Win64 and Android Test Builds

many thanks.

i hope a android fix for mupen64 (android),will be soon.

RetroArch-2013-11-15

Android: Updates: RetroArch, FinalBurnAlpha, MAME2013, Mednafen, pcsx_rearmed, SNES9x, SNES9x-Next, VBAM, VBA Next

Win64: Updates: RetroArch, FinalBurnAlpha, MAME2013, Mednafen, SNES9x, SNES9x-Next, VBAM, VBA Next

Nice .

As side note about last mame 0.151 git , android port must be temporarily broken because rewrite of input code default joystick move to axis not d-pad . and Menu key not assigned by default , so can’t access menu to remap input , it’ll be quickly corrected . For PC port , analog should be working and now Win port should have full support to keyboard.

Nice .

As side note about last mame 0.151 git , android port must be temporarily broken because rewrite of input code default joystick move to axis not d-pad . and Menu key not assigned by default , so can’t access menu to remap input , it’ll be quickly corrected . For PC port , analog should be working and now Win port should have full support to keyboard.[/quote]

I still want digital controls for D-pad - otherwise the overlays won’t work on Android.

Hopefully that can still be done - if not, a solution will have to be arrived at.

I’ll keep an eye out for on the MAME core.

Also, before I forget (again), in libretro-build-common.sh I have to make a few changes to the script for things to work correctly on the Windows/Win64 side of things.

In MAME2013 to compile for Win64 since the beginning I had to change from

build_libretro_mame() {
   cd "${BASE_DIR}"
   if [ -d 'libretro-mame' ]; then
      echo '=== Building MAME ==='
      cd libretro-mame/0150

      "${MAKE}" -f Makefile.libretro platform="${FORMAT_COMPILER_TARGET}" ${COMPILER} "-j${JOBS}" clean || die 'Failed to clean MAME'
      "${MAKE}" -f Makefile.libretro platform="${FORMAT_COMPILER_TARGET}" ${COMPILER} "-j${JOBS}" || die 'Failed to build MAME'
      cp "mame_libretro${FORMAT}.${FORMAT_EXT}" "${RARCH_DIST_DIR}"
   else
      echo 'MAME not fetched, skipping ...'
   fi
}

to

build_libretro_mame() {
   cd "${BASE_DIR}"
   if [ -d 'libretro-mame' ]; then
   echo.
      echo '=== Building MAME ==='
      cd libretro-mame/0151

      if [ $PROCESSOR_ARCHITEW6432 = "AMD64" ]; then
        echo '=== Building MAME64 ==='
        "${MAKE}" -f Makefile.libretro platform="${FORMAT_COMPILER_TARGET}" ${COMPILER} "-j${JOBS}" clean || die 'Failed to clean MAME'
        "${MAKE}" PTR64=1 -f Makefile.libretro platform="${FORMAT_COMPILER_TARGET}" ${COMPILER} "-j${JOBS}" || die "Failed to build MAME"
      else
        echo '=== Building MAME32 ==='
        "${MAKE}" -f Makefile.libretro platform="${FORMAT_COMPILER_TARGET}" ${COMPILER} "-j${JOBS}" clean || die 'Failed to clean MAME'
        "${MAKE}" -f Makefile.libretro platform="${FORMAT_COMPILER_TARGET}" ${COMPILER} "-j${JOBS}" || die "Failed to build MAME"
      fi
      cp "mame_libretro${FORMAT}.${FORMAT_EXT}" "${RARCH_DIST_DIR}"
   else
      echo 'MAME not fetched, skipping ...'
   fi
}

I originally had tried to implement that into Makefile.libretro but was never successful, and I’m not sure how to implement something like that for the other platforms.

And for PicoDrive to copy correctly to the dist folder, I have to change

cp "picodrive_libretro${FORMAT}.${FORMAT_EXT}" "${RARCH_DIST_DIR}"

to

cp "picodrive_retro${FORMAT}.${FORMAT_EXT}" "${RARCH_DIST_DIR}"

Yes it’s not a big deal ,

BTW it’s only commit in 0.151 not 0.150 , and 0.151 is still experimental on android so not very important if it break between 2 commit . the first quick solution is to do like before by default and add option to toggle analog on. in the waiting to deal this with customize_input_type_list (the good way). i’ll look at when add little time to build and test .

other things , is it’s maybe time to delete 0.149 ,since it’s a Little outdated , and only keep 0.150 and 0.151 for the mame2013 git.

finally , speaking of overlays is there year Plan to Implement a keyboard overlay for android?

I would like to know, has the updates to Picodrive been done yet? Because I am really interested in playing MetalHead for the 32X without any problems.

Quick commit to fix android input in 0.151 , input should works as before on android . in the waiting of use customize_input_type_list.

RetroArch-2013-11-15v2

Android: Updates: RetroArch, MAME2013, VBAM

@CLDavi, Played it fine for a little while on my Note 3 but it locked up when I got killed.

I just installed the latest nightly to test the mupen64 core in android, but when I select a rom (zipped) the app crashes. Also I can see the bsnes core is no longer available, can it be added again? It ran fine on the shield.

But is it still better than the current snes9x core?

RetroArch-2013-11-16

Android: Added: BSNES, Mupen64plus

NOTE: Be sure to uninstall previous version before installing this, or things may not work.

BSNES: on Android port, I had removed it because it was not working, crashing when you tried to load a game. I did not think to retry to see if it works again when I did my recent full wipe to try to get Mupen64plus to work. Re-added after verifying it works again.

Mupen64plus: Is finally working again, it was not working even after I had did a full wipe when the RA API had been fixed. I finally figured out why is because it will compile but crashes when using the Android ABI toolchains versions 4.7 & 4.8, it will only compile and work with Android NDK 8e (and possibly lower) with Android ABI toolchain version 4.6, though everything else either works or requires Android NDK 9b with Android ABI toolchain 4.8.

wow,thanks you for the updates!

Made a fresh intall RetroArch-2013-11-16,still mupen64 not working in my galaxy s3.back to retroarch menu.

Wow, thank you very much. Tested again the mupen64 core, it works great on the shield. Played a bit of Majora’s Mask, I’m quite impressed to see how it runs.

Last night I was testing the shader support on the shield. Tryied a couple of them, super eagle and hq2x but when I returned to the game (Super Mario Bros 3) video sync was all messed up. The shader effect was working but there was a lot of missing frames.

@brujo5, It tested fine on my Note 3 (rooted with Snapdragon 800) and my wife’s Galaxy S4 (unrooted Snapdragon 400), but I can try it tomorrow on my friend’s unrooted Galaxy S3 when she comes over.

Only thing else I could think of atm is moving your mupen64plus.cfg & gles2n64.conf and if you have the old Glide64mk2.ini & RiceVideoLinux.ini to a temp folder away from RA’s reach when you do another uninstall/reinstall. Other than that going full paranoid and do a clear cache, then clear data, then uninstall old version then install new version.

@bluemonkey, Those are CPU based filters and not GPU based shaders so they will put an extra load on your CPU causing RA to be bogged down. I haven’t messed around with the shaders on my Android devices yet only my Win64 htpc so I can’t help you much there yet, but you can browse the shaders forum or the Nvidia Shield thread on the RetroArch forum and see if you can find anything there.

i dont have this files mupen64plus.cfg & gles2n64.conf ,Glide64mk2.ini & RiceVideoLinux.ini,

also no core options in retroarch for mupen64.

.[/quote]

tried but didnt work.