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Pages: 1 [2] 3 4 ... 12
16
Feature Requests / Suggestions / Re: Control.conf per layout.xml
« on: March 08, 2021, 10:32:23 PM »
I'd like this too.

17
Announcements / Re: HDD crash
« on: July 06, 2020, 04:20:05 AM »
Been there... wishing you the best!

18
General Discussion & Help / Re: macOS
« on: June 02, 2020, 07:49:52 AM »
Thank you for the answer. I'm still very much interested on this... feels particularly frustrating when I can get inside and just about enter the menu to load games! If there's any chance someone will compile some version for me to try, I'll 100% be here to test it.

19
General Discussion & Help / Re: macOS
« on: May 24, 2020, 04:12:33 AM »
Thanks! I'd never sort that out by myself. Although, having now compiled the latest version, it still crashes the same way ): Here's the latest crash log: https://pastebin.com/mLi0GzW1

I would test a pre-compiled macOS release, if any of you are able able to provide it, perhaps I'm doing something wrong at that stage. The furthest I've managed was the aforementioned version where I got past the intro video crash into the main collection menu, until it then crashes upon entering any collection. I don't remember how that version was compiled. Here is the crash log of it: https://pastebin.com/nw6y8MQQ

20
General Discussion & Help / Re: macOS
« on: May 23, 2020, 12:11:58 AM »
Thanks for the clue, it's probably that then since I've now compiled properly with c+11 syntax adding below to CMakeLists.txt
Code: [Select]
set (CMAKE_CXX_STANDARD 11)and it still doesn't work. But wouldn't the process fail and tell me it's missing when checking for dependencies before compiling? To be clear the video plays with sound, but without image.
Code: [Select]
brew install cmake mercurial gst-plugins-bad gst-plugins-good sdl2_mixer sdl2_image sdl2_ttf sqlite dos2unixIs the code given in one of the links, probably missing some then?

Crash log: https://pastebin.com/4ARPxUp8

21
General Discussion & Help / Re: macOS
« on: May 22, 2020, 12:41:27 AM »
Thanks for your response. I didn't post it because I'm fairly sure it isn't much help. Compared to a Windows install, it's just not working properly out of the box, and RetroFE doesn't log this type of thing on the file. Here is the log with the compiled version that gets me the furthest, using my settings from my old Windows build: https://pastebin.com/Eb8m8FEy

I'm hopeful it's something about the gcc c+11 compatibility that you've mentioned. There's some clue to it here https://bitbucket.org/phulshof/retrofe/issues/27/compilation-c-11-missing-error-on-ubuntu but the fix given fails on macOS at just about the last step when compiling:

Code: [Select]
[ 98%] Building C object CMakeFiles/retrofe.dir/Users/firewater/retrofe/RetroFE/ThirdParty/sqlite3/sqlite3.c.o
error: invalid argument '-std=c++0x' not allowed with 'C'

I'd like to compile it again without relying on these forceful fixes. I'm not a programmer, so when I look "gcc macos c+11 enable" up I get confused with all the terminology. brew tells me I'm running gcc 9.3.0_1, but obviously that's not enough to default since the syntax error mentioned above keeps happening. How do I properly enable c+11 for gcc?

22
General Discussion & Help / Re: macOS
« on: May 21, 2020, 10:36:57 PM »
Actually, it's not working ): RetroFE crashes when I reach inside a collection. I do have to change what you said, it doesn't compile otherwise.

Code: [Select]
  set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -Wall -ggdb")
  set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -Wall -ggdb")
  set(CMAKE_C_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
  set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")

to:

Code: [Select]
  set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -Wall -ggdb")
  set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -Wall -ggdb -std=c++11")
  set(CMAKE_C_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
  set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -std=c++11")

produces:

https://pastebin.com/g24S8TZu

I then finish with:

Code: [Select]
python Scripts/Package.py --os=mac --build=full
When I enter, the opening video renders without image but with sound. When it finishes, I can move around the main collection, but entering one crashes RetroFE. That's with the built from the time I last posted, following what you saw in this post, I've compiled it from 0, and now crashes after the video ends. Any idea?

23
Announcements / Re: RetroFE development
« on: May 20, 2020, 02:48:32 AM »
Thanks for your work Pieter. I'm looking forward to mp3 support!

24
General Discussion & Help / Re: macOS
« on: May 19, 2020, 08:21:57 AM »
I've compiled it now! Thank you so much!!! It was either the code you wrote, or updating gcc with brew install gcc.

25
General Discussion & Help / Re: macOS
« on: May 18, 2020, 06:16:24 AM »
Made some progress. Digging an old post I was linked to a page with better instructions for macOS https://bitbucket.org/RetroPrime/retrofe/src/default/ This led me to successfully install the required libraries via brew.

I'm now at an error when compiling

Code: [Select]
cmake --build RetroFE/Build
Scanning dependencies of target retrofe
[  2%] Building CXX object CMakeFiles/retrofe.dir/Collection/CollectionInfo.cpp.o
[  4%] Building CXX object CMakeFiles/retrofe.dir/Collection/CollectionInfoBuilder.cpp.o
[  6%] Building CXX object CMakeFiles/retrofe.dir/Collection/Item.cpp.o
[  8%] Building CXX object CMakeFiles/retrofe.dir/Collection/MenuParser.cpp.o
/Users/firewater/retrofe/RetroFE/Source/Collection/MenuParser.cpp:100:55: error: expected expression
        std::sort(menuItems.begin(), menuItems.end(), [](Item *a, Item *b) {return Utils::toLower(a->fullTitle) <= Utils::toLower(b->fullTitle);});
                                                      ^
1 error generated.
make[2]: *** [CMakeFiles/retrofe.dir/Collection/MenuParser.cpp.o] Error 1
make[1]: *** [CMakeFiles/retrofe.dir/all] Error 2
make: *** [all] Error 2

26
General Discussion & Help / macOS
« on: May 18, 2020, 01:07:08 AM »
I'm trying to compile on macOS, without success. https://bitbucket.org/phulshof/retrofe/src/default/#markdown-header-mac-download-and-compile-retrofe-from-source-code

At

Code: [Select]
cd retrofe
cmake RetroFE/Source -BRetroFE/Build -DVERSION_MAJOR=0 -DVERSION_MINOR=0 -DVERSION_BUILD=0

I get

Code: [Select]
-- Checking for one of the modules 'sdl2'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'sdl2' found
Call Stack (most recent call first):
  CMakeLists.txt:50 (pkg_search_module)

-- Checking for one of the modules 'SDL2_image'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'SDL2_image' found
Call Stack (most recent call first):
  CMakeLists.txt:51 (pkg_search_module)

-- Checking for one of the modules 'SDL2_mixer'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'SDL2_mixer' found
Call Stack (most recent call first):
  CMakeLists.txt:52 (pkg_search_module)

-- Checking for one of the modules 'SDL2_ttf'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'SDL2_ttf' found
Call Stack (most recent call first):
  CMakeLists.txt:53 (pkg_search_module)

-- Checking for one of the modules 'zlib'
CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:711 (message):
  None of the required 'zlib' found
Call Stack (most recent call first):
  CMakeLists.txt:54 (pkg_search_module)

CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:515 (message):
  pkg-config tool not found
Call Stack (most recent call first):
  /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:647 (_pkg_check_modules_internal)
  CMakeLists.txt:55 (pkg_check_modules)

CMake Error at /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:515 (message):
  pkg-config tool not found
Call Stack (most recent call first):
  /usr/local/Cellar/cmake/3.17.1/share/cmake/Modules/FindPkgConfig.cmake:647 (_pkg_check_modules_internal)
  CMakeLists.txt:56 (pkg_check_modules)

I don't understand what this means, but looking at the steps before, these come to mind:

1. Not sure "export LIBRARY_PATH=/usr/local/opt/gst-plugins-base/lib:/usr/local/opt/gstreamer/lib:/usr/local/lib:/usr/local/opt/glib/lib:/usr/local/opt/gettext/lib" did anything, although it doesn't output any errors
2. "...install the same dependencies as given in the linux instuctions" are listed with apt-get. I could install some by replacing it with brew, but not the ones below:

Code: [Select]
brew install g++
brew install zlib1g-dev
brew install gstreamer1.0-libav
brew install libsdl2-2.0
brew install libglib2.0-0
brew install libglib2.0-dev
brew install libsdl2-dev
brew install libsdl2-mixer-2.0
brew install libsdl2-image-2.0
brew install libsdl2-ttf-2.0
brew install libsdl2-mixer-dev
brew install libsdl2-image-dev
brew install libsdl2-ttf-dev
brew install libgstreamer1.0-dev
brew install libgstreamer-plugins-base1.0-dev
brew install libgstreamer-plugins-good1.0-dev

I would also welcome any chance at a compiled RetroFE for macOS.

27
General Discussion & Help / Re: media.<filetype>
« on: January 27, 2019, 05:56:39 PM »
I'm loading screenshot_1, screenshot_2, and fanart placed in "metadata/<collection>/medium_artwork/" with this:
Code: [Select]
<reloadableImage type="screenshot_1" x="370" y="780" xOrigin="center" yOrigin="center" height="200" layer="4">It works for all collections beacuse the collection name always matches a folder in "metadata", but this one doesn't. So I want to load "metadata/Super Nintendo/medium_artwork/fanart" images for a collection called"Super Nintendo Alternative".

edit: aaaand like you say, I have to do it per type, so "M:/Media/Games/Metadata/Super Nintendo/medium_artwork/screenshot_2" is the complete path, thanks !

28
General Discussion & Help / media.<filetype>
« on: January 27, 2019, 08:34:49 AM »
I'm looking to modify the medium_artwork path for a collection, but I've been unsuccessful so far. The documentation says to modify "media.<filetype>" (http://www.retrofe.nl/wiki/doku.php?id=settings.conf), but I've tried:
Code: [Select]
media.medium_artwork = M:/Media/Games/Metadata/Super Nintendo/medium_artwork
media.<filetype> = M:/Media/Games/Metadata/Super Nintendo/medium_artwork
meda.medium_artwork = M:/Media/Games/Metadata/Super Nintendo/medium_artwork
meda.<filetype> = M:/Media/Games/Metadata/Super Nintendo/medium_artwork
all without success.

29
General Discussion & Help / Re: Merged collection doesn't work
« on: January 26, 2019, 08:56:41 PM »
Thanks a lot for your time keeping RetroFE alive Pieter! Hopefully this can get sorted out eventually. In the meantime, here's one I came up with so one can get around the issue. It's all based on using the per-game launcher feature (explained here: http://retrofe.nl/SMF/index.php?topic=51.0). There are 3 ways to go about it, and I'm gonna list them from most cumbersome to least.

1. You set up a game launcher that uses the complete address of the folder.
Code: [Select]
arguments = "M:/Media/Games/System/PlayStation/Tekken/Tekken.chd" -L "cores/mednafen_psx_libretro.dll"This will work for both the PlayStation collection, and the game. The cons is that you will end up having to create dozens of launchers (one for each game), which can get messy.
2. You set up a game launcher that uses the command the merged collection accepts as valid:
Code: [Select]
arguments = "%ITEM_DIRECTORY%\%ITEM_NAME%\%ITEM_NAME%.chd" -L "cores\mednafen_psx_libretro.dll"This will work for only the merged collection. If you were to open the game from the collections it's from, it won't.
3. You set up a new collection made exclusively for use in merged collections. So you create "PlayStation for Merged" with a command that merged collection accepts as valid:
Code: [Select]
arguments = "%ITEM_DIRECTORY%\%ITEM_NAME%\%ITEM_NAME%.chd" -L "cores\mednafen_psx_libretro.dll"This way you have a separate command for your normal PlayStation collection and the merged one (so the game will work on both), without having to create per-game launchers.

Do note that this launcher exception has to be created on the collection the merged one is retrieveing the games from (so on "PlayStation", not on "Fighting Games").

30
General Discussion & Help / Re: Merged collection doesn't work
« on: January 26, 2019, 05:18:24 AM »
After extensive testing I'm sure there's a bug with merged collection and recursive search. I'll illustrate it with an example were I'm using the launcher below for a PlayStation collection.

Code: [Select]
arguments = "%ITEM_DIRECTORY%\%ITEM_NAME%\%ITEM_NAME%.chd" -L "cores\mednafen_psx_libretro.dll"
Opening Tekken, located in "Games\System\PlayStation\Tekken\Tekken.chd" from the PlayStation collection:
Code: [Select]
[2019-01-26 01:57:59] [INFO] [Launcher] Checking to see if "M:/Media/Games/System\PlayStation\Tekken\Tekken.chd" exists  [Yes]
[2019-01-26 01:57:59] [INFO] [Launcher] Attempting to launch: "C:\Program Files\RetroArch\retroarch.exe" "M:/Media/Games/System\PlayStation\Tekken\\Tekken\Tekken.chd" -L "cores\mednafen_psx_libretro.dll"
[2019-01-26 01:57:59] [INFO] [Launcher]      from within folder: C:\Program Files\RetroArch
It does not load, as the directory is wrong.

Opening it from a merged collection:
Code: [Select]
[2019-01-26 02:10:22] [WARNING] [Launcher] Checking to see if "M:/Media/Games/System\PlayStation\Tekken.chd" exists  [No]
[2019-01-26 02:10:22] [WARNING] [Launcher] Checking to see if "M:/Media/Games/System\PlayStation\Tekken.m3u" exists  [No]
[2019-01-26 02:10:22] [WARNING] [Launcher] Could not find any files with the name "Tekken" in folder "M:/Media/Games/System\PlayStation\
[2019-01-26 02:10:22] [INFO] [Launcher] Attempting to launch: "C:\Program Files\RetroArch\retroarch.exe" "M:/Media/Games/System\PlayStation\\Tekken\Tekken.chd" -L "cores\mednafen_psx_libretro.dll"
It loads the game. Also notice how the "checking to see" lines have different results, even though it's the same argument used for both collections.

My conclusion is that merged collections remove 1 level for the folder structure when loading a game. This is also why when using "%ITEM_FILEPATH%" as argument, the merged collection doesn't work, because it removes the subfolder the game is located in.

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