Author Topic: RetroFE development  (Read 35427 times)

Pieter Hulshoff

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Re: RetroFE development
« Reply #120 on: January 28, 2017, 11:13:11 AM »
Here's a Windows build for 0.7.20b4.
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Changes:
- Support for multiple rompaths using the ; separator for list.path in the collection's settings.conf
- Removed requirement for the presence of the collection's settings.conf file.
- Recreated meta.db whenever any of the meta files or the executable changes.
- Support for launchers per game via the directory collections/collection name/launchers/game name.conf
- Support for multiple keys for the same action in controls.conf, comma separated (catelite)
- Improved video performance and playback, including aspect ratio (PinealServo)
- Improvement of input handlers (PinealServo)
- Support for launchers per OS via the optional launcher directories launchers.linux, launchers.windows, and launchers.apple
- Enable gdb debugging symbols in debug build for non-Windows (PinealServo)
- Fix crash when launcher files don't have extensions (PinealServo)
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As always: this is WIP, so please back up your working retrofe.exe before installing this one so you can go back if this one doesn't work for you. Let me know if you encounter any problems; I'd like to release 0.7.20 as full release before too long if there are no serious bugs.
« Last Edit: January 28, 2017, 04:02:42 PM by Pieter Hulshoff »

ryuuji

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Re: RetroFE development
« Reply #121 on: January 28, 2017, 01:24:13 PM »
Cool. Looks like the video brightness is fixed now  ;D . Thanks.


PinealServo

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Re: RetroFE development
« Reply #122 on: January 28, 2017, 10:56:14 PM »
Cool; the brightness change was probably an artifact of the conversion from a planar YUV 4:2:0 to a packed YUV 4:2:2 pixel format that was previously going on, or maybe an artifact of how SDL sets up the pixel shaders that convert the resulting textures of the two formats into RGB video frames. I wasn't sure it would fix that issue, but I'm glad it did!

PinealServo

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Re: RetroFE development
« Reply #123 on: January 29, 2017, 05:24:58 AM »
I've been playing around with a very cool feature of gcc, which is the set of "sanitizer" tools it has built-in now. If you're familiar with valgrind, it can catch many of the same kinds of errors but the program runs a *lot* faster than it does under valgrind and seems to do a better job of pinpointing where the relevant objects are referenced in the source.

Anyway, with -fsanitize=address and valgrind, I found a few little things that could potentially cause problems. These include some uninitialized variables being accessed, some memory being accessed after it was freed, and a *lot* of little memory leaks.

A bunch of the memory leaks are in the animation system and I haven't figured out where to free things yet, but I've fixed a bunch of the other problems.  I'll have a pull request coming for those misc clean-ups soon.

Pieter Hulshoff

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Re: RetroFE development
« Reply #124 on: January 29, 2017, 07:38:11 AM »
Good work. :) I'll pull it in for 0.7.20b5 then.

GoodWill Emu

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Re: RetroFE development
« Reply #125 on: January 29, 2017, 04:08:10 PM »
I made a pre-Alpha of a RetroFE Setup Tool!

It has no actual Functionality, only opening windows and  quitting, but I would like to know what you think.

It's a python source file, just open it with a Python 3.6 Compiler.

johnsaints

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Re: RetroFE development
« Reply #126 on: February 01, 2017, 08:27:51 PM »
Just replace the .exe in "core" folder and it's ready ?

Pieter Hulshoff

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Re: RetroFE development
« Reply #127 on: February 01, 2017, 08:45:18 PM »
Just replace the .exe in "core" folder and it's ready ?

You mean the beta versions of RetroFE? Yes, that's sufficient.

johnsaints

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Re: RetroFE development
« Reply #128 on: February 01, 2017, 09:10:02 PM »
It did not work for me. I separated the two paths with ";", but the program only reads the first path. =/

Pieter Hulshoff

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Re: RetroFE development
« Reply #129 on: February 01, 2017, 10:05:43 PM »
Post your log.txt, please?

johnsaints

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Re: RetroFE development
« Reply #130 on: February 01, 2017, 10:26:55 PM »
Here. Thanks.

Pieter Hulshoff

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Re: RetroFE development
« Reply #131 on: February 01, 2017, 10:41:09 PM »
Try removing the space after the ;
I don't think I considered removing whitespace from the path...

Tom Acunzo

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Re: RetroFE development
« Reply #132 on: February 01, 2017, 11:05:16 PM »
Hi Pieter MacOS ran fine on the initial tests including pngs I'll update brew on my tap to make the retrofe install live for Mac on the new branch. I also may need to update the readme notes as they differ with recent changes. I'll keep you posted.

johnsaints

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Re: RetroFE development
« Reply #133 on: February 01, 2017, 11:54:58 PM »
Try removing the space after the ;
I don't think I considered removing whitespace from the path...

Thanks Sir, the space was the problem. Now it's working. Good Job.  ;)

Pieter Hulshoff

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Re: RetroFE development
« Reply #134 on: February 05, 2017, 11:40:02 AM »
Here's RetroFE 0.7.21b1:
- Fixed support for "Shift Left" in controls.conf
- Fixed support for onMenuEnter="0" for 2nd level menu and similar theme features
Thanks PinealServo for your help. :)