Author Topic: RetroFE development  (Read 123499 times)

KMetalMind

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Re: New features
« Reply #30 on: January 04, 2017, 06:18:05 PM »
Thanks to all of you who make the hard work! With my knowledge I can just do some basic tests ;) It still doesn´t work, but I think we are really close. I´ve isolated the line which makes retroFE crash on Windows, and it´s just this one:

Code: [Select]
std::string home_load = std::getenv("HOME") + std::string("/.retrofe");
Any ideas?

Agent47

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Re: New features
« Reply #31 on: January 04, 2017, 10:30:33 PM »
The "HOME" environment variable will return a null value on Windows. Concatenating the "HOMEDRIVE" and "HOMEPATH" environment variables will return the home dir.

Pieter Hulshoff

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Re: New features
« Reply #32 on: January 04, 2017, 11:46:14 PM »
I managed to do a compile and run under Windows tonight. I'll update the bit bucket files soon. I haven't been able to include /MT in the scripts yet.

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Tom Acunzo

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Re: New features
« Reply #33 on: January 05, 2017, 12:37:52 AM »
Great find guys! Thanks

Pieter Hulshoff

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Re: New features
« Reply #34 on: January 06, 2017, 12:43:51 PM »
Ok, bit bucket is updated, and I've confirmed that with all the updates (including the instructions) I can now directly compile and run the setup on Windows 7 and Linux. Tom, can you have a look if I didn't destroy anything for MacOS?
If everything works we can get back to adding features and fixing bugs. :)

Pieter Hulshoff

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Re: New features
« Reply #35 on: January 06, 2017, 01:56:18 PM »
It looks like the crash on exit when a controller is connected is caused by the call to SDL_JoystickClose. It's completely unclear to me why this would be, because the pointer itself is valid, and the joystick is working just fine. I've disabled this part of the code, since it's only called when exiting RetroFE. This does not appear to give any new problems, but let me know if you encounter any. :) The new code is in bit bucket, and will be included in the next release.

Tom Acunzo

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Re: New features
« Reply #36 on: January 06, 2017, 08:40:46 PM »
I just gave it a whirl on Mac...

I loaded the Sega game. After I quit with esc. The game fires right back up without me selecting it. I quit again. The game starts back up in a loop. It's as though all the key presses from hitting spacebar the 1st time are still firing.

Nothing in the logs.


Tom Acunzo

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Re: New features
« Reply #37 on: January 06, 2017, 08:50:16 PM »
BTW No errors on wired Dual Shock 4 retrofe exit.

Haven't tested bluetooth wireless or Dual Shock 3 yet but I feel it's good.

Pieter Hulshoff

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Re: New features
« Reply #38 on: January 06, 2017, 09:30:04 PM »
I just gave it a whirl on Mac...

I loaded the Sega game. After I quit with esc. The game fires right back up without me selecting it. I quit again. The game starts back up in a loop. It's as though all the key presses from hitting spacebar the 1st time are still firing.

Nothing in the logs.
No such issues for me, but on top of clearing the queue I will add a clear of the key information. That should solve that issue.

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Floyd

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Re: New features
« Reply #39 on: January 06, 2017, 09:36:17 PM »
Where can I download the latest compiled snapshots?

Pieter Hulshoff

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Re: New features
« Reply #40 on: January 06, 2017, 10:24:31 PM »
I can upload a snapshot this weekend if you'd like, but please realise that this is WIP, and not yet fully tested.

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Floyd

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Re: New features
« Reply #41 on: January 06, 2017, 11:03:01 PM »
I can upload a snapshot this weekend if you'd like, but please realise that this is WIP, and not yet fully tested.

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I thought you're throwing snapshots on regular basis. My bad I was wrong. No worries mate, you don't need to go through the hassle of compiling and uploading.

Pieter Hulshoff

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Re: New features
« Reply #42 on: January 06, 2017, 11:08:45 PM »
KMetalMind used to do that. Until yesterday I couldn't even compile a Windows executable. 😀

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Pieter Hulshoff

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Re: New features
« Reply #43 on: January 07, 2017, 08:44:36 AM »
I just gave it a whirl on Mac...

I loaded the Sega game. After I quit with esc. The game fires right back up without me selecting it. I quit again. The game starts back up in a loop. It's as though all the key presses from hitting spacebar the 1st time are still firing.

Nothing in the logs.

Apparently the currentKeyState_ was not reset when resetting the key states. I guess Linux and Windows always have some kind of event happening in the queue, even if it's not a key press, which automatically updated the currentKeyState_. Let me know if this change fixes the issue for you?
« Last Edit: January 07, 2017, 08:46:08 AM by Pieter Hulshoff »

Tom Acunzo

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Re: New features
« Reply #44 on: January 07, 2017, 04:29:46 PM »
I get Segmentation fault: 11...

If I advance the Load screen with spacebar or don't let it play to the end or even if I hit escape to quit before the load screen finishes all result in a crash.

added note:
$ retrofe --version
RetroFE version 0.7.20b1
« Last Edit: January 07, 2017, 04:32:16 PM by Tom Acunzo »