARTMEDIA
         U _Z14sony_read_dataP8device_t
         U _Z14sony_set_linesP8device_th
         U _Z14sony_set_speedi
         U _Z15sony_write_dataP8device_th
         U _Z16sony_read_statusP8device_t
         U _Z16z80bin_load_fileP22device_image_interfacePKcPtS3_S3_
         U _Z17sony_set_sel_lineP8device_ti
         U _Z18apple525_read_dataP8device_t
         U _Z18apple525_set_linesP8device_th
         U _Z19apple525_write_dataP8device_th
         U _Z20apple525_read_statusP8device_t
         U _Z21sony_set_enable_linesP8device_ti
         U _Z25apple525_set_enable_linesP8device_ti
         U _ZN11nand_device10is_presentEv
         U _ZN11nand_device12is_protectedEv
         U _ZN11nand_device12set_data_ptrEPv
         U _ZN11nand_device6data_rEv
         U _ZN11nand_device6data_wEh
         U _ZN11nand_device9address_wEh
         U _ZN11nand_device9command_wEh
         U _ZN14mea8000_device4readER13address_spacejh
         U _ZN14mea8000_device5writeER13address_spacejhh
         U _ZN20applefdc_base_device12device_resetEv
         U _ZN20applefdc_base_device12device_startEv
         U _ZN20applefdc_base_device12device_timerER9emu_timerjiPv
         U _ZN20applefdc_base_device13iwm_modereg_wEh
         U _ZN20applefdc_base_device4readEh
         U _ZN20applefdc_base_device5writeEhh
         U _ZN20applefdc_base_device9get_linesEv
         U _ZN20applefdc_base_deviceC2ENS_10applefdc_tERK14machine_configPFP8device_tS3_PKcS5_jES7_S7_S5_jS7_S7_
         U _ZTI14mea8000_device
         U _ZTI20applefdc_base_device
         U _ZTI23smartmedia_image_device
         U _ZTV20applefdc_base_device


if you compare with the core i post above , i ll see that in mine the only undefined is func is for the extern library ( like pthread ,libc ect). , so it’s normal, yours have plenty of missing ume func .

@Oggom , Release of Jag core with audio working , was here since a long time but wasn’t official . BTW be sure to use useFastBlitter if you notice some slowdown ingame.

I can confirm testing UME on my Fire TV with failed results on an unofficial build compiled on EmuCR. I used the latest 8/10/2014 posted version.

The UME core sits at a black screen for a while before returning to the main menu. I chose an NES game,a SNES game,and a Sega Geneis game,but none of them started the core. Do you have a video of it working on your device?

Still broken input,but the PCSX core from it is now amazingly smooth! Sadly still has that one audio issue where it stops playing or repeats a voice clip. Ripto got pissed off and started repeating phrases and then got bleeped out after noticing the Dragon (Spyro) twice. (I died laughing when it bleeped right when Ripto was talking onscreen) In-game voices don’t seem to fail like the first cutscene.

MAME 2014 runs,and after re-installing Play Store’s 1.0.0.2 and pasting it into the cores folder,its name changed to MAME 2013 for some weird reason.

I know that the UME issue is not directly from libretro official compiled builds,but this should still help.

I should have tried subsequent builds after 1.0.0.2 stable until finding the exact update that destroys the input mapping. That way,I could have pin-pointed the exact commit that ruined physical inputs entirely so the changes could be reverted to restore the physical input.

Do you have the hash database for MESS/UME ? Otherwise it wont work

I’m assuming that the apk I got from EmuCR does not have the hash file for some reason. It was missing the shaders.

I think the UME core and the needed hash file should just be uploaded for people with root access that want it badly enough. If someone does upload them,I will need to know what directory to put the hash file in for UME/MESS to boot properly. Too bad I have no experience with running UME on a computer,but I have experience with MESS and MAME.

Why does MESS (emulator) claim that N64 does not work when there is clearly a video of it running Super Smash Bros. on YouTube? It does seem to have issues since the video repeats one part of the intro,but the Graphics and Performance are quite good.

You can download softlist XML at MESS offical site.You also need roms in softlist name.(called MESS softlist roms).

I have tested supervison and MegaDuck roms with r-type‘s core and lordashram‘s android test build , work fine! But lordashram’s ume2014 core goes crash.

Before you set MESS files you must set RetroArch‘s [SYSTEM dir] and [ROM dir]

eg.

In MESS ,supervision called sivion .So your must put supervision’s softlist.xml in [SYSTEM dir]\ume\hash; and put the roms in [ROM dir]\ume\roms\sivion; some MESS drivers(eg.gp32 or poke-mini) needs bios,you must put MESS BIOS in [ROM dir]\ume\roms;

Hope it can help you to run the UME core on android,It is REALLY AWESOME!! Many Many THX for lordashram&R-type!!

Why must those two (three) emulators be so complicated?!?

MAME needed exact GoodROM names! (luckily fixed now,I think since I had no trouble) (or am I thinking about Model2 Emulator on PC with CRC checks) MESS/UME needs VERY specific directories and possibly even more!

Why not do what Gens,FCEU,SNES9x,and other emulators do and simplify things? Make it so even that extremely corrupted roms such as ones created by vinesauce corrupter can run from it with no exception caused by it not having a correct CRC apart from the game crashing because of an unplayable corruption. (Vinny makes the best.)

I don’t want to go through the trouble of removing and installing retroarch again to regain the UME core from it,but if somebody is kind enough to post an apk of a preset build of retroarch with UME/MESS and all needed hash files and whatnot included,I will gladly install it that way. Even better if they use the stable build with working input.

MAME/MESS/UME are messy because that’s how it is upstream. Removing all of those requirements would be a huge task and would be of little benefit.

Those are multi system emulators. Gens loads a genesis game, Snes9x loads SNES games, those already know what they are loading. MAME and MESS emulate so many systems that guessing is downright impossible. Actually softlists have made this better, you can now at least just tell the game name and if it’s a unique game that is available on a single system it will load straighaway. Otherwise you’d have to specify the platform, and the media type.

I added the mapping options to automatize this process as much as possible and I find it’s working very well on my end. Most MAME/MESS romsets are already organized like this anyway.

Is there something specific I need to do to get save states or game saves to work after upgrading to a test build? When I try to load a state from the GUI it says it failed. The output it gives also seems to point to a path in data/data/com.retroarch/savestates even though I don’t have any custom paths setup. All my savestates are in the same folder as my roms. When I try to load an in game save it just acts as if there are none available. I am trying to resume a wonderswan game.