Release [Port] Residual


@ PokeParadox: thanks for testing :) Could you post the logs from the crash please ?
Sure thing!

Code:
=======================================================================================
PND             : /media/System/pandora/desktop/residualvm-magicsam.pnd
PND_FSTYPE      : Squashfs
APPDATADIR      : /media/System/pandora/appdata/residualvm-magicsam
APPDD_FSTYPE    : vfat
PND_CPUSPEED    : <unset>
EXENAME         : run.sh
ARGUMENTS       : <unset>
=======================================================================================
[ START ]--- Mount the PND ----------
Mounting : mount -t squashfs -o ro "/dev/loop0" "/mnt/utmp/residualvm-magicsam"
Mounting the Union FS : mount -t aufs -o exec,noplink,dirs="/media/System/pandora/appdata/residualvm-magicsam=rw+nolwh":"/mnt/pnd/residualvm-magicsam=rr" none "/mnt/utmp/residualvm-magicsam"
[SUCCESS]--- Mount the PND ----------
[ START ]--- Starting the application ( run.sh  ) ----------
WARNING: Couldn't create 32-bit visual, trying 16-bit!
WARNING: Couldn't create 16-bit visual with alpha, trying without alpha!
WARNING: Error: OpenGL not available!
LIBGL: Initialising glshim
omapsdl: opened tslib touchscreen
omapsdl: in_evdev: found "keypad" with 84 events (type 00100013)
omapsdl: in_evdev: found "nub0" with 3 events (type 00000007)
omapsdl: in_evdev: found "nub1" with 3 events (type 00000007)
omapsdl: in_evdev: found "gpio-keys" with 16 events (type 00000023)
omapsdl: skip /dev/input/event5 as ts
omapsdl: found 5 evdev device(s).
omapsdl: detected 800x480 'lcd' (0) screen attached to fb 1 and overlay 1
omap_VideoInit , size=800,480
fbdev: switching to 640x400@16
fbdev: /dev/fb1: 640x400@16
fbdev initialized.
xenv: X vendor: The X.Org Foundation, rel: 10707000, display: :0.0, protocol ver: 11.0
xenv: display is 800x480
User picked target 'grim-win' (gameid 'grim')...
  Looking for a plugin supporting this gameid... Grim Engine
  Starting 'Grim Fandango'
fbdev: switching to 640x480@24
fbdev: /dev/fb1: 640x480@24
fbdev initialized.
omapsdl: dropping unhandled flags: 00000002
fbdev: switching to 640x480@24
fbdev: /dev/fb1: 640x480@24
fbdev initialized.
omapsdl: dropping unhandled flags: 10000002
fbdev: switching to 640x480@24
fbdev: /dev/fb1: 640x480@24
fbdev initialized.
omapsdl: dropping unhandled flags: 10000002
[SUCCESS]--- Starting the application ( run.sh  ) ----------
[ START ]--- Restoring the frame buffer status ----------
[SUCCESS]--- Restoring the frame buffer status ----------
[ START ]--- Restoring nub mode ----------
[SUCCESS]--- Restoring nub mode ----------
[ START ]--- uMount the PND ----------
[ START ]--- Waiting the Union to be available ----------
[SUCCESS]--- Waiting the Union to be available ----------
rmdir: failed to remove `/mnt/utmp/residualvm-magicsam': Device or resource busy
[ START ]--- Waiting the PND mount dir to be free ----------
[SUCCESS]--- Waiting the PND mount dir to be free ----------
cleanup done
[SUCCESS]--- uMount the PND ----------
=======================================================================================
Return code is : 2
 
Thanks for testing :)

Could you please try again with this PND ?

This time, I removed Notaz' SDL from run.sh, so ResidualVM should be windowed...

Cheers, Magic Sam
 
Here's the new log. Still crashing out. 

Code:
=======================================================================================
PND             : /media/System/pandora/desktop/residualvm-magicsam-v2.pnd
PND_FSTYPE      : Squashfs
APPDATADIR      : /media/System/pandora/appdata/residualvm-magicsam
APPDD_FSTYPE    : vfat
PND_CPUSPEED    : <unset>
EXENAME         : run.sh
ARGUMENTS       : <unset>
=======================================================================================
[ START ]--- Mount the PND ----------
Mounting : mount -t squashfs -o ro "/dev/loop0" "/mnt/utmp/residualvm-magicsam"
Mounting the Union FS : mount -t aufs -o exec,noplink,dirs="/media/System/pandora/appdata/residualvm-magicsam=rw+nolwh":"/mnt/pnd/residualvm-magicsam=rr" none "/mnt/utmp/residualvm-magicsam"
[SUCCESS]--- Mount the PND ----------
[ START ]--- Starting the application ( run.sh  ) ----------
WSEGL_InitialiseDisplay: DRI2OpenConnection failed
WARNING: Couldn't create 32-bit visual, trying 16-bit!
WSEGL_InitialiseDisplay: DRI2OpenConnection failed
WARNING: Couldn't create 16-bit visual with alpha, trying without alpha!
WSEGL_InitialiseDisplay: DRI2OpenConnection failed
WARNING: Error: Unable to make GL context current!
LIBGL: Initialising glshim
User picked target 'grim-win' (gameid 'grim')...
  Looking for a plugin supporting this gameid... Grim Engine
  Starting 'Grim Fandango'
libGL: built on Jan 17 2015 16:53:26
LIBGL: Current folder is:/mnt/utmp/residualvm-magicsam
libGL egl backend: libEGL.so
Unable to initialize EGL display.
ERROR: EGL Error detected: EGL_NOT_INITIALIZED (0x3001)
Unable to initialize EGL display.
ERROR: EGL Error detected: EGL_NOT_INITIALIZED (0x3001)
Unable to initialize EGL display.
ERROR: EGL Error detected: EGL_NOT_INITIALIZED (0x3001)
[SUCCESS]--- Starting the application ( run.sh  ) ----------
[ START ]--- Restoring the frame buffer status ----------
[SUCCESS]--- Restoring the frame buffer status ----------
[ START ]--- Restoring nub mode ----------
[SUCCESS]--- Restoring nub mode ----------
[ START ]--- uMount the PND ----------
[ START ]--- Waiting the Union to be available ----------
[SUCCESS]--- Waiting the Union to be available ----------
rmdir: failed to remove `/mnt/utmp/residualvm-magicsam': Device or resource busy
[ START ]--- Waiting the PND mount dir to be free ----------
[SUCCESS]--- Waiting the PND mount dir to be free ----------
cleanup done
[SUCCESS]--- uMount the PND ----------
=======================================================================================
Return code is : 8
 
@magic_sam: you can add "export LIBGL_FB=1" to your runscript to make it compatible with newer driver, as I see you used glshim.
 
Hi guys :)

@ ptitSeb: thanks, I'll add this in the next version. Btw, may I re-enable Notaz' SDL for fullscreen support ? 

@ PokeParadox: could you please give some more details ? Are there any glitches on screen ? Is the game faster than on the software rendered version, etc... ? Thanks for your input :)

Cheers, Magic Sam
 
@ ptitSeb: thanks, I'll add this in the next version. Btw, may I re-enable Notaz' SDL for fullscreen support ? 
Nope, it's not compatible with GL...

You need to force fullscreen yourself, because with LIBGL_FB=1, the game will be displayed as fullscreen, but if it's still Windowed, you will be able to click outside the game (kind of difficult to explain, but even if the game is displayed as fullscreen, it is not automaticaly fullscreen as with omapdss).
 
The fps seems a little better. Both SDL and GL seem to max the CPU load... But that doesn't seem right. I'm going to check using different system monitors.


Textures are a little smoother in GL bilinear filtered. There appears to be depth check glitches. E.g. The post chute in the first scene, Manny can appear in front of it... Which looks strange.
 
Hi all :)

I'm compiling a fresh git version with the following flags:

pandora:/media/Pandora/dev/residualvm-master$ ./configure --prefix=/mnt/utmp/residualvm-magicsam --enable-c++11 --disable-debug --enable-release --enable-optimizations --disable-mt32emu
This time, all the engines are enabled. Still no luck with tremor though... I also disabled the mt32emu, as I read it could slow things down.

Stay tuned ;)

EDIT: new PND is here. Testing would be much appreciated ;)

@ptitSeb: export LIBGL_FB=1 is now in the run script. Thanks for the tip !

Cheers, Magic Sam
 
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Hi again ;)

I just grabbed some demo files on Residual's home page in order to test that new build:

Grim Fandango

Doesn't look much faster than the old software rendered version. Actually, I think it's even slower than before... FPS range from below 5 in the open to ~15 when inside a room. Overclocking to 1GHz didn't help.

Escape from Monkey Island

Speed looks good with that one, FPS stable at ~15.

Myst III

Can't tell, I don't own that game and I couldn't find any demo version on the Internet.

Please test this new build on your side and give some feedback :)

EDIT: in order to use tremor, you have to specify --disable-vorbis and --enable-tremor on the command line... I'll rebuild the PND later with tremor support, sorry for the inconvenience.

Cheers, Magic Sam
 
Last edited by a moderator:
Hi all :)

New PND with tremor support here.

It didn't make Grim Fandango run any faster though...

@ ptitSeb: do you think a more recent version of libGL and libGLU would help with speed issues and depth check glitches ?

EDIT: and thanks PokeParadox for testing :)

Cheers, Magic Sam
 
Last edited by a moderator:
Wow... Can't keep up!

I tried the build previous to the tremor build (will try that shortly!)

Depth Issues, and still 100% CPU usage in GF. But you can use the newer graphics drivers on Pandora, so maybe some give better performance than others?

I was also getting around 20/23 FPS

I also tried Monkey 4 and in GL I could only get a black screen(I will try different drivers) and in Software it ran but it was really really slow.

Maybe the GL rendering will help Monkey 4 more than GF.

 
 
So... With default driver for GHz, Monkey4 works... Although there are many GFX problems but yes it feels better than the software renderer.


Have you any idea why it may be maxing out the CPU even in GL rendering? :S
 
In my quick testing I tried both games on my 1gig Pandora (not sure exactly what graphics driver though). I thought Grim Fandango looked a bit better than previously graphics wise but the framerate seemed a little slower. For Monkey Island the game definitely judges during the more graphically intensive cut scenes but gets better during actual game play. Also the screen was left centred and occasional artifacts from my desktop could be seen through the right side (outside the game area)


Oh I didn't use the very latest beta posted there


How does one change between software and gl rendering? When I tried to use software rendering from within the Residual gui it just gave me a black screen!
 
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