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Author Topic: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)  (Read 68215 times)

gameblabla (OP)

  • Posts: 1446
Re: My IPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #220 on: January 02, 2020, 04:16:02 am »
@gameblabla Unlike ScummVM IPK, OPK build is missing SFX and speech.
That's because it's based on an older build of ScummVM, not the latest one that i had compiled from upstream.
(and for which i had merged support for it)

But people reported issues with high resolution games not looking properly. I have no idea why.
Perhaps i could fix this by making use of the IPU for both RetroFW 2 devices and the GCW0.
We'll see.

jbanes

  • Posts: 94
Re: My IPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #221 on: January 02, 2020, 05:09:56 am »
@gameblabla Unlike ScummVM IPK, OPK build is missing SFX and speech.
That's because it's based on an older build of ScummVM, not the latest one that i had compiled from upstream.
(and for which i had merged support for it)

Err...



Quote
But people reported issues with high resolution games not looking properly. I have no idea why.
I fixed those issues. It was a problem with the Dingux video drivers. They didn?t map the mouse into the space correctly and accidentally clipped the screen. I?m looking at pushing the changes back upstream at some point.

@a330boy which games are you seeing issues with? There are a TON of engines in ScummVM, even more with the latest compile. If you can provide some details I can look into it.

gameblabla (OP)

  • Posts: 1446
Re: My IPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #222 on: January 02, 2020, 07:27:14 am »
Err...
So it was based on the latest version... My mistake

Quote
I fixed those issues. It was a problem with the Dingux video drivers. They didn't map the mouse into the space correctly and accidentally clipped the screen. I?m looking at pushing the changes back upstream at some point.
I really need to see your commit for your fix because this is again a strange issue. I really hate those.

You should upstream it you can as that would make it easier to compile builds with the latest changes. I did so for the GCW0 fix so you should have not trouble getting them accepted.

In my experience (apart from high res games which got fixed), i had little issues with games. Some games though (particulary my fork which is now too old) have glitches and so on. Which is why the fix should be merged as to rule out any issues with scummvm itself.

EDIT: Finally got IPU to work properly btw for SMS Plus GX. I'll update both the RS-97 & RG-350 builds with support for it.
« Last Edit: January 02, 2020, 08:10:33 am by gameblabla »

jbanes

  • Posts: 94
Re: My IPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #223 on: January 02, 2020, 01:29:36 pm »
So it was based on the latest version... My mistake
No worries. We?ve been pretty busy. It took a bit of work but the ScummVM compile is a fat binary that works on both RetroFW and the RG350. Which is good because my experience with the official GCW0 compile is that it would crash the moment you tried to run anything.

Quote
I really need to see your commit for your fix because this is again a strange issue. I really hate those.
All the code is available in my repo:
https://github.com/jbanes/scummvm

The available engines are listed on the release page:
https://github.com/jbanes/scummvm/releases

I agree it was a weird one. Whoever wrote the original video driver for Dingux back in the day was trying to adapt to stretched screens and accidentally made a mess of things. The coordinate system made no sense. One of the key things I had to do is force ScummVM to start at 240 lines instead of 200. That made some of the math work better. I?d love to completely rewrite the module at some point if I can ever figure out everything it?s trying to do.

Quote
You should upstream it you can as that would make it easier to compile builds with the latest changes. I did so for the GCW0 fix so you should have not trouble getting them accepted.
That?s good to know. It?s been on my list to get the code back upstream so we can go back to using official compiles. There are two key items on my list I wanted to look into before it send it upstream:

1. An issue with the ScummVM pointer staying visible over top of the game?s pointer. This only affects a few games like Gabriel Knight, so it?s not the end of the world. Just wish I knew why it was doing that.

2. Games that use high color (i.e. greater than 256 colors) are locked out. This means that you can play original Myst, but not the Masterpiece Edition. FM Towns versions are also locked out, which sucks because a lot of GOG releases are the Towns version. I suspect it?s just a setting in configure or an available video mode that needs to be added.

Quote
In my experience (apart from high res games which got fixed), i had little issues with games. Some games though (particulary my fork which is now too old) have glitches and so on. Which is why the fix should be merged as to rule out any issues with scummvm itself.
Yeah, ScummVM works surprisingly well. It really just comes down to giving it all the dependencies it wants and it?s happy. I?ve been shocked at how many engines are online. ToonStruck, Shivers, Phantasmagoria, Escape from Monkey Island, etc.

Most of the engines remaining are actually experimental implementations that I?d have to force enable support for. Stuff like Star Trek TOS games and Starship Titanic. I think I can live without those for now.  ;)

a330boy

  • Posts: 180
Re: My IPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #224 on: January 02, 2020, 05:34:20 pm »
@gameblabla Unlike ScummVM IPK, OPK build is missing SFX and speech.
@a330boy which games are you seeing issues with? There are a TON of engines in ScummVM, even more with the latest compile. If you can provide some details I can look into it.

I tested with Day of the Tentacle and Secret of Monkey Island and speech became absent and all SFX have a tiny "ting" sound. Music was present, though.

jbanes

  • Posts: 94
Re: My IPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #225 on: January 02, 2020, 10:14:40 pm »
I tested with Day of the Tentacle and Secret of Monkey Island and speech became absent and all SFX have a tiny "ting" sound. Music was present, though.

Very strange. I?ll try to run those when I get the chance and see if I can replicate.

Thanks for the bug report!

gameblabla (OP)

  • Posts: 1446
Re: My IPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #226 on: February 15, 2020, 02:58:00 pm »
It appears that they have released RetroFW 2.1 yesterday.
I haven't given it a try but still took the time to switch more stuff to OPKs.
There are now OPKs for Ganbare Natsukisan and Divi-Dead. (including a minor fix that could potentially fix weird crashes for the latter)

I will work on updating Handy & SMS Plus GX next, as i have fixed some bugs since then. (along with the addition of properly working IPU support on them)

gameblabla (OP)

  • Posts: 1446
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #227 on: April 08, 2020, 12:13:16 am »
Decided to port HODE since i was going to port it to the RG-350 anyway.
This game uses 256x192 as its internal resolution so i thought it would be a nice target for the IPU.


The game itself is running fine and i have released the OPK for it.
Note that you should copy most of  the files, including setup.dat within its own SETUP folder.
Just point it to any of the .dem, .lvl etc... files and you should be good to go.

Zaydrunas

  • Posts: 2
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #228 on: April 08, 2020, 05:42:12 am »
Thank you very much for your work, so that idiots like me can enjoy rs97, your ports are perfect and I am very grateful for your dedication.

gameblabla (OP)

  • Posts: 1446
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #229 on: September 11, 2020, 09:54:12 am »
Hello guys,
decided to do minor fixes (mostly build related) and try to improve the speed out of PocketSNES.
In the end, i got an improvement of 2~4 FPS thanks to tightening the opt flags and using my toolchain.

Before (older build) :


After (new build) :


I think that turning on Ofast instead of O3 or O2 may have backfired when it comes to speed.
The changes are available here : https://github.com/gameblabla/PocketSNES

Download it here :
https://gameblabla.nl/files/ipk/retrofw/pocketsnes_retrofw_gameblabla_profiled.opk

gameblabla (OP)

  • Posts: 1446
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #230 on: September 18, 2020, 06:43:41 pm »
Here's a port of Taco8, a pico-8 interpreter for RetroFW compatible devices.


It's available for download here :
https://gameblabla.nl/files/ipk/retrofw/tac08_retrofw.opk

This is based upon the last source code release of taco8 so it doesn't have sound.
The author later updated it with sound support but didn't upload his changes on github or elsewhere so i can't do much about it.

Here are my changes :
https://github.com/gameblabla/tac08
https://github.com/gameblabla/z8lua


gameblabla (OP)

  • Posts: 1446
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #231 on: September 20, 2020, 01:44:45 am »
And now Retro8 is also ported to this handled ! (and i also did a port for the bittboy/GKD350H)
<a href="https://www.youtube.com/watch?v=mCHZTciNgp0" target="_blank">https://www.youtube.com/watch?v=mCHZTciNgp0</a>

https://gameblabla.nl/files/ipk/retrofw/retro8_retrofw_gameblabla_port.opk
https://gameblabla.nl/files/ipk/bittboy/retro8_bittboy.zip
https://gameblabla.nl/files/ipk/350h/retro8_350h.opk

However, while this one does have sound, compatibility is far from perfect on this one either.
Just don't expect to play games like Virtua Racing Demake.

EDIT: I've issued a quick fix to fix an issue with .p8.png cart files. They should work now. (provided that the game doesn't have other issues too)
EDIT2: had to reissue another fix lol. Now they work for real.
« Last Edit: September 20, 2020, 02:34:18 am by gameblabla »

gameblabla (OP)

  • Posts: 1446
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #232 on: September 22, 2020, 06:49:30 am »


Zdoom is now available for the LDK/RS-97/RG-300 ! This is based on the same GCW0 port that was done by Shin-Nil and that was using OpenAL. In late 2014, Zdoom later switched to using SDL2 so unfortunately this is what i had to do...

You can download the OPK for RetroFW here :
https://gameblaba.nl/files/ipk/retrofw/zdoom-retrofw-jz4760-gameblabla.opk

Source code :
https://github.com/gameblabla/zdoom

gameblabla (OP)

  • Posts: 1446
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #233 on: September 22, 2020, 06:28:33 pm »
Did you know that becoming gay suddenly gives you better skills for programming ?

<a href="https://www.youtube.com/watch?v=uKb2J90mGfo" target="_blank">https://www.youtube.com/watch?v=uKb2J90mGfo</a>

Brutal Doom was a bit challenging to optimize but the results aren't too bad with a small OC of 726 Mhz.
This is based upon the GCW0 port by Shin-NIL, itself using the old OpenAL branch from 2013... OpenAL support was never merged in mainline Zdoom as far i can tell. (at least, not after SDL2 anyway)

I also noticed that recent versions of OpenAL-soft are killing performance on low end devices, so i had to revert to the oldest version of it that i could possibly go : OpenAL-soft 1.8.
Then it was also a matter of using PGO, using an older GCC release (GCC 10.x would just make it crash) and etc...

I provide an OPK of Brutal Doom that has Freedoom 2 included with it, making it legal for redistribution.
But you also have the option of using the separate zdoom launcher if you want to run another IWAD or you can choose to run Brutal Doom with another IWAD, such as the official commercial releases of Doom.

https://gameblabla.nl/files/ipk/retrofw/zdoom-retrofw-jz4760-gameblabla.opk
https://gameblabla.nl/files/ipk/retrofw/Brutal_Doom_RS97.opk
« Last Edit: September 22, 2020, 06:30:50 pm by gameblabla »

exorio

  • Posts: 382
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #234 on: September 24, 2020, 10:52:20 am »
Decided to port HODE since i was going to port it to the RG-350 anyway.
This game uses 256x192 as its internal resolution so i thought it would be a nice target for the IPU.


The game itself is running fine and i have released the OPK for it.
Note that you should copy most of  the files, including setup.dat within its own SETUP folder.
Just point it to any of the .dem, .lvl etc... files and you should be good to go.

er what game is this?

And now Retro8 is also ported to this handled ! (and i also did a port for the bittboy/GKD350H)
<a href="https://www.youtube.com/watch?v=mCHZTciNgp0" target="_blank">https://www.youtube.com/watch?v=mCHZTciNgp0</a>

https://gameblabla.nl/files/ipk/retrofw/retro8_retrofw_gameblabla_port.opk
https://gameblabla.nl/files/ipk/bittboy/retro8_bittboy.zip
https://gameblabla.nl/files/ipk/350h/retro8_350h.opk

However, while this one does have sound, compatibility is far from perfect on this one either.
Just don't expect to play games like Virtua Racing Demake.

EDIT: I've issued a quick fix to fix an issue with .p8.png cart files. They should work now. (provided that the game doesn't have other issues too)
EDIT2: had to reissue another fix lol. Now they work for real.

So what files do I need, where to find them (on Windows) and where to place them? I got a legit Pico 8 license, and seems that it pulls the game from internet right after updating and selecting a game.

LDK would be a perfect device for this!

Did you know that becoming gay suddenly gives you better skills for programming ?

<a href="https://www.youtube.com/watch?v=uKb2J90mGfo" target="_blank">https://www.youtube.com/watch?v=uKb2J90mGfo</a>

Brutal Doom was a bit challenging to optimize but the results aren't too bad with a small OC of 726 Mhz.
This is based upon the GCW0 port by Shin-NIL, itself using the old OpenAL branch from 2013... OpenAL support was never merged in mainline Zdoom as far i can tell. (at least, not after SDL2 anyway)

I also noticed that recent versions of OpenAL-soft are killing performance on low end devices, so i had to revert to the oldest version of it that i could possibly go : OpenAL-soft 1.8.
Then it was also a matter of using PGO, using an older GCC release (GCC 10.x would just make it crash) and etc...

I provide an OPK of Brutal Doom that has Freedoom 2 included with it, making it legal for redistribution.
But you also have the option of using the separate zdoom launcher if you want to run another IWAD or you can choose to run Brutal Doom with another IWAD, such as the official commercial releases of Doom.

https://gameblabla.nl/files/ipk/retrofw/zdoom-retrofw-jz4760-gameblabla.opk
https://gameblabla.nl/files/ipk/retrofw/Brutal_Doom_RS97.opk

Sweeeet I'm gonna try this one ASAP

Thank you for all your hard work man!

gameblabla (OP)

  • Posts: 1446
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #235 on: September 24, 2020, 03:35:49 pm »
er what game is this?
Hearts of Darkness, a game by Eric Chahi.

So what files do I need, where to find them (on Windows) and where to place them? I got a legit Pico 8 license, and seems that it pulls the game from internet right after updating and selecting a game.

LDK would be a perfect device for this!
You just need a copy of the game in .p8.png or more preferably, in .p8.
Here's an example :
https://cdn.discordapp.com/attachments/574430565676351499/757268575189729290/celeste_update60.p8

Or this one :
https://www.lexaloffle.com/bbs/?pid=35231
Click on the icon next to "Cart" to download it in .p8.png format.
« Last Edit: September 24, 2020, 03:38:16 pm by gameblabla »

exorio

  • Posts: 382
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #236 on: September 24, 2020, 05:25:13 pm »
er what game is this?
Hearts of Darkness, a game by Eric Chahi.

Oh ok I know this one. It's just that the photo isn't clear.
Quote
So what files do I need, where to find them (on Windows) and where to place them? I got a legit Pico 8 license, and seems that it pulls the game from internet right after updating and selecting a game.

LDK would be a perfect device for this!
You just need a copy of the game in .p8.png or more preferably, in .p8.
Here's an example :
https://cdn.discordapp.com/attachments/574430565676351499/757268575189729290/celeste_update60.p8

Or this one :
https://www.lexaloffle.com/bbs/?pid=35231
Click on the icon next to "Cart" to download it in .p8.png format.

Ok found the files; on windows it's located in %appdata%/pico-8

they're mostly small in size < 100 kb

so the PNG files are actually the "carts"?

where I put them on my SDCard on LDK?

Sorry if I ask too much.

Cralex

  • Posts: 58
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #237 on: September 24, 2020, 05:33:18 pm »

Ok found the files; on windows it's located in %appdata%/pico-8

they're mostly small in size < 100 kb

so the PNG files are actually the "carts"?

where I put them on my SDCard on LDK?

Sorry if I ask too much.

Yes, Pico-8 games are typically distributed as a special PNG showing the ?cart? with the actual game code embedded inside. For RetroFW, only the latest version of Retro8 is able to handle .p8.png files. There?s also .p8 files, which just contain the game code. Those can be acquired either with an external utility or by using the command prompt in pico-8. Either way, the games can go wherever you like, as with most emulators.


Sent from my iPhone using Tapatalk

exorio

  • Posts: 382
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #238 on: September 24, 2020, 05:48:18 pm »

Ok found the files; on windows it's located in %appdata%/pico-8

they're mostly small in size < 100 kb

so the PNG files are actually the "carts"?

where I put them on my SDCard on LDK?

Sorry if I ask too much.

Yes, Pico-8 games are typically distributed as a special PNG showing the ?cart? with the actual game code embedded inside. For RetroFW, only the latest version of Retro8 is able to handle .p8.png files. There?s also .p8 files, which just contain the game code. Those can be acquired either with an external utility or by using the command prompt in pico-8. Either way, the games can go wherever you like, as with most emulators.


Sent from my iPhone using Tapatalk

thanks!

There're shit tons of gems in this platform.

Playing them on the notebook is without a question doable but most of the games are intended for short bursts of gaming session, also perfect for mobile.

I got GPD Win and Pocketchip, GPD Win is a bit overkill for this and currently mine have problem after all these years. Pocketchip, is dead.

exorio

  • Posts: 382
Re: My IPK/OPK builds for RetroFW (RS-97/LDK/RG-300)
« Reply #239 on: September 29, 2020, 12:13:43 am »
@gameblabla

you have ported and provided shit tons of stuffs to RetroFW

Now retroFW have most games from useless firmware ported, quite happy with OpenJazz and Pico 8

Buuuuuutttt just one request, if you don't mind and if you're not too busy

Falling Time

this was such a simple and very pleasant game to play on a very short burst of session

thank you in advance!

 

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