Update Retroarch 1.7.3

Discussion in 'Software Releases' started by canseco, Aug 21, 2017.

  1. canseco

    canseco Very Active Member

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    I did test it, and yep, it tries to find tos in the wrong place, but it crashes with a Bus Error, don't know if it's related.
    It's on my TODO list, so maybe you will see it as an update next time.

    I did found some more that are slow and/or crash, and prone to be removed, but thankfully there's good subtitutes for them.

    Can't replicate your problem.
    Did you unmount before removing the card?

    Noticed the same day it was posted and i did compile with armv flag, with all the extra flags from Codeblocks PND, works fine and no strange errors, so it will be on the next release, ;)

    Thx for the feedback.
     
  2. levi

    levi Still fresh, damnit!

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    FWIW, you can get pretty good logs by looking in /tmp after running the pnd. They're called pndrun_[project name].out IIRC, and they contain the terminal log plus surrounding stuff from the pnd_run script.

    Or you can run pnd_run yourself. That should mount the pnd and execute the runscript in the same way as double clicking it from the desktop menu, because that's what the .desktop files run. IIRC pnd_run is in your path.
     
  3. b_o_b

    b_o_b Advanced Member

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    No I don't, you are probably right and I might need to wait a bit longer or unmount the card before removing. Will try unmounting, that seems to be the safest method.

    Thanks, looking forward to the updates!

    Tried ./pnd_run.sh -p /retroach.pnd -m -> pnd was mounted
    after that from /mnt/utmp/retroarch ./runscript.sh -> crashes retroarch

    Will check /tmp next time for any log files and indeed starting pnd_run instead of ./pnd_run.sh mounts and executes the pnd. Will be helpful providing better bugreports - thx :)
     
    Last edited: Sep 10, 2017
  4. canseco

    canseco Very Active Member

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    Changelog

    1.6.7.2

    - Cores updated:

    picodrive 9ae88ef
    fbalpha b20cfd4
    gw-libretro 7cafbf4
    libretro-handy 420a16f
    beetle-ngp-libretro 163fc92
    libretro-fceumm 3cbd99e
    nestopia 3eacbb2

    - Cores removed:

    hatari (Bus error, looks on the wrong place for tos)
    meteor_libretro (segfault)
    mednafen_gba_libretro (too slow)
    mgba_libretro (segfault)
    vba_next_libretro (too slow)
    vbam_libretro (too slow)
     
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  5. canseco

    canseco Very Active Member

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    1.6.7.3

    - Cores updated:

    beetle-ngp-libretro ab5d1d5
    beetle-pce-fast-libretro d2080d7
    Dinothawr 21adc38
    fbalpha 1d0a61c
    gw-libretro 068f600
    Genesis-Plus-GX 7104058
    libretro-fceumm d6df119
    libretro-atari800 f892b44
    mgba_libretro 49c9254
    mrboom-libretro fca110d
    nestopia 54f6d76
    nxengine-libretro edc96c3
    picodrive c3887ce
    snes9x eb7cced
    QuickNES_Core 7c0796d
    pcsx_rearmed c7dde5e
    px68k-libretro a272864
    vice-libretro 8139feb

    Removed:

    mame, mame 2010, 2014 (too slow)

    - Updated libs, SDL 2.0.7, libpng 1.6.34, etc.
     
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  6. klapse

    klapse Central Scrutinizer

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    Do you have your changes or sources up somewhere? I'd like to try building for Sailfish OS.
     
  7. canseco

    canseco Very Active Member

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    Changelog

    1.6.9.0

    - Updated to latest stable release.

    - Cores updated:

    bettle-pcfx 5331315
    beetle-wswan-libretro ff4bbff
    beetle-supergrafx-libretro c9634b2
    fmsx-libretro 8ca1dca
    gpsp dbb83e5
    libretro-cap32 3e14ceb
    libretro-gme 2d0fb4e
    libretro-handy a4de67f
    tgbdual-libretro a973b67
    prosystem bdc2a82
    xrick-libretro 2623032
    scummvm e35edf9
    --- Double Post Merged, Nov 23, 2017, Original Post Date: Nov 23, 2017 ---
    Didn't do any changes to the source code.
    I compiled most of them with:

    make platform="armv neon" or make platform="unix"

    Thankfully ptitSeb Codeblocks PND command line CFLAGS and CXXFLAGS are already setup out of the box for OpenPandora.
     
  8. Hồng Thất Công

    Hồng Thất Công Đả Cẩu Bổng Pháp

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    Is there a way to make shaders work without causing massive slowdown? Overall, this is pretty good. Good job!
     
  9. canseco

    canseco Very Active Member

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    There are some shaders made for Rasbperry Pi that could work, but depending on the emulator it could be too much.
     
  10. canseco

    canseco Very Active Member

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    Changelog

    1.7.0.0

    - Latest Retroarch stable release.
    - More info: https://www.libretro.com/index.php/retroarch-1-7-0-released/

    Updated cores:

    scummvm 2.0.0 6345d9a
    beetle-ngp-libretro d8145bd
    beetle-pce-fast-libretro 3731ec9
    beetle-wswan-libretro fd18010
    bettle-pcfx 47240d7
    beetle-supergrafx-libretro 9749ab8
    Genesis-Plus-GX 69b2c0c
    gw-libretro 8f054a1
    libretro-fceumm 221c1fa
    mgba_libretro 05e2ff4
    mrboom-libretro def60c8
    nestopia 754d283
    prosystem 57c80cb
    QuickNES_Core 58e77db

    Added cores:

    snes9x2010 48eebbb

    Removed:

    snes9x (too slow)
     
    Last edited: Dec 31, 2017
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  11. canseco

    canseco Very Active Member

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    1.7.0.1

    Updated:

    beetle-ngp-libretro 024d3ec
    beetle-pce-fast-libretro d4d6fea
    bettle-pcfx 0c1c381
    beetle-supergrafx-libretro 216a61a
    beetle-wswan-libretro 3d6e700
    fbalpha 529a485
    fmsx-libretro 006d389
    gpsp a00ccac
    Dinothawr fbb3a75
    Genesis-Plus-GX 7176e8a
    mrboom-libretro e4c06f4
    nestopia ef33882
    nxengine-libretro 3826092
    picodrive e768a4d
    px68k-libretro 6029a45
    QuickNES_Core 8c4f63a
    vice-libretro 3f75f94
     
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  12. klapse

    klapse Central Scrutinizer

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    do any upscaling shaders run fast enough? (2xsai, hqx, scalefx, xbrz)?
     
  13. canseco

    canseco Very Active Member

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    Changelog

    1.7.1.0
    - Latest Retroarch stable release.
    - Updated SDL 2.0.8 (thx to ptitSeb for updating his github repo so quickly) and SDL2 Image 2.0.3.
    - Updated source code in src folder.
    - More info: https://www.libretro.com/index.php/retroarch-1-7-1-released/

    Updated:

    Genesis-Plus-GX 0aa222e
    GW (GameWatch) 9962b03
    GME (Game Music Emulator) 111ca8f
    FBAlpha (Arcade) e809986
    FCEUMM (NES) 16170cd
    MGBA b3c4ab2c
    MRBoom (Game) 4.4 50ccc5b
    Nestopia 5ecea44
    Picodrive f5d7a8d
    Snes9x2010 b9be098
    TGB Dual (GB) bad6ae0
    VICE 3.0 (C64) bea26

    See changelog for more info:
    https://www.libretro.com/index.php/retroarch-1-7-1-released/
     
  14. canseco

    canseco Very Active Member

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    Changelog

    1.7.2.0
    - Latest Retroarch stable release.
    - This time using latest git gl4es release instead of GLES2 directly.
    - Updated lots of cores, see list below.
    - More info: https://www.libretro.com/index.php/retroarch-1-7-2-released/

    Updated:
    atari800 (Atari-5200) 01ac024
    beetle-ngp (NeoGeo Pocket) b2b5c2c
    beetle-pce-fast (PC Engine) 11f7aaa
    bettle-pcfx 1767dd1 (PC-FX)
    beetle-supergrafx (SuperGrafx) 022f188
    beetle-wswan (Wonderswan) 4d702bc
    cap32 (Amstrad CPC) 76529bd
    Dinothawr 92431d1
    Genesis-Plus-GX (Megadrive) 823e278
    gpsp (GBA) 434612a
    GME (Game Music Emulator) 7f7aa31
    GW (GameWatch) ae06261
    FBAlpha (Arcade) 08cf5c6
    FCEUMM (NES) 82fd24e
    fmsx (MSX1/2) d856a29
    handy (Atari Lynx) 64e5f90
    mgba (GBA) 9e02efe0
    MRBoom 4.4 (Game) dc95890
    Nestopia (NES) 4fceba0
    nxengine (Cave Story) 32d68ce
    Picodrive (Megadrive) eaac037
    prosystem (Atari-5200) 360c65d
    QuickNES_Core (NES) 6d50e29
    Snes9x2010 (SNES) 443e3d1
    TGB Dual (GB) fe5c3ff
    VICE 3.0 (C64) bd62332c1
    XRick 5d5baab
    px68k (X68000) f69e15f
     
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  15. ptitSeb

    ptitSeb Serial Porter

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    Nice! did you try the runahead feature, on a NES game for example to keep system load reasonable?
     
  16. canseco

    canseco Very Active Member

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    I tried the 3 NES emus i compiled, FCEUMM and QuickNES work fine with runahead activated, but Nestopia gets stuttering.
    Still didn't tried different amount of frames ahead.
     
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  17. PokeParadox

    PokeParadox Founder of Pirate Games - Penjin Coder Staff Member

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    Are there any shaders that actually work without slowing right down?
     
  18. levi

    levi Still fresh, damnit!

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    All software shaders will slow things down to some extent; I think all that apply in GL2.0 (which is closest to being fully emulated in Ptitseb's GL4ES I think) are pixel shaders and vertex shaders. Vertex shaders emulated as software will probably need to pull the vertices off the GPU, transform them then squirt them back, which might be quite costly I don't know. But in terms of emulators you'll probably be concentrating more on pixel shaders as they're the subset of 2D shaders for 2D consoles, and also includes basic 3D stuff like bump mapping, gouraud shading (including phong shading) and that kind of thing because while these are based on the 3D normal vertices, they only paint the final 2D pixels.

    Basically you always need to intercept the GPU's transforms, yank data out and squirt is back all while doing the basic calculations needed to emulate the console in question - they're always likely to be relatively expensive, especially on an older CPU like the OMAP3 family in our Pandoras.
     
  19. ptitSeb

    ptitSeb Serial Porter

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    Vertex and Pixel shaders are computed on the GPU, not CPU (even with gl4es).
    Vertex shader are probably not an issue here, there are very few vertexes... (like 4, or 6 :p)
    Pixel shaders can, of course, be very demanding. It depends what you do, but, if you can, avoid "discard" as the OMAP doesn't like that much. Also, be aware that texture fetching is not super fast, so blur effect that tend to fetch 16 texel per pixel (or more) will be very slow...
     
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  20. PokeParadox

    PokeParadox Founder of Pirate Games - Penjin Coder Staff Member

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    Last edited: May 2, 2018

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