Win64 and Android Test Builds

Do you find other settings fail to work when enabling custom binds? In particular the back button setting!

Do you find other settings fail to work when enabling custom binds? In particular the back button setting![/quote]

If I remember correctly, back works as the ‘select’ button i.e. add coins etc…

Lordashram - that was probably not the correct camera core that you compiled from what hunterk tells me of this test APK.

You should bundle this instead -

https://github.com/libretro/instancingviewer-camera

RetroArch-2013-11-21

Android: Updated: RetroArch Added: Instancingviewer-Camera, MAME2003

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

@Squarepusher, I was about to post that I couldn’t get the Instancingviewer-Camera core to work then I saw your post, I can’t believe I did that.

@lordashram, @Squarepusher, Last test versions don’t respond the JXD S7800B native buttons properly. In stabe version 0.9.9.6 r22 they worked flawlessly with such input options: a) in “Back behavior” choose “Quit”; b) turn off “Configuration Autodetection”; c) turn off “Touchscreen Overlay” d) bind all hardware buttons (of course except the L3 and R3 ones) manually in “Player 1 Custom Binds”.

But in test versions of RetroArch I had no luck with any input options variations. I was able to bind all buttons properly in “Player 1 Custom Binds” though but in any game no one button responds.

Hope you can fix this bug. And if you’ll add the S7800B’s buttons to the autodetection list it would be perfect!

RetroArch-2013-11-24

Android: Updated: RetroArch, Gamebatte, MAME2013, Mupen64plus

Win64: Updated: RetroArch, MAME2013, Mupen64plus

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

I could not get the Win64 port of Gamebatte to compile, neither with gcc 4.7.3 nor 4.8.1.

@LiGHTaz, I’m not sure what I can do, but I will try to see if there is anything I can do.

RetroArch-2013-11-24v2

Android: Updated: RetroArch

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

Man, thanks for all these Android test builds… I love trying 'em out and getting a sneak peak of new features…

I will say that the only controller I’ve got to work has been a Dual Shock 3. Custom binds aren’t working. RGUI will detect whatever I input and respond, but it won’t transfer over once I start a game…

Also would love to see KitKat 4.4 immersive mode incorporated (full screen)

Thanks and keep 'em coming :wink:

In the last build, the back button doesn’t seem to want to return to the RGUI menu, even when it’s configured to do so… It ‘quits’ the emulation regardless of the settings. No way to acess the RGUI….

11-24 v2

Here is one of the notes from part of that update:

(Android) Big changes -

  • both MainMenuActivity and RetroActivity are single instances now
  • AKEYCODE_BACK gets eaten and onBackPressed in Java is triggered
  • onBackPressed right now calls an instance of MainMenuActivity (reuses the existing activity on the stack)
  • User can switch back and forth between RetroActivity and MainMenuActivity with AKEYCODE_BACK / Back button
  • When a subsequent intent is launched after RetroActivity has already been started up once, the pending intent gets passed to the existing RetroActivity throug onNewIntent - in C land it will look every frame if an intent is pending - if it is, it will look up certain variables through JNI to launch a new game - or whatever it is that the intent wants to do
  • With this we can now switch seamlessly between Android UI and RetroArch itself.

I guess I should have mentioned that on that release.

I pushed a new update that reimplements back behavior options.

RetroArch-2013-11-26

Android: Updated: RetroArch, Gamebatte, Instancing Viewer-Camera

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

For some reason builds starting from 2013-11-20 keep crashing with ‘The application RetroArch (process com.retroarch) has stopped unexpectedly.’ every time I try to load a game, enter TV Mode or choose ‘Manage Cores’ in Settings. RetroArch-2013-11-17 and all earlier builds play fine though. Of course I’ve made clean install and tried to change every setting possible with no luck. Any help?

What device are you using, and which version of Android is it? Also, is it stock, rooted or custom?

It’s Alwinner A10 based game console - http://yinlips.com/en/products/details.aspx?v=119 It runs stock Android 2.3.4 + root. Forgot to mention that both RetroArch r22 and Duke Droid’s RetroidNetplay work with no issues on this one.

RetroArch-2013-11-27

Android: Updated: RetroArch, Genesis-Plus-GX, Instancing Viewer-Camera, Mupen64Plus, Nestopia

Win64: Updated: RetroArch, Genesis-Plus-GX, Nestopia

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

bl@ck_m@ge, That link you posted says it runs on Android 4.0, prior to that time you mention the builds where defaulting to Android-17 API aka Android 4.2.2 but after that the builds where defaulting to build for Android API-19 aka Android 4.4. With today’s build I changed the default API back to Android-17, let me know if this one works or not.

LiGHTaz, I haven’t had time to check and see what I can do, but the devs have made some bigs changes under the hood of recent commits, so try the latest test build when you can.

brujo5, Any issues on the latest builds, there has been plenty done to Mupen64plus recently.

Squarepusher, I’m still unable to build the Win64 builds of Mupen64plus nor ScummVM with neither gcc 4.7.3 nor gcc 4.8.1. As soon as I can get the time, I will try to track down which commits that started the issues.

all cores working fine,except mupen64 (still crashes when load a rom)

thx.

Also why when open retroarch app for first time says (nexus 7 2012 detect configuration) ?¿ my device is a galaxy s3 i9300 very different hardware.