First: you should get a native build of libpng12. I know it's not in most reo anymore, but using emulated version is a waste of cpu cycle. Same for libjpeg.so.8 (libjpegturbo is think).
What would be the best/safest way to do that? For the x86 libs, I was less picky. I'm running Debian Buster on the Gameshell -- would there be any issues just grabbing
this one from jessie? I poked around and didn't see any armhf versions of libjpeg8 though. There are
versions at 6.2 and at 9, but the only one for 8 looks like arm64 only. The turbo versions seem to be at 6.2. If I just grab the individual files, will I also need to figure out and grab dependencies for them too? I'm just curious what's the best and easiest way to get them.
I did build gl4es, back when I wastrying to get mono games to work. It's still in my monolibs directory along with some other stuff. I haven't had it in the path for my box86 testing though. I haven't done a git pull and rebuilt gl4es either, and it looks like you're pretty active on that project too. Is that something I should try to keep built and in sync with box86? Are there certain OpenGL errors that it can fix? Or should I just try to use it with BOX86_LIBGL and possibly the LIBGL_ES=1 whenever I see errors that seem to be related to OpenGL?
I'm going to start working back through the spreadsheet, and I added a new commit column that will point to the version of box86 that I used. I also decided to just dump the full log file -- it's easier and that way you have the full context, plus it's all searchable from the main spreadsheet so it should be easier to find repeats of specific messages that way, even if it's just to identify all Gamemaker games or whatever. I'll also try to be more descriptive in the status. I'll also move Gameshell specific issues to a separate column, since things like the resolution may not be a problem on devices with larger displays. I don't remember what was wrong with the Neko puzzle -- I know it was mostly playable, but there was something.
Also, I'm surprised FTL is marked as non-working.
I have the Humble Bundle version, and mine has never worked so far. I've never seen a splash screen or a menu screen and just get a black screen. It may be the display resolution on the Gameshell. Perhaps the screen isn't black, but I'm only seeing the 320x240 top left corner, which is black?
Here's what my FTL install looks like. It's pretty flat, and I don't think the licenses directory is needed but I didn't bother to delete it.
My shell script is simple too:
Code:
#!/bin/bash
export BOX86_DYNAREC_LOG=1
./box86 FTL.x86 > log.txt
Oddly, Humble Bundle lists both versions of FTL, but the download is identical. So I'm assuming it's the "Advanced Edition".
I see you got Crimsonland working too! I'll try that one again too. If there are specific games in the list you want me to try again sooner than later, let me know. Otherwise I'll just work through them as time allows, and in the order I like.
By the way, with the recent build, Pixeljunk Monsters Ultimate now gets past the main menu screen and seems fully playable. The menus are close to full speed when navigating, but the gameplay is quite slow. I didn't see any in-game options to turn down the effects or anything, so I'm afraid it might never be full speed on the Gameshell. Might be good on the Pandora though! (And perhaps the png/jpeg issue is slowing me down. I also noticed that ROM Check Fail is running faster. It's not quite full speed, but it's better than before. It seems to mostly slow down when there are lots of enemies/shots on the screen. I haven't updated any of these in the spreadsheet, but I'll do that soon.