Win64 and Android Test Builds

[quote=“Awakened”]

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.[/quote]

I dunno why would it be faster but I can tell it’s HLE since CPU spikes at the end of the title screen, also it crashes without the cx4 roms

Hmm regarding the Linux-x86_64 builds for the 64 bit version of OpenElec, i have copied the file over to my device with openelec on but when i try and install add-on via the ‘Install from zip file’ the archive file doesn’t appear in the folder where i placed it. Any ideas?

The file is tar bzip2 not standard zip, Also since I couldn’t get OpenElec to run in VMware anymore as it’s been a couple of years since I played around with it, I just compiled everything and did some testing in kUbuntu, if I had a working version of OpenElec I can build a version that installs correctly instead of needing to manually do it. I will have the chance later but as I begin the big move in the morning and don’t know when I will be back online let alone get around to install OpenElec on a spare hard drive to test out.

@AndresSM, I didn’t realize those changes had finally happened in bSNES so that cuts down the compile chains down to two.

The file is tar bzip2 not standard zip, Also since I couldn’t get OpenElec to run in VMware anymore as it’s been a couple of years since I played around with it, I just compiled everything and did some testing in kUbuntu, if I had a working version of OpenElec I can build a version that installs correctly instead of needing to manually do it. I will have the chance later but as I begin the big move in the morning and don’t know when I will be back online let alone get around to install OpenElec on a spare hard drive to test out.

@AndresSM, I didn’t realize those changes had finally happened in bSNES so that cuts down the compile chains down to two.[/quote]

Ah ok, thanks for taking the time yo start work on a Linux version anyway. ’ One thing I have notice between the files in your build and an older add-on for OpenElec is there seems to be a bin’ folder and the Retroarch executable file (or whatever the term is for Linux) is a .sh file extension where the executable in your build doesn’t appear to have a file extension, not sure if I can just rename it to ‘retroarch.sh’ ?

I’ve complied MAME Windows builds in the past which were straight forward enough but from what I’ve read up on compling for RetroArch seems a lot more complicated and out of my skill set

@lordashram

Could you update the NstDatabase.xml file in your next release? The current one is outdated and prevents some games from working properly in Nestopia.

https://github.com/rdanbrook/nestopia/b … tabase.xml

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]

Help me please, I have problems with MAME with mingw-w64, I haven’t managed to get it to work (it builds but crashes when loading). I use mingw from msys2. I have also tried with tdm-gcc that is 4.8.1 but it crashes too when loading.

Can you describe or even better link me to the exact package you use for your toolchain? also which python package do you use?

NVM fixed the issue, for some reason MAME doesn’t like being compiled with SEH exception handling

Hello, i’ve noticed trying to use the genplusx cores result in a crash at loading the game, it seems it does’nt able to uncompress the archive, using uncompressed files works. The stable 1.0.2 version works. I Think is a bug related to that core, other ones are not affected. Thanks.

UPDATE: Problem solved setting the uncompress folder in Rgui

In the latest nightly build i’m trying to save a preset for shaders but i can’t find it anywhere, i suppose it does not save. Another issue regarding PPSSPP core, it works with no shaders loaded, if you try to change it gives only a black screen (the sounds works pheraps)

What platform?

I’m sorry, i’ve forgotten, the platform is Win64

It could be related to this issue where you also get a black screen with sound when switching from fullscreen to windowed or windowed to fullscreen.

Both the Play Store version and the latest build on here are force closing on trying to load core on my HTC m8. Any ideas?

The file is tar bzip2 not standard zip, Also since I couldn’t get OpenElec to run in VMware anymore as it’s been a couple of years since I played around with it, I just compiled everything and did some testing in kUbuntu, if I had a working version of OpenElec I can build a version that installs correctly instead of needing to manually do it. I will have the chance later but as I begin the big move in the morning and don’t know when I will be back online let alone get around to install OpenElec on a spare hard drive to test out…[/quote]

Lorashram, apparently the Linux build you complied has an ubunto dependency called libwayland-egl.so.1 which is why its not working with Openelec, any chance of a fix?

RetroArch-2014-11-12 Android: Updated: RetroArch[a56fc9d], 2048[e1bada7], 4do[be95d71], Beetle PCE Fast[a26abf3], Beetle PSX[c0af834], blueMSX[68b1401], bSNES[772a847], bSNES-Mercury[41e0425], Desmume[4aefde6], Dinothawr[a56e2cd], FCEUmm[1655de8], fmsx[294863a], Gambatte[3283b29], Genplus GX[67d8670], Handy[9719161], Meteor[9109551], Nestopia[d3d9ed1], NX[f5668f3], o2em[3658256], PRBoom[5adbe26], ProSystem[cba7741], QuickNES[06f83f6], SNES9x[747162a], SNES9x-Next[67d0cbe], TGBDual[688cfe2], TyrQuake[], VBA-M[9b85186], VBA Next[97a7470], Vecx[1a9595e], virtualJaguar[2549a9d], Yabause[87ba955]

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

The latest version of these cores failed to build for me for Android: Mupen64plus[7636c8e], Stella[31a4558], UME[8016f05]

Going from a house to an apartment was a bigger pain that we anticipated but things are starting to get back to normal.

@AndresSM/Radius When I started using updated toolchains I had noticed that the Maister was using SLJL for Win64, I still tested out the SEH at the time and ran into several cores crashing when loading them so I’ve stuck with SLJL ever since.

@BlockABoots, I will work on updating the Linux port tomorrow.

@all, with the buildbot doing Win64 builds is there still an interest in my Win64 builds?

Amazing!!! First working Atari jaguar emulator for android!!

but my gpd g58’s padkey still not working in this build :frowning: it really work fine in build 0918 but borken then on…

BTW I can run 3do bios smoothly but it just wouldn’t start load cd…anything I missed?

for UME , is it related to memory.h ? we forgot to rename memory.h to emumemory.h and change in emu.h #include “memory.h” to #include “emumemory.h” i dont have the behavior on my own because i have remove memory.h include from stdlib.h in my android standalone toolchain . i ll update on git when possible.

Glad the move went ok and things are on the up.

Regarding the Win64 builds, is there any major differences between your builds and the Buildbot builds?? If not then you might as well save yourself some stress =D

RetroArch-2014-11-13 Android: Updated: RetroArch[727ef83], UME[8ae0253]

OpenElec-x86_64: Updated: RetroArch[727ef83],common-shaders[], 2048[e1bada7], 4do[be95d71], Beetle PCE Fast[a26abf3], Beetle PSX[c0af834], blueMSX[68b1401], bSNES[772a847], bSNES-Mercury[41e0425], Desmume[4aefde6], Dinothawr[a56e2cd], FCEUmm[1655de8], fmsx[294863a], Gambatte[3283b29], Genplus GX[67d8670], Handy[9719161], Meteor[9109551], Mupen64plus[1851948], Nestopia[d3d9ed1], NX[f5668f3], o2em[3658256], PRBoom[5adbe26], QuickNES[06f83f6], ScumVM[], SNES9x[747162a], SNES9x-Next[67d0cbe], Stella[31a4558], TGBDual[688cfe2], TyrQuake[], UME[8016f05], VBA-M[9b85186], VBA Next[97a7470], Vecx[1a9595e], virtualJaguar[2549a9d], Yabause[87ba955]

NOTE: For best results with Android port, be sure to uninstall previous version before installing newer versions. UME 2014 based on MAME-SVN r33370