RetroArch-2013-11-07
Android: Updates: RetroArch, mednafen-PSX Added: Handy (thanks to Lenny for the heads up)
Win64: Updates: RetroArch, Genesis-Plus-GX, mednafen-PSX, mupen64plus
RetroArch-2013-11-07
Android: Updates: RetroArch, mednafen-PSX Added: Handy (thanks to Lenny for the heads up)
Win64: Updates: RetroArch, Genesis-Plus-GX, mednafen-PSX, mupen64plus
Looks like Android isn’t liking the last commit for mupen64plus:
/home/n3dev/android/libretro-super/libretro-mupen64plus/libretro/jni/..//adler32.c: In function 'adler32':
/home/n3dev/android/libretro-super/libretro-mupen64plus/libretro/jni/..//adler32.c:56:16: error: 'NULL' undeclared (first use in this function)
if (buf == NULL)
^
/home/n3dev/android/libretro-super/libretro-mupen64plus/libretro/jni/..//adler32.c:56:16: note: each undeclared identifier is reported only once for each function it appears in
make: *** [/home/n3dev/android/libretro-super/libretro-mupen64plus/libretro/obj/local/armeabi-v7a/objs/retro_mupen64plus/__//adler
Builds fine on Win64
mupen64 still not working in android?
cps3 fix:
the backend en C for processor sh2 (cps3) not working in ARM ,and you have to switch to the CPU interpreted.
Hopefully once the latest commit is fixed.
Hopefully once the latest commit is fixed.[/quote]
Pushed a fix - apparently Android needs stddef.h for NULL to be defined - so included that in adler32.c.
@Squarepusher, thanks for the update, the good news is it compiles, the bad news it still crashes when you try to load a game. I went ahead and put it up for dl, it’s ‘RetroArch-2013-11-07v2.apk’ but I have no problems with the same rev & same roms with the Win64 port.
Another thing I have noticed on the Android port is that when I install a newer apk over the last, the files do not get updated. I have to uninstall the previous apk and then install the new apk, and then re-add my settings each time. I can verify this by checking the timestamps of the files.
You compiled the Android Mupen64 core on Windows? Tried compiling it on Linux instead?
What device do you have? What GPU?
Another thing I have noticed on the Android port is that when I install a newer apk over the last, the files do not get updated. I have to uninstall the previous apk and then install the new apk, and then re-add my settings each time. I can verify this by checking the timestamps of the files.
Yeah it no longer does this. This is as a consequence of our new APK extraction code - which is done in C as a JNI library.
This is exactly 300 times faster vs. doing it the Java Android way - and we needed to hoist the cores outside of the /libs directory if we wanted to have file access rights for the user to delete them at will.
So yeah - it is a minor inconvenience right now that you will have to deal with until maister maybe comes up with some kind of solution.
You compiled the Android Mupen64 core on Windows? Tried compiling it on Linux instead?
What device do you have? What GPU?
Another thing I have noticed on the Android port is that when I install a newer apk over the last, the files do not get updated. I have to uninstall the previous apk and then install the new apk, and then re-add my settings each time. I can verify this by checking the timestamps of the files.
Yeah it no longer does this. This is as a consequence of our new APK extraction code - which is done in C as a JNI library.
This is exactly 300 times faster vs. doing it the Java Android way - and we needed to hoist the cores outside of the /libs directory if we wanted to have file access rights for the user to delete them at will.
So yeah - it is a minor inconvenience right now that you will have to deal with until maister maybe comes up with some kind of solution.[/quote]
i have the same problem whit mupen64 android?
my gpu is mali400 galaxy s3.
mupen64 from play store working very good.
Unfortunately, the latest build for Windows does not remedy the crashing issue I’m having. In addition, the latest build also lacks an executable (unless this is intended). Should I wait until another build is prepared, or continue to look into the problem?
You need to recompile RetroArch from scratch. There was an ABI break a fortnight ago and this caused Mupen64 to instantly crash. This has since been fixed.
This goes for both the Android RA version and the PC RA version. DO NOT REPORT unless you have made sure that you have made a fresh recompiled build of RA AND the Mupen64 plus core.
You need to recompile RetroArch from scratch. There was an ABI break a fortnight ago and this caused Mupen64 to instantly crash. This has since been fixed.
This goes for both the Android RA version and the PC RA version. DO NOT REPORT unless you have made sure that you have made a fresh recompiled build of RA AND the Mupen64 plus core.[/quote]
could you made a fresh recompiled build for android?
i have time for test and feedback
thx
I still can’t get MAME 2013/2010 to compile on Android with the NDK standalone toolchain - it’s just one massive error after another.
Even got an internal error at src/emu/cpu/sh2/sh2drc.c.
lol, compiles for me, even after doing a fresh clean sweep of libretro, aka I backed up my custom compile scripts, wiped out libretro-super, pulled fresh, but mupen64plus still crashes when loading games.
Though I did have to make a few changes to my toolchains to compile the MAME cores with help from 7rtype:
Doing this worked for me, currently using android-19 for my MAME toolchain but also tested on 14 & 18 too.
Just thinking though, I did have to make my android toolchain a little different that what the “STANDALONE-TOOLCHAIN.HTML” said to do:
cd /home/n3dev/android/ndk-r9b/build/tools/
./make-standalone-toolchain.sh --ndk-dir=/home/n3dev/android/ndk-r9b --install-dir=/home/n3dev/android/toolchain/android-19 --platform=android-19 --toolchain=arm-linux-androideabi-4.8 --system=linux-x86_64
I’m having a problem with controls in these android builds. My device isn’t auto detected so I use custom binds but it completely ignores them. When I go back go the control menu it shows that the buttons are binded. In the input menu when in game it shows it is set to custom device. I have back button set to open the menu too and that doesn’t work. This started about 4 builds ago.
Also when entering the menu when in a core it brings up a message telling me to press OK but nothing works. I have to close the menu then reopen it
Hum , we have to try it , maybe can solve cps3 then . i know drc is on by default on 0.150 and there is an option to toggle off drc , -nodrc . but don’t know if it as an counterpart in mame.ini. can test by default for arm to insert -nodrc in the command line ,but need to recompile.
I notice you commit to remove strncase … macros , so the second pb with toolchain should be gone , only the memory.h pb stay , so 2 choices : uncomment memory.h in stdlib.h of toolchain or commit a change to change memory.h to mame_memory.h in all mame code ( lot of works )
hope you finally got it compile.
sorry to double post …
@squarepusher , i saw your commit for solve this , lol if I had known it was only 4 files to change …
@all , with last squarepusher commit , it’ll be more simpler to compile for ANDROID since now no need to tweak the android standalone toolchain.
But i could be always tricky to build ,depending your gcc ,native env …
basically we have to do 2 pass , one for buildtools with native toolchain and one for the emulator with ndk toolchain . ( see the readme.txt in the mame2010-libretro git for correct syntax)
build for android:
make -f Makefile.libretro "VRENDER=soft" "NATIVE=1" "PTR64=1" buildtools
make -f Makefile.libretro "VRENDER=soft" "platform=android" emulator -j4
if compile failed at some point (happened for me if -J10 used) , and then when restart compile it complain about linking makemak , just: cp prec-build/makemak obj/retro/build/ . restart compile with -j1 and should be fine.
for PC , it’s simple we only need one pass. and be sure to have python2 available in the path.
BTW , i have commit a rough port of 0.151 , but experimental and not tested , so if someone interested to test it here is the lin64 core and the android one : http://dl.free.fr/gg05HF46e
[quote=“7rtype”] sorry to double post …
@squarepusher , i saw your commit for solve this , lol if I had known it was only 4 files to change …
@all , with last squarepusher commit , it’ll be more simpler to compile for ANDROID since now no need to tweak the android standalone toolchain.
But i could be always tricky to build ,depending your gcc ,native env …
basically we have to do 2 pass , one for buildtools with native toolchain and one for the emulator with ndk toolchain . ( see the readme.txt in the mame2010-libretro git for correct syntax)
build for android:
make -f Makefile.libretro "VRENDER=soft" "NATIVE=1" "PTR64=1" buildtools
make -f Makefile.libretro "VRENDER=soft" "platform=android" emulator -j4
if compile failed at some point (happened for me if -J10 used) , and then when restart compile it complain about linking makemak , just: cp prec-build/makemak obj/retro/build/ . restart compile with -j1 and should be fine.
for PC , it’s simple we only need one pass. and be sure to have python2 available in the path.
BTW , i have commit a rough port of 0.151 , but experimental and not tested , so if someone interested to test it here is the lin64 core and the android one : http://dl.free.fr/gg05HF46e[/quote]
tested android,working fine,still cps3 not working.
thx for porting.
RetroArch-2013-11-10
Android: Updates: RetroArch, MAME2013 (updated to MAME 0.151), FinalBurnAlpha
Win64: Updates: RetroArch, MAME2013 (updated to MAME 0.151), FinalBurnAlpha, VBAM, Mupen64plus