Win64 and Android Test Builds

maybe you can try to tweak jni/Android.mk and change the 2 LOCAL_C_INCLUDES by :


LOCAL_C_INCLUDES := $(LOCAL_PATH)/$(RARCH_DIR)/libretro-sdk/include/

[quote=“Tatsuya79”]

Nope, nothing witch cheat.zip, tried in various folders… You can call Mame GUI with retropad L2 or keyboard tab.[/quote]

This is so weird…

@Tatsuya Out of the 1.0.0.3 oven (pre-heating atm :D) https://dl.dropboxusercontent.com/u/149 … bretro.dll

Fixes cheat support, not sure if it breaks anything regarding paths (didn’t for me) since it was related to the trailing slashes I added to fix that weird issue with paths not being created

Ah, so it was really broken? That link isn’t working. =(

edit: the link is working now and so does the cheat.7z detection! Nicely done, thanks! :slight_smile:

Cool stuff yeah my PC might have gone to sleep before it finished uploading. I’ll build mess too so we can test for any regressions… even thought the image loading thing was never really sorted out.

anyone else having the problem that the scummvm core crashes if one tries to start it? my initial problem was, that normal keyboard inputs aren’t registered (so I can’t get past the copy protection test of monkey island) so I tried the recent WIP version.

Did you try the builds here? http://buildbot.libretro.com/

didn’t know this link, thanks! yeah, the core starts again. the keyboard problem remains :confused:

edit: ok it isn’t an issue caused by scummvm. I tried an older retroarch version with an uptodate scummvm core and keyboard inputs are working fine.

Hmmm the systems folder is empty on the latest Nightly build

EDIT: Also Shader Parameters settings dont seem to take effect when you alter them

Lakka seems to crash whenever you try and run a core

The system folder should always ship empty, can’t ship BIOS images. Lakka is pretty much dead, XMB is the one still under development

Can you try another preset for the shader parameters issue? I reported it but noone was able to reproduce it back then. I only have that with royale and crt-easymode. With maister’s NTSC shader for instance everything works.

Please report bugs here viewtopic.php?f=2&t=2447

posted in that thread.

Have tried crt-geom and parameters can be altered and saved. Will try a few others and report back

EDIT: crt-caligari works fine EDIT2: crt-cgwg-fast works fine EDIT3: crt-hyllian works fine EDIT4: crt-lottes works fine EDIT5: crt-hyllian-glow preset works fine.

Must be a problem with the crt-easymode shader itself then?

RetroArch-2014-10-30 Android: Updated: RetroArch[d3a7b69], MAME2003[5705b92], Mupen64plus[614c71a], SNES9x-Next[25e7d77]

Linux-x86_64: Updated: RetroArch[d3a7b69], Mupen64plus[614c71a], ppsspp[4fc01a9], ScummVM[fb352c8], SNES9x-Next[25e7d77], UME 2014[1add62b]

Win64: Updated: RetroArch[d3a7b69], Mupen64plus[614c71a], ScummVM[fb352c8], SNES9x-Next[25e7d77], UME 2014[1add62b] Removed: MAME/MESS as I am only doing UME builds from now on

NOTE: For best results with Android port, be sure to uninstall previous version before installing newer versions. UME 2014 based on MAME-SVN r33070

Android port of MAME/MESS/UME2014 errored out while trying to compile it so I couldn’t include it this time.

@7rtype, you should change your name to “Dave Mustaine” becuase you rock, lol! I had tried several things that all failed but didn’t think about $(LOCAL_PATH), thanks again.

@BlockABoots, I added Linux-x86_64 builds for the 64 bit version of OpenElec.

Thanks.

What is the difference with those automatic builds we can get now?

On the Windows side nothing significant: Different compile times so different versions. Another on the automated side is on Windows everything is compiled using gcc 4.8.2. The advantage is that it should compile everything and for the most part work. I use different compilers for the following reasons: I use gcc 4.9.1 for everything but MAME/MESS/UME 2014 and bSNES due to the gcc 4.9.x compilers are more optimized for modern 64 bit cpus (but take that for what you will) but for now MAME/MESS/UME 2014 compiled with gcc 4.9.1 crashes when trying to play a game so I use gcc 4.9.0,for that and also bSNES requires 4.7.x or lower to compile Cx4 chip emulation so games like Megaman X3 play awful due to the lack of Cx4 emulation.

Also as of this post, there is no Android builds nor Linux 32bit nor 64bit builds.

The other thing is between my eye surgeries and now that I am preparing to move, I haven’t payed near as much attention to noticed that the buildbots are active now, so silly me.

That’s the main reason I asked you that, just in case you didn’t notice!

Thanks for the explanation.

On the Windows side nothing significant: Different compile times so different versions. Another on the automated side is on Windows everything is compiled using gcc 4.8.2. The advantage is that it should compile everything and for the most part work. I use different compilers for the following reasons: I use gcc 4.9.1 for everything but MAME/MESS/UME 2014 and bSNES due to the gcc 4.9.x compilers are more optimized for modern 64 bit cpus (but take that for what you will) but for now MAME/MESS/UME 2014 compiled with gcc 4.9.1 crashes when trying to play a game so I use gcc 4.9.0,for that and also bSNES requires 4.7.x or lower to compile Cx4 chip emulation so games like Megaman X3 play awful due to the lack of Cx4 emulation.

Also as of this post, there is no Android builds nor Linux 32bit nor 64bit builds.

The other thing is between my eye surgeries and now that I am preparing to move, I haven’t payed near as much attention to noticed that the buildbots are active now, so silly me.[/quote]

I buld mame/mess/ume with gcc 4.8.1 the rest is built with 4.9.1. Bsnes doesn’t have HLEd Cx4 anymore nor HLEd DSP1, so if Cx4 wasn’t compiling those games wouldn’t work at all but they are working correctly now.

I noticed I don’t get the slowdown I used to in lordashram’s builds on the Megaman X2 title screen in BSNES Balanced anymore since switching to the buildbot’s 1.0.0.3 beta build.

Thanks man, much appreciated!! =D