Forum Replies Created

Viewing 35 posts - 1 through 35 (of 206 total)
  • Author
    Posts
  • in reply to: Simple apps folder theme #93908
    Roo
    Participant

    @ramchip – you rock! thank you so much for sharing!

    This is exactly what I needed for my apps menu :)

    in reply to: Changing The System Select Screen #93855
    Roo
    Participant

    I believe you can’t do this via the theme xml files or ES cfg files – it is hard coded into ES. Sorry.

    in reply to: How to install Mame4All with Emulation Station #92804
    Roo
    Participant

    good to hear :)

    Roo
    Participant

    Thanks for the help!

    run.sh gives me the same error.

    I’ve looked around but haven’t figured this out – how exactly do i install dispmanx SDL?

    Roo
    Participant

    How are y’all getting this working? I get:

    
    pi@retropie /opt/retropie/emulators/daphne $ ./daphne lair vldp -framefile /opt/retropie/emulators/daphne/framefiles/lair.txt -noserversend
    ./daphne: error while loading shared libraries: libvorbisidec.so.1: cannot open shared object file: No such file or directory
    

    I tried various solutions for installing libvorbisidec.so.1 but nothing has worked so far…

    in reply to: How to install Mame4All with Emulation Station #92707
    Roo
    Participant

    You tried ./mame dkong immediately after running ./mame -verifysets dkong correct? You didn’t remove the ROM from /opt/retropie/emulators/mame4all/roms in between running the two commands?

    can you try this and post the results? (just making sure the file is there with the right roms inside)

    cd /opt/retropie/emulators/mame4all/roms
    unzip -l dkong.zip

    That’s all I got… Yeah – if you didn’t remove the ROM, I would agree with a fresh RetroPie install

    in reply to: How to install Mame4All with Emulation Station #92694
    Roo
    Participant

    That is very strange. If mame can verify the set is complete, why can’t it run it?

    Can you please post the exact, full error message you get when running ./mame dkong ?

    Have you made any changes to the mame4all config file?

    in reply to: How to install Mame4All with Emulation Station #92639
    Roo
    Participant

    @herbfargus

    Aww thanks! I made that when I first found RetroPie, I see so many people confused about that issue I thought I could help out since I’ve been at this MAME thing for a long time now (oh geez, thinking about it now… has it really been a decade???)

    in reply to: How to install Mame4All with Emulation Station #92638
    Roo
    Participant

    @danielfsc

    You’re going to have to work with me if you really want to fix this… :) Your assumption that one MAME binary uses the same ROMs as a different MAME binary is faulty.

    I know mame4all uses 0.37b5 ROMs. I was under the impressions the libretro mame core uses the same set, but I haven’t tested that myself.

    This part you already seem to know: RetroPie comes with 3 versions of MAME.
    * /opt/retropie/emulators/advmame/bin/advmame is used if you put your ROMs in ~/RetroPie/roms/mame-advmame
    * /opt/retropie/emulators/mame4all/mame is used if you put your ROMs in ~/RetroPie/roms/mame
    * /opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/mamelibretro/libretro.so is used if you put your ROMs in ~/RetroPie/roms/mame-libretro

    Are you putting your ROMs in the correct folder?

    Try launching the different versions from the command line so you can see the errors without EmulationStation hiding them from you.

    libretro-mame:
    /opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/mamelibretro/libretro.so --config /opt/retropie/configs/all/retroarch.cfg --appendconfig /opt/retropie/configs/mame/retroarch.cfg /home/pi/RetroPie/roms/mame-libretro/dkong.zip

    mame4all:
    create a new directory roms under /opt/retropie/emulators/mame4all
    copy your rom(s) there (only necessary for launching from the command line)
    /opt/retropie/emulators/mame4all/mame dkong

    with mame4all you can also verify the your ROMs with the command
    /opt/retropie/emulators/mame4all/mame -verifysets dkong

    in reply to: How to install Mame4All with Emulation Station #92608
    Roo
    Participant

    I know you say you’re 100% sure but file not found means you’re missing something… do you have the BIOS ROMs present too? Is it a full set or are you just putting in select ROMs?

    Roo
    Participant

    Long time retro-gaming enthusiasts will recognize the advise I’m about to give you :)

    If you are serious about some high quality box art, in-game screen captures and gamplay movies for use in your favorite front end, check out emumovies.com. They have all the above for every console and arcade emulator you can think of.

    I’ve been a member there a long time, back when HyperSpin started taking off. Now you won’t be able to use the movies in ES, but I am using their 3D box art. They have 2D options as well. I think you can get some stuff without being a paying member, but with payment you get access to their FTP. And if your using standard no-intro game collections, all the art file names match up.

    hint: It’d be awesome if the scraper had an option for pulling from emumovies! :)

    in reply to: How to install Mame4All with Emulation Station #92587
    Roo
    Participant

    @herbfargus

    Ha I didn’t even see how negative the thread had become. I normally just don’t post. But anyways, the real reason for my reply, thanks for adding to my wiki article on CMP- nice video! :)

    in reply to: How to install Mame4All with Emulation Station #92468
    Roo
    Participant

    If you look up, I posted a detailed tutorial on how to verify your MAME4ALL and PiFBA ROM sets….

    https://github.com/retropie/RetroPie-Setup/wiki/Managing-ROMs

    Roo
    Participant

    I imagine it has to do with position of the various text on different resolutions. On my 1080p display I don’t get that. Try moving it up a bit – the various lines where you see

    <pos>0.xx 0.9</pos>

    change the Y value from 0.9 to 0.85 or even 0.8. You need to find that sweet spot where it’s between the box image you’re using and the bottom “menu” bar

    Roo
    Participant

    Happy I could help :)

    in reply to: Retropie 2.6 – Crash at Boot after update #92315
    Roo
    Participant

    Looks like you have some file system corruption. If it were mine, I would just reinstall the SD card image.

    The saves should be in with the ROMs / CD images. For PlayStation that’s /home/pi/RetroPie/roms/psx. The saves will be the same name as the ROM with a *.srm extension

    Roo
    Participant

    whatever you configure as “A” when going through the steps – use that to “click” OK while it is highlighted

    Roo
    Participant

    This should get you up and running

    in reply to: How to install Mame4All with Emulation Station #92294
    Roo
    Participant

    Assuming you’re on a current RetroPie image, the default MAME emulator in RetroPie IS mame4all…

    I think you might be going about this the wrong way. If you’re not running the RetroPie v2.6 SD card image, start with that. If you are running the current image, what errors are you getting trying to load games?

    A common problem is you have the wrong MAME ROMs for RetroPie. If you are getting “missing files” errors check this tutorial

    https://github.com/retropie/RetroPie-Setup/wiki/Managing-ROMs

    Roo
    Participant

    are you running jstest /dev/input/js0 from the console (not an ssh session)?

    it should show the recognized axes and buttons for that device and monitor for any joystick movement / button presses until you break out of it (ctrl-c).

    then you can move the sticks and press the buttons to ensure everything is working. Until you can verify the OS can see the Teensy properly with jstest, there’s no sense in going further.

    Roo
    Participant

    OK, I’ve got a basic config for tricking ES. I was able to change the text color to match the background, move the (invisible) text to the bottom of the screen (since it was still being drawn on top of the box art), and replace the star images with blanks.

    First, I changed all the text color to match the background. The background is /etc/emulationstation/themes/simple/art/mid.png which is hex color code 97999b. So I ended up with this section in /etc/emulationstation/themes/simple/simple.xml:

    
        <view name="basic, detailed">
    
    		<text name="md_lbl_rating, md_lbl_releasedate, md_lbl_developer, md_lbl_publisher, md_lbl_genre, md_lbl_players, md_lbl_lastplayed, md_lbl_playcount">
    			<color>97999b</color>
    			<forceUppercase>1</forceUppercase>
    			<fontPath>./art/OPENSANS-LIGHT.TTF</fontPath>
    			<fontSize>0.03</fontSize>
    			<size>0.12 0.04</size>
    		</text>
    		
    		<text name="md_rating, md_developer, md_publisher, md_genre, md_players, md_playcount">
    			<color>97999b</color>
    			<forceUppercase>1</forceUppercase>
    			<fontPath>./art/OPENSANS-LIGHT.TTF</fontPath>
    			<fontSize>0.03</fontSize>
    			<size>0.14 0.04</size>
    		</text>
    
    		<text name="md_description">
    			<color>97999b</color>
    			<forceUppercase>1</forceUppercase>
    			<fontPath>./art/OPENSANS-LIGHT.TTF</fontPath>
    			<fontSize>0.03</fontSize>
    		</text>
    		
    		<datetime name="md_releasedate, md_lastplayed">
    			<color>97999b</color>
    			<forceUppercase>1</forceUppercase>
    			<fontPath>./art/OPENSANS-LIGHT.TTF</fontPath>
    			<fontSize>0.03</fontSize>
    			<size>0 0.04</size>
    		</datetime>
    

    Then I killed the stars by pointing the relevant lines to use mid.png instead of the star images. I moved all the metadata text down to the bottom of the screen and resized the box art and game list to use the available space better. Here’s my full /etc/emulationstation/themes/simple/snes/theme.xml

    
    <theme>
        <formatVersion>3</formatVersion>
        <include>./../simple.xml</include>
    
    	<view name="system">
    
    		<image name="background" extra="true">
    			<path>./art/snes_art_blur.jpg</path>
    		</image>
    
    		<image name="logo">
    			<path>./art/snes.svg</path>
            </image>
    		
    		<helpsystem name="help">
    			<textColor>00000077</textColor>
    			<iconColor>00000077</iconColor>
    		</helpsystem>
    		
    	</view>
    
    	<view name="basic, detailed">
    	
    		<text name="system_name_1" extra="true">
    			<text>Super Nintendo</text>
    			<forceUppercase>1</forceUppercase>
    			<size>0.45 0.08</size>
    			<pos>0.527 0.01</pos>
    			<color>7b7d7f</color>
    			<fontPath>./../art/OPENSANS-LIGHT.TTF</fontPath>
    			<fontSize>0.055</fontSize>
    			<alignment>right</alignment>
    		</text>
    		
    		<text name="system_name_2" extra="true">
    			<text>Entertainment System</text>
    			<forceUppercase>1</forceUppercase>
    			<size>0.45 0.08</size>
    			<pos>0.527 0.07</pos>
    			<color>7b7d7f</color>
    			<fontPath>./../art/OPENSANS-LIGHT.TTF</fontPath>
    			<fontSize>0.055</fontSize>
    			<alignment>right</alignment>
    		</text>
    
    		<image name="logo">
    			<path>./art/snes.svg</path>
    			<pos>0.025 0.0775</pos>
    			<maxSize>0.55 0.1</maxSize>
    			<origin>0 0.5</origin>
    		</image>
    
    	</view>
    
    	<view name="basic">
    	
    		<textlist name="gamelist">
    			<pos>0.025 0.22</pos>
    			<size>0.950 0.68</size>
    			<alignment>center</alignment>
    			<horizontalMargin>0.01</horizontalMargin>
    		</textlist>
    		
    	</view>
    
    	<view name="detailed">
    	
    <!-- measuring rectangle
    		<image name="measure" extra="true">
    			<pos>0.08 0.33</pos>
    			<origin>0 0</origin>
    			<size>0.33 0.45</size>
    			<path>./../art/white.png</path>
    			<color>ff00ff</color>
    		</image> 
    -->
    
    		<image name="md_image">
    			<pos>0.08 0.33</pos>
     			<!--  <size>0.48 0.4</size>  -->
    			<maxSize>0.45 0.45</maxSize>
    			<origin>0 0</origin>
    		</image>
    
    		<text name="md_lbl_rating">
    			<pos>0.292 0.9</pos>
    		</text>
    		
    		<text name="md_lbl_releasedate">
    			<pos>0.292 0.9</pos>
    		</text>
    		
    		<text name="md_lbl_developer">
    			<pos>0.292 0.9</pos>
    			<size>0.133 0.04</size>
    		</text>
    
    		<text name="md_lbl_publisher">
    			<pos>0.292 0.9</pos>
    			<size>0.133 0.04</size>
    		</text>
    		
    		<text name="md_lbl_genre">
    			<pos>0.292 0.9</pos>
    		</text>
    		
    		<text name="md_lbl_players">
    			<pos>0.292 0.9</pos>
    		</text>
    
    		<text name="md_lbl_lastplayed">
    			<pos>0.292 0.9</pos>
    		</text>
    
    		<text name="md_lbl_playcount">
    			<pos>0.292 0.9</pos>
    		</text>
    		
    		<text name="md_playcount">
    			<pos>0.425 0.9</pos>
    		</text>
    
    		<datetime name="md_lastplayed">
    			<pos>0.425 0.9</pos>
    		</datetime>
    		
    		<text name="md_players">
    			<pos>0.425 0.9</pos>
    		</text>
    		
    		<text name="md_genre">
    			<pos>0.425 0.9</pos>
    		</text>
    
    		<text name="md_publisher">
    			<pos>0.425 0.9</pos>
    		</text>
    		
    		<text name="md_developer">
    			<pos>0.425 0.9</pos>
    		</text>
    		
    		<datetime name="md_releasedate">
    			<pos>0.425 0.9</pos>
    		</datetime>
    		
    		<rating name="md_rating">
    			<pos>0.425 0.9</pos>
    			<size>0.028 0.028</size>
    			<filledPath>./../art/mid.png</filledPath>
    			<unfilledPath>./../art/mid.png</unfilledPath>
    		</rating>
    		
    		<text name="md_description">
    			<size>0.52 0.3</size>
    			<pos>0.025 0.9</pos>
    		</text>
    		
    		<textlist name="gamelist">
    			<pos>0.45 0.22</pos>
    			<size>0.5 0.68</size>
    			<alignment>left</alignment>
    			<horizontalMargin>0.01</horizontalMargin>
    		</textlist>
    
    	</view>
    	
    </theme>
    
    Roo
    Participant

    EmmulationStation has two modes for displaying game lists, basic and detailed.

    If there are no images defined in a given system’s gamelist (for example /home/pi/.emulationstation/gamelists/nes/gamelist.xml) then it displays basic mode. If even one image is defined, it uses detailed mode.

    Once ES decides to use detailed mode, it displays box art and other metadata (rating, release date, developer, players, etc.). I’m pretty sure this is hard coded into ES and not configurable. You can’t get box art without all the other metadata.

    I would love for this to change – I too want box art without the other metadata.

    I suppose you might be able to trick ES into drawing the other stuff off screen by messing with size and position parameters… Or maybe change the color to match the background…

    Roo
    Participant

    What have you tried in RetroPie?

    Does it show up when you type lsusb ?

    For example, I get

    Bus 001 Device 002: ID 0424:9514 Standard Microsystems Corp.
    Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub
    Bus 001 Device 003: ID 0424:ec00 Standard Microsystems Corp.
    Bus 001 Device 004: ID 413c:2107 Dell Computer Corp.
    Bus 001 Device 005: ID 0bda:8176 Realtek Semiconductor Corp. RTL8188CUS 802.11n WLAN Adapter
    Bus 001 Device 006: ID 04d8:f673 Microchip Technology, Inc.
    Bus 001 Device 007: ID 045e:0719 Microsoft Corp. Xbox 360 Wireless Adapter

    Device 1, 2 and 3 are the USB controller on the Pi itself. 4 is a keyboard, 5 is a WiFi adapter. 6 is a custom device similar to how a Teensy should show up.

    If you see the Teensy there, you can get further info with sudo lsusb -D /dev/bus/usb/001/006

    If it is recognized by raspbian, it will show up under ls /dev/input as js[x]. If you see it there, try jstest /dev/input/js0, do you see the controls recognized?

    in reply to: RasPiVision – Intelligent Television #91544
    Roo
    Participant

    Some detail pics:

    [img]http://s10.postimg.org/le8sm14wp/glamour.jpg[/img]

    [img]http://s10.postimg.org/z43buts0p/dust_cover.jpg[/img]

    [img]http://s10.postimg.org/i4udfkgt5/complete.jpg[/img]

    [img]http://s10.postimg.org/iivpf60wp/left_side.jpg[/img]

    [img]http://s10.postimg.org/3tavanymx/right_side.jpg[/img]

    [img]http://s10.postimg.org/s5z7ovtw9/rear.jpg[/img]

    [img]http://s10.postimg.org/jhc2hge8p/tray_on.jpg[/img]

    [img]http://s10.postimg.org/4hjptlxcp/guts.jpg[/img]

    [img]http://s10.postimg.org/b6q99miop/power_guts.jpg[/img]

    [img]http://s10.postimg.org/71fcnpkwp/pi_guts.jpg[/img]

    in reply to: RasPiVision – Intelligent Television #91538
    Roo
    Participant

    Thanks!

    Here’s a short video which shows the details of my RaspiVision Entertainment System

    in reply to: GameBoy Shaders? #90573
    Roo
    Participant

    I dunno what secret sauce you’re pouring on your Pi B+…

    I’m getting around 45 FPS with just dot.glsl and around 13 FPS with gb-shader.glslp on a Pi2 OC’d to Pi2 setting

    in reply to: GameBoy Shaders? #90570
    Roo
    Participant

    Yes, Pi 2 model B, overclocked to “Pi2” setting. It’s lagging just enough to be annoying. Can you see it in this comparison?

    http://youtu.be/PtkMgs7sk-E

    in reply to: Need Help with MAME #90558
    Roo
    Participant

    put your ROMs in /home/pi/RetroPie/roms/mame

    put your samples in /home/pi/RetroPie/roms/mame-samples

    that’s it.

    If your games don’t run (‘missing files’ errors) it is because you don’t have MAME 0.37b5 ROMs.

    https://github.com/retropie/RetroPie-Setup/wiki/Managing-ROMs

    in reply to: We can't find any systems #90550
    Roo
    Participant

    I recommend you install RetroPie from the SD card image.

    https://www.petrockblock.com/retropie/retropie-downloads/

    in reply to: GameBoy Shaders? #90539
    Roo
    Participant

    ok, I’ve hacked up a solution

    I found that convertedshaders/handheld/gameboy/shader-files/gb-pass-1.glsl through 4 were working. gb-pass-0.glsl is the one that gives RA fits.

    According to the author’s git page https://github.com/HarlequinVG/shaders/tree/master/gameboy_shader, pass 0 is for the dot-matrix screen of the GameBoy.

    Then I noticed that convertedshaders/handheld/dot.glsl was working :) So I substituted dot.glsl for gb-pass-0.glsl as the 1st pass in gb-shader.glslp

    I’ve attached my files for anyone who likes the results. Copy “dot.glsl” and “gb-shader.glslp” from the attached zip to /opt/retropie/emulators/retroarch/shader (overwrite the originals), set the files as executable, and change owner and group to pi.

    Then with this /opt/retropie/configs/gb/retroarch.cfg you should be set

    # All settings made here will override the global settings for the current emulator core
    
    video_shader_enable = true
    video_shader = /opt/retropie/emulators/retroarch/shader/gb-shader.glslp
    
    input_overlay_enable = true
    input_overlay = /opt/retropie/emulators/retroarch/overlays/gb.cfg
    input_overlay_opacity = 0.70
    input_overlay_scale = 1.0
    
    aspect_ratio_index = "22"
    custom_viewport_width = "642"
    custom_viewport_height = "581"
    custom_viewport_x = "638"
    custom_viewport_y = "248"
    

    The picture doesn’t do it justice. It a nice simulated dot matrix grid pattern with a lovely puke green color.

    [edit] after some more testing, I’ve noticed it does lag a bit… :(

    in reply to: GameBoy Shaders? #90533
    Roo
    Participant

    It’s actually much easier and faster for me to modify the cfg files :) To each their own.

    Just FYI, there was some issue with finding the files before. I was able to get around that by pointing RA directly to the full path. Here’s where I’m at now.

    /opt/retropie/configs/gb/retroarch.cfg

    # All settings made here will override the global settings for the current emulator core
    
    video_shader_enable = true
    video_shader_dir = /opt/retropie/emulators/retroarch/convertedshaders/handheld/gameboy
    video_shader = gb-shader.glslp
    

    and when I launch RA i get this

    pi@retropie ~ $ /opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/gbclibretro/gambatte_libretro.so --config /opt/retropie/configs/all/retroarch.cfg --appendconfig /opt/retropie/configs/gb/retroarch.cfg "/home/pi/RetroPie/roms/gb/Tetris (World) (Rev A).gb"
    RetroArch: rarch_log_libretro: [libretro INFO] :: Plain ROM loaded.
    RetroArch: rarch_log_libretro: [libretro INFO] :: cgb: 0
    RetroArch: rarch_log_libretro: [libretro INFO] :: rambanks: 0
    RetroArch: rarch_log_libretro: [libretro INFO] :: rombanks: 2
    RetroArch: rarch_log_libretro: [libretro INFO] :: [Gambatte]: Got internal game name: TETRIS.
    RetroArch [ERROR] :: gl_glsl_init :: [GL]: Failed to parse GLSL shader.
    RetroArch [ERROR] :: gl_shader_init :: [GL]: Failed to initialize shader, falling back to stock.
    RetroArch [WARN] :: gl_glsl_init :: [GL]: Stock GLSL shaders will be used.
    

    I still say the conversion script didn’t work on this shader due to “gl_glsl_init :: [GL]: Failed to parse GLSL shader.”

    [quote=90529]Some do not work because the raspy gpu is not capable. … I have tested some blur, eagle, sai, pixilation and crt shaders. Only some gameboy shaders are running fine.[/quote]

    Have you got any of the converted multipass shaders to work (glslp vs glsl)? I’ve only spot checked a few, but I have yet to see any of these working.

    in reply to: GameBoy Shaders? #90527
    Roo
    Participant

    [quote=90491]Surprise surprise!

    https://github.com/retropie/RetroPie-Setup/pull/722
    [/quote]

    That’s awesome gizmo98, thanks for converting them all!

    I downloaded them to my pi, set owner and group to pi, set them all as executable, and pointed RA to them. Some work, some don’t.

    For example, I updated /opt/retropie/configs/all/retroarch.cfg
    video_shader_dir = /opt/retropie/emulators/retroarch/convertedshaders

    And /opt/retropie/configs/gb/retroarch.cfg
    video_shader = /opt/retropie/emulators/retroarch/convertedshaders/handheld/gameboy/gb-shader.glslp

    But when I launch RA, I get this:

    pi@retropie ~ $ /opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/gbclibretro/gambatte_libretro.so --config /opt/retropie/configs/all/retroarch.cfg --appendconfig /opt/retropie/configs/gb/retroarch.cfg "/home/pi/RetroPie/roms/gb/Tetris (World) (Rev A).gb"
    RetroArch: rarch_log_libretro: [libretro INFO] :: Plain ROM loaded.
    RetroArch: rarch_log_libretro: [libretro INFO] :: cgb: 0
    RetroArch: rarch_log_libretro: [libretro INFO] :: rambanks: 0
    RetroArch: rarch_log_libretro: [libretro INFO] :: rombanks: 2
    RetroArch: rarch_log_libretro: [libretro INFO] :: [Gambatte]: Got internal game name: TETRIS.
    RetroArch [ERROR] :: compile_program :: Failed to link program #0.
    RetroArch [ERROR] :: compile_programs :: Failed to create GL program #0.
    RetroArch [ERROR] :: gl_shader_init :: [GL]: Failed to initialize shader, falling back to stock.
    RetroArch [WARN] :: gl_glsl_init :: [GL]: Stock GLSL shaders will be used.
    

    Maybe I’m missing something? But I’m thinking the convert script didn’t work on this one… I looked at the glsl code, but I don’t see anything that stands out. I’m a pretty noob programmer though.

    So close! I’m really hoping we can all work together to figure this out :) RetroPie would rock with some nicer shaders!

    in reply to: avoid display of cloned roms in lists ? #90475
    Roo
    Participant

    My recommendation would be to make a subset of roms you actually want and can play on the Pi. With a clean subset of roms, your ES lists will be clean. Plus, it’s just overwhelming to scroll through 6000 games that you will never play.

    Even if you get rid of the clones, they’ll still be roms in the full set that are just silly to have on the Pi. For example, light gun games and trackball games. Unless you have those controllers of course.

    This isn’t an easy task, it took me a long time to come up with my sets for each system. There are some tools that can help get you started:

    http://www.waste.org/~winkles/ROMLister/

    in reply to: Retroarch Configs #90473
    Roo
    Participant

    My recommendation would be to stop trying to fight RetroPie for control of the configs. Why do you want to change the location of the configs? Why do you want to enable save on exit? If you don’t want RetroPie to be RetroPie, install Raspbian and then install RetroArch on top of that and be done. It will act just like your Windows installation of RA.

    If you take my advice, then the layout of the configs is pretty straight forward. /opt/retropie/configs/all/retroarch.cfg is the main config file

    The individual system configs, for example /opt/retropie/configs/nes/retroarch.cfg override the main config file (just like it says in each of these files)

    # All settings made here will override the global settings for the current emulator core

    if you run jstest and determine your button mappings you can modify the main config /opt/retropie/configs/all/retroarch.cfg. For example, if you have two buttons to spare and don’t want to use a hotkey:

    input_enable_hotkey_btn = nul
    input_menu_toggle_btn = "14"
    input_exit_emulator_btn = "15"
    

    RetroPie is designed to not use the RetroArch GUI – RetroPie is designed to be a 10 foot interface and the RA GUI is not a 10′ friendly interface. If you want to make changes, settings should be made in the config files, settings made via the GUI will not be saved. If you try to change that behavior, you’ll have to hack up ES – the commands it uses to launch RA are hard coded with the locations of the cfg files it is designed to use.

    in reply to: GameBoy Shaders? #90439
    Roo
    Participant

    [quote=79662]It is necessary to convert cg shaders to glsl shaders. To do this you need the nvidia cg toolkit. The toolkit is only available for x86 platforms. So you need a ubuntu live cd and a PC to convert a shader.

    If everything is installed download and run cg2glsl.py:

    https://github.com/libretro/RetroArch/blob/master/tools/cg2glsl.py

    [/quote]

    Yep – that’s where I read about converting cgp to glsl. I gave up when I saw that it required a Ubuntu x86 desktop :) I figured after a bunch of work, I would just end up with an over-aggressive shader for the Pi’s limited resources.

    I don’t know much about cgp vs glsl…? Is it just the difference between linux and windows retroarch installations?

    Edit – I see now. glsl is the standard for arm-based libretro

    http://emulation-general.wikia.com/wiki/Shaders_and_Filters

Viewing 35 posts - 1 through 35 (of 206 total)