Retro-Go: Emulator launcher with improved emulators

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

jd2000 wrote:
Sat Jan 07, 2023 5:15 am
Ordroid-Go has 16MB flash, is it technically possible to support bigger ROMs in the future?
Copying the ROM to flash allows some bigger ROMs to work (I've tried it) but:
- We're limited to 3MB ROMs because the esp32 can only map 4MB of flash at once and a few pages are used to map the app itself
- It increases the size of retro-go, which is wasted space to users who do not care about SNES but might want to flash other apps on their GO

The only way to properly run larger ROMs is to use memory banking (the GO has an extra 4MB of "hidden" RAM) but it absolutely destroys performance (at least for every implementation I could think of).

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Re: Retro-Go: Emulator launcher with improved emulators

Post by jd2000 »

Thanks for the hard working and the clear explanation!
Since ESP32 can map up to 4MB flash, is it possible to support 3MB ROM instead of 2.5MB ROM?
I think it can cover most of SNES and MD games.(less than 24Mb)

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Like I said it is possible and I have done it, but I don't think making retro-go releases 8MB is an acceptable trade-off. More users will want to have that flash space for other stuff than to play a handful of SNES games (poorly), I imagine.
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alektronic (Mon Jan 09, 2023 1:03 am)

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Re: Retro-Go: Emulator launcher with improved emulators

Post by 8xpdh »

I've been following the development of the firmware since the beginning, and every few months I test it and I'm always thrilled that there are still people who give this handheld a little love.
with all the new features being added to the firmware (ports, wifi file manager, snes emulation etc) i often think how cool it would be to have a "minimal" version that only supported gb/gbc emulation and nothing else for purists like me.
I am aware that a stripped down version does not affect emulator performance. It's more about not having unnecessary features that take up memory or potentially complicate firmware maintenance.

Thank you for your years of dedication!

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Re: Retro-Go: Emulator launcher with improved emulators

Post by kelbot »

In the menu you can hide tabs, so you could hide everything but GB/GBC and you would have what you want from an interface perspective. I don't think a minimalist version is great idea. Everyone cares about different systems so you'd have to do a bunch of different versions for each system. Also, if you only care about gb/gbc then the extra space used for the other systems really doesn't matter. It's just sitting there are aren't using it anyways. I would just hide all the tabs I don't use personally.
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ducalex (Wed Jan 11, 2023 2:28 am)

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Additionally if you want a single tab you can mix .gb and .gbc files in both /roms/gb and /roms/gbc folders. Just choose one and hide the other.

Disabling everything, including wifi, you could fit launcher+gb/gbc in 1MB instead of the current 4MB. But realistically there are not that many apps for the ODROID-GO out there, so the 3MB saved would probably go unused...

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Re: Retro-Go: Emulator launcher with improved emulators

Post by pceslayer »

@ducalex

I recently installed an internal Audio DAC so I could actually enjoy using the Odroid Go unmuted and I have been testing a lot of games on the latest build. I must say the audio for PC Engine has much much improved since the original implementation! I noticed though that the PC Engine emulator seems to be missing audio channels or drops them to keep the framerate stable? I'm not sure if this is due to a hardware limitation or a coding decision.

Just curious...

Thanks for your time and thank you for all the work you do on this!!!

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Re: Retro-Go: Emulator launcher with improved emulators

Post by kelbot »

pceslayer wrote:
Sat Feb 18, 2023 4:27 am
@ducalex

I recently installed an internal Audio DAC so I could actually enjoy using the Odroid Go unmuted and I have been testing a lot of games on the latest build. I must say the audio for PC Engine has much much improved since the original implementation! I noticed though that the PC Engine emulator seems to be missing audio channels or drops them to keep the framerate stable? I'm not sure if this is due to a hardware limitation or a coding decision.

Just curious...

Thanks for your time and thank you for all the work you do on this!!!
Neat! I've been thinking about doing that for a long time as well but still haven't attempted it. Do you have any details on parts you used and how you did it?

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

pceslayer wrote:
Sat Feb 18, 2023 4:27 am
@ducalex

I recently installed an internal Audio DAC so I could actually enjoy using the Odroid Go unmuted and I have been testing a lot of games on the latest build. I must say the audio for PC Engine has much much improved since the original implementation! I noticed though that the PC Engine emulator seems to be missing audio channels or drops them to keep the framerate stable? I'm not sure if this is due to a hardware limitation or a coding decision.

Just curious...

Thanks for your time and thank you for all the work you do on this!!!
All channels are indeed emulated but the audio emulation can get out of sync due to lack of locking (especially when the cpu is struggling to keep up) and then weird things happen. Also the mixing isn't that great, I wouldn't be surprised if whole channels got cancelled out in some situations.

Can you give me a few easily reproducible examples where I could hear the difference clearly and work from that? Like maybe show me a youtube video of what it should sound like and then instructions or a save state to play that same part on the GO.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by pceslayer »

Here is a video I whipped up of Aero Blasters for TurboGrafx-16. Video starts with what the game should sound like and then switches to what it sounds like in Retro-Go.

https://youtu.be/uTkW48_Qc4g

It definitely is missing some sound channels in the intro and during gameplay

I took a look at the source code and noticed the PC Engine emulator is set to stereo and has some different maths to calculate the right channel volume. I believe HuCard games are Mono due to the limitations of the HuCard pinout and CD is the only way to get Stereo out. Have you tried compiling with mono to see if it improves sound?

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Re: Retro-Go: Emulator launcher with improved emulators

Post by lordhardware »

Hey ducalex,

just noticed some odd behaviour in the newest builds.

If you restore a savestate in gbc, it seems the RTC time is embedded to it does odd things when saving and restoring over and over.

Probably best to decouple that as the SRAM should be the point of truth.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

pceslayer wrote:
Thu Feb 23, 2023 7:16 am
Here is a video I whipped up of Aero Blasters for TurboGrafx-16. Video starts with what the game should sound like and then switches to what it sounds like in Retro-Go.

https://youtu.be/uTkW48_Qc4g

It definitely is missing some sound channels in the intro and during gameplay
Thanks for the video, I'll start with the missing percussion :) .
pceslayer wrote:
Thu Feb 23, 2023 7:16 am
I took a look at the source code and noticed the PC Engine emulator is set to stereo and has some different maths to calculate the right channel volume. I believe HuCard games are Mono due to the limitations of the HuCard pinout and CD is the only way to get Stereo out. Have you tried compiling with mono to see if it improves sound?
The hucard mono pin is only used when the hucard has extra hardware to generate audio. I don't know any game that uses it and we don't emulate that at all. The everdrive uses it when running a cd game to feed back the cd audio for example (in which case the mono limitation is indeed a problem).

But that's as good a place to start as any, I'll double check that we're not just accidentally muting a channel because of balance.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

lordhardware wrote:
Thu Feb 23, 2023 3:31 pm
Hey ducalex,
just noticed some odd behaviour in the newest builds.
If you restore a savestate in gbc, it seems the RTC time is embedded to it does odd things when saving and restoring over and over.
Probably best to decouple that as the SRAM should be the point of truth.
Currently the system clock takes precedence and the time saved in a savestate or sram file is ignored, otherwise things like NTP or I2C RTC wouldn't work.

I agree that savestate time should be respected if our system clock wasn't synced to anything recently but there's just no way to detect that for sure right now (at least not from inside the GBC emulator)...

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Re: Retro-Go: Emulator launcher with improved emulators

Post by lordhardware »

i can get a video if youd like, it will respect it while playing a session but if you close a game and reopen it will adjust the system time to match the savestate time.
This does a lot of funky stuff, ive watched the date go from day "1" to day "73" between two openings of the same save.
Is there a possibility this is save overflow related?

i can supply the rom and savestates if it helps illustrating?

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

No need for a video, I understood the problem. I was just saying that I don't see an easy solution right now.

As a workaround, I've added an hidden setting to disable using the system time for the RTC so that it will always start with either 0 (new game) or the exact value from the save state or sram file.

Open /retro-go/config/gbc.json and gb.json and add this line right after the {:

Code: Select all

"SysTime": 0,
Download: currently building here https://github.com/ducalex/retro-go/act ... 4360561227
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lordhardware (Mon Mar 13, 2023 11:03 am)

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Re: Retro-Go: Emulator launcher with improved emulators

Post by lordhardware »

Thanks Ducalex :)

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

lordhardware wrote:
Mon Mar 13, 2023 11:03 am
Thanks Ducalex :)
After receiving a second request for that feature I've decided it deserved a menu entry. But to avoid clutter I've put it in with the time selector (now called RTC config -> Sync: Yes/No). Yes: Sync with system time, No: will use the time in the save state or 0.

Top post has been updated and release also on github
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lordhardware (Wed May 31, 2023 8:55 am)

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Nemo1984 »

I noticed that mortal kombat doesn't work on Genesis. But had it ever worked on genesis? I just updated the multifirmware too using the self installer, Im just trying to pinpoint the change that might habe broke it.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by myownregister »

Hi Ducalex, not sure if it would help, but I've encountered a system crash on 1 of my odroid go units at the end of flashing the current release. After the last step, it crashes and screen shows "System Panic! Application crashed. Log saved to SD card." I pressed OK to continue to boot back to the games list. Tried reflashing 3x and it gave the same result. I've attached the crash.log for reference. My other odroid go unit flashed without issues.
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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

myownregister wrote:
Sun May 28, 2023 2:18 pm
Hi Ducalex, not sure if it would help, but I've encountered a system crash on 1 of my odroid go units at the end of flashing the current release. After the last step, it crashes and screen shows "System Panic! Application crashed. Log saved to SD card." I pressed OK to continue to boot back to the games list. Tried reflashing 3x and it gave the same result. I've attached the crash.log for reference. My other odroid go unit flashed without issues.
Thanks for the report! The trace is interesting but a bit unexpected in that it doesn't crash in our code, I'll have to do more digging to truly understand what's going on.

Either way it seems to be crashing when loading the config files, have you tried deleting everything in sd:/retro-go/config/* to see if it helps?

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Re: Retro-Go: Emulator launcher with improved emulators

Post by myownregister »

ducalex wrote:
Sun May 28, 2023 10:36 pm
Thanks for the report! The trace is interesting but a bit unexpected in that it doesn't crash in our code, I'll have to do more digging to truly understand what's going on.

Either way it seems to be crashing when loading the config files, have you tried deleting everything in sd:/retro-go/config/* to see if it helps?
Thanks for reviewing the crash log! I tried your suggestion and deleted everything inside sd:/retro-go/config/* then reflashed. It sadly gave the same "System Panic! Application crashed. Log saved to SD card." prompt. I am able to use the unit normally though, so all's good on that regard and I'm happily gaming on it. I attached the latest crash log for reference in case it helps.
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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

myownregister wrote:
Mon May 29, 2023 2:56 am
I am able to use the unit normally though, so all's good on that regard and I'm happily gaming on it.
Oh so it only does the crash once during the first boot after flashing? And then back to normal? The trace indicated it was crashing in SD card access, it's quite possible after flashing we don't have the best state and it's not cleaned up properly...

Definitely still a bug I wan't to fix but I'm glad that it's not making your device unusable!

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Re: Retro-Go: Emulator launcher with improved emulators

Post by myownregister »

ducalex wrote:
Mon May 29, 2023 3:00 am
Oh so it only does the crash once during the first boot after flashing? And then back to normal? The trace indicated it was crashing in SD card access, it's quite possible after flashing we don't have the best state and it's not cleaned up properly...

Definitely still a bug I wan't to fix but I'm glad that it's not making your device unusable!
Ah yes, it only crashes once right at the end of flashing then it runs normally again. I thought it seems odd since it has never happened to me over the years of flashing your updates so I thought you'd be interested to hear about it and I hope it helps somehow. And to add to the mystery, it doesn't happen to my other odroid go. Each unit was purchased with a large gap in between, a different manufacturing batch? But then, all's well right after and functions normally so I'm good to go. Thanks for taking a peek, much appreciated!

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Re: Retro-Go: Emulator launcher with improved emulators

Post by odroidgo »

I love everything about this project! It would be perfect if only it had bluetooth output. I have seen it working on my odroid go with this mp3 firmware: viewtopic.php?f=162&t=42758

I hope you can find a way to bring it to retro-go!

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Christian_Haitian »

Been awhile since I've checked in. Still loving this firmware as it is today for the Odroid Go. Excellent work and if no other improvements are done, I think it's feature complete for this unit. Take care.
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ducalex (Sat Aug 26, 2023 4:04 am)
A jack of all trades is a master of none, but oftentimes better than a master of one

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

odroidgo wrote:
Thu Aug 10, 2023 2:11 am
I love everything about this project! It would be perfect if only it had bluetooth output. I have seen it working on my odroid go with this mp3 firmware: viewtopic.php?f=162&t=42758

I hope you can find a way to bring it to retro-go!
I got bluetooth audio working at some point but it isn't usable because the BT stack uses most of the internal memory and that causes most emulators to become too sluggish. The BT stack also uses a fair amount of IRAM even when not in use which affects performance even further in some emulators. So I don't think it's possible to use bt audio with emulation...

A music player would be nice though. Ideally something integrated in the launcher but a separate app like the one you've shared would also be nice.

Retro-Go isn't abandoned, I'm still around to look at issues or PRs but it's true I haven't worked on the project very much in the past year.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Xavier76 »

Was wondering if you could throw in some of the emulator that work really well that are not included like Atari, C64 and especially MSX?
Last time I looked the color palette was off for the SG-1000 games maybe the coleco as well.
Was wondering if you could support the SGM module for the colecovision emulator? Most of it is just allocating more ram.
Also a lot of homebrew doesn't seem to work with it. (coleco)
This is all professional grade stuff, works on the actual console.


Most of all thanks for all you do and great job!

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Xavier76 wrote:
Sat Feb 17, 2024 9:47 pm
Was wondering if you could throw in some of the emulator that work really well that are not included like Atari, C64 and especially MSX?
The MSX is planned, the others I'm not sure... When you say that they work really well, can you link me to the ones (atari, c64, msx) you tried? Because I tried a few of them early on but they didn't work very well (I'm sure they've improved since, it was long ago!). I also tried a Stella port of my own with questionable success.

Xavier76 wrote:
Sat Feb 17, 2024 9:47 pm
Last time I looked the color palette was off for the SG-1000 games maybe the coleco as well.
Was wondering if you could support the SGM module for the colecovision emulator? Most of it is just allocating more ram.
We are currently using the same colors as this https://www.smspower.org/Development/Pa ... 1000SC3000 but the emulator contains two other palettes. I added a menu option to select it. If none are suitable then maybe firebrandx made some nice accurate palettes for it, I'm not sure.

I intend to make a release soon but the option is already on github if you want to try it, it should be done building in 20 minutes at https://github.com/ducalex/retro-go/act ... 7945662356 (scroll down to artifacts, I think you need to be logged in).

As for SGM, I've read this page: http://www.colecovision.dk/sem.htm?refreshed and I can probably add support for the expanded RAM and required banking. I'm not sure about the additional sound chip, though.
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Re: Retro-Go: Emulator launcher with improved emulators

Post by Xavier76 »

The 7800 prosystem seemed to work pretty well to me.
I had some version of FMsx I was using and got a lot of enjoyment out of I think there was another one that worked as well, let me look into it.
I think one or both may not have been kept up to date here or on other official repositories.

Not sure about which c64 core was best (haven't really used them) but it did sound like people were pretty happy with one of them.

Let me make sure I have most recent firmware you make and also check out the beta.
I'll look into the color swapping feature, I hadn't noticed it before.
Do Sg-1000 games need to be in their own folder?
Currently I have some in the SMS one.

A bunch of the Coleco SGM games work with just additional ram.
BRB

Just updated to 1.39 I believe and don't see an option for color palette swap.

Further edit:
Ok yeah you need to be logged in, trying the artifact one you were talking abiut above.

So far I just found the pallete option for the colecovision.
I'll try running a sg-1000 from that folder.

Heres a screenshot from Girls Garden.
Left one should be correct right one is from the emulator.
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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Xavier76 wrote:
Fri Feb 23, 2024 9:56 pm
Heres a screenshot from Girls Garden.
Left one should be correct right one is from the emulator.
I'm not entirely sure which is left and which is right because they're not shown side by side here! I'm going to assume the top is the incorrect one because it's called screenshot.png which is what my emulator does.

After some checks, all non-coleco games were indeed running in SMS mode which is incorrect. I've now made it that .sg files run in SG-1000 mode. You should put your SG-1000 games in the sms folder and they should have the .sg extension. (Maybe later I will add a dedicated tab for SG-1000...)

I've added SGM support for colecovision as per your request (except sound, but I will add it later).

Unfortunately the few games I've tested didn't detect SGM and I'm not sure why because the test ROM I found says everything is OK (except sound). I'll investigate later, trace what the games are trying to do. So for now YMMY :).

If you want to try it right now, you can pick an auto build from : https://github.com/ducalex/retro-go/actions (just pick the top one)

But I'm currently doing final testing on retro-go 1.40 (with help from ddrsoul) and it should be out very soon (days)!

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Xavier76 »

Nice, colors are working properly now in sg-1000!
Can you put those palette options up for all SMS/Coleco/Sg-100 games?
For some reason it just shows up in some random games.
It's fun to play with and for example some Taiwanese SMS games are MSX ports (most don't work on this emulator) that the colors can be off in.

Some SGM are working!
Bunch of the games that don't hang on the opening Bios splash screen.
Can you make an option to turn it off? It may help with compatibility.
If not it could give people several seconds back of their lives.
A have a AtariMax SD and it has this feature built in.

Most Coleco and SGM games that don't work say insert cartridge.
Other display the title correctly and then crash and very few just crash after the opening screen.
reporters.jpg
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Can you comment on any other new features that may be in the upcoming new release?

I notice you support other esp32 devices.
I found some on AliExpress recently for very cheap to play around with.
I was surprised to find out there's tons of communities out there for them.
I got a t-display 1.14" 24 pin (CH9102F 16MB) and a ESP32-2432S028R with a 2.8" touch display AKA cheap yellow display.

I also want to get a fabl VGA32 and a teensy 4.1 soon.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Xavier76 wrote:
Sat Feb 24, 2024 7:06 pm
Nice, colors are working properly now in sg-1000!
Can you put those palette options up for all SMS/Coleco/Sg-100 games?
For some reason it just shows up in some random games.
It's fun to play with and for example some Taiwanese SMS games are MSX ports (most don't work on this emulator) that the colors can be off in.
I thought SMS games weren't using the fixed TMS palettes? I guess MSX ports might be different? So yeah I can make the palette option always visible, I don't see any reason not to :) . I'll make the change soon and look into your other coleco requests (but it's too late for this release, that I'll post right after this comment).

Can you name one specific game to showcase each issue you listed? Nobody really cared about coleco support before you, so I'm not terribly familiar with this world!
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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

New release: Retro-Go 1.40 is now available! Download via top post or github.

First release in almost a year, bugs are to be expected!

Notably in this release almost all reported NES games have been fixed :)

Changes since 1.38.1:
- NES: Added sound emulation to mapper 19 (Pacman Championship Edition)
- NES: Added 2KB CHR support to mapper 64 (Rolling Thunder)
- NES: Fixed Battletoads (now works past level 2 but there's still occasional jitter)
- NES: Fixed Battletoads Double Dragon (freezing)
- NES: Fixed Teenage Mutant Ninja Turtles 3 (HUD jumping around in level 2)
- NES: Fixed other minor glitching in mapper 4 (MMC3) games
- NES: Fixed text garbled in Gun-Nac
- COL: Added palette selector (also for SG-1000)
- COL: Added support for SGM (but no AY yet)
- All: Added support for custom scaling dimensions
- All: Added border support (to replace black bars when not using full screen scaling)
- All: Fixed savestate wouldn't be loaded on next boot after saving
- All: Fixed partial screen updating sometimes caused artifacts
- Launcher: Long file names are now working correctly (though still not recommended)
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jafox (Wed Feb 28, 2024 9:21 am) • Xavier76 (Wed Feb 28, 2024 10:02 am) • odroid (Wed Feb 28, 2024 3:01 pm) • alektronic (Wed Feb 28, 2024 3:56 pm) • ddrsoul (Thu Feb 29, 2024 6:25 am) • Nemo1984 (Fri Mar 01, 2024 9:55 am)

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Xavier76 »

Is there a virtual Keyboard for the Colecovision?
Most of the games require you to press 1,2,3,#,9 or * to start
Maybe you can get rid of the reset button and use it as a hotkey instead?

I'll check out compatibility and get back shortly.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Xavier76 wrote:
Wed Feb 28, 2024 10:29 am
Is there a virtual Keyboard for the Colecovision?
Most of the games require you to press 1,2,3,#,9 or * to start
Maybe you can get rid of the reset button and use it as a hotkey instead?

I'll check out compatibility and get back shortly.
It's hardcoded https://github.com/ducalex/retro-go/blo ... #L264-L309

I never liked that method but since nobody cared about coleco I never fixed it. I have recently written a keyboard widget (to be used by upcoming MSX) so we can definitely have a virtual keyboard for coleco if you think it's best.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ddrsoul »

hello, I have made some borders for gbc to try in latest retro-go update
paste them in sd:/retro-go/borders/
and choose in menu/borders

they are nothing special as I am not an artist, but this way you can take closer look at the new retro-go feature.
I use them with scale "fit" but custom scale will be good too.
Attachments
borders.zip
(54.27 KiB) Downloaded 10 times
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Re: Retro-Go: Emulator launcher with improved emulators

Post by Xavier76 »

ducalex wrote:
Thu Feb 29, 2024 2:21 am
Xavier76 wrote:
Wed Feb 28, 2024 10:29 am
Is there a virtual Keyboard for the Colecovision?
Most of the games require you to press 1,2,3,#,9 or * to start
Maybe you can get rid of the reset button and use it as a hotkey instead?

I'll check out compatibility and get back shortly.
It's hardcoded https://github.com/ducalex/retro-go/blo ... #L264-L309

I never liked that method but since nobody cared about coleco I never fixed it. I have recently written a keyboard widget (to be used by upcoming MSX) so we can definitely have a virtual keyboard for coleco if you think it's best.
I just thought that the start button was 1.
So you've tried to make it custom for every game what the start button is?
I saw Frogger in the code and it's not starting or Nova Blast either.
Compatibility is near perfect for factory OEM games.
Choplifter has some glitches , could be my rom.

So it's al almost homebrew stuff that is crashing not working now.
Typically says insert cart on title screen.

C-So
Caverns of Titan
Boxxle (not sure if I've gotten this rom to work ever)
Flapee Bird
Mario Bros
Mecha 8 (could swear it also worked on non SGM systems)
Nibbli
Pac Man Collection
Princess Quest
Puzzli
Quest For the Crown

I can test these on an actual home system to make sure they work.
I didn't test for which games wouldn't start though, just which ones crashed on opening.
I got through something like A-S I'm sure there's a few more missing games (homebrew mostly)
DO you want me to keep testing start over?

What would be easiest is if you made Select a hotkey instead of reset
Select +
Left=1
Up=2
Right=3
Down=9
B=*
A=#

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Xavier76 wrote:
Fri Mar 01, 2024 9:53 am
I just thought that the start button was 1.
So you've tried to make it custom for every game what the start button is?
I saw Frogger in the code and it's not starting or Nova Blast either.
No I think it was CrashOverride, that code is one of the few untouched parts from the initial ODROID-GO firmware.

Xavier76 wrote:
Fri Mar 01, 2024 9:53 am
Select +
Left=1
Up=2
Right=3
Down=9
B=*
A=#
I've added a virtual keyboard when START is pressed. Right now it pauses the game when open so it's only good for menu navigation, not gameplay. Still an improvement, I think.

Is there a rational behind your proposed mappings? I can add them as well, but they don't seem terribly ergonomic or intuitive? Is that what other handhelds do?

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Xavier76 »

ducalex wrote:
Sat Mar 02, 2024 1:29 am
Xavier76 wrote:
Fri Mar 01, 2024 9:53 am
I just thought that the start button was 1.
So you've tried to make it custom for every game what the start button is?
I saw Frogger in the code and it's not starting or Nova Blast either.
No I think it was CrashOverride, that code is one of the few untouched parts from the initial ODROID-GO firmware.

Xavier76 wrote:
Fri Mar 01, 2024 9:53 am
Select +
Left=1
Up=2
Right=3
Down=9
B=*
A=#
I've added a virtual keyboard when START is pressed. Right now it pauses the game when open so it's only good for menu navigation, not gameplay. Still an improvement, I think.

Is there a rational behind your proposed mappings? I can add them as well, but they don't seem terribly ergonomic or intuitive? Is that what other handhelds do?
Nevemind,
What you did works better anyways.
Actually you can use it to play games, I just got through a couple rounds of Mousetrap.
And now you can start up everything too!!

Just checked out your nightlies.....
MSX!!!!
Heck yeah!
Now I just have to figure out what you've changed from the original and why it's crashing now.
What version of frmsx are you basing this off of? EDIT: NM I see your basing it off FMSX 6.0 so it might be a different build than the other esp32 one.
Does it need different bioses or in a different folder?

I forgot does retro-go rom folders support multiple folders in them?
Nevermind I see it supports subfolders in the roms folders.


Have you seen these?

viewtopic.php?f=162&t=42758
https://github.com/ricardoquesada/bluepad32/tree/main

Any way to ever get any kind of bluetooth support?

I have one of those keyboards that plug into the top of the odroid go but haven't found much use for it.

https://forums.atariage.com/topic/28257 ... ame-watch/
BTW here's two freeware roms in.pre shrunk gw format to play in the game & watch core
I found the work involved shrinking them too tedious sounding and handn't been able to use it before.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Xavier76 »

Yeah I can't get the MSX to work.
Tried several different bios sets from different locations too.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Xavier76 wrote:
Mon Mar 04, 2024 1:08 pm
Have you seen these?

viewtopic.php?f=162&t=42758
https://github.com/ricardoquesada/bluepad32/tree/main

Any way to ever get any kind of bluetooth support?
Bluetooth is not possible. I tried it but it uses too much of the internal RAM and this affects emulation performance a fair bit. The audio lag was also quite significant (500+ms). I'm sure some people would be okay with the trade-offs but the mere fact of linking in the bluetooth stack will reduce performance for everyone and I don't think it is wise.
Xavier76 wrote:
Mon Mar 04, 2024 1:08 pm
https://forums.atariage.com/topic/28257 ... ame-watch/
BTW here's two freeware roms in.pre shrunk gw format to play in the game & watch core
I found the work involved shrinking them too tedious sounding and handn't been able to use it before.
I agree the shrinking process is tedious. I almost removed the emulator because the barrier is too high for most people. But it doesn't take much room and can be hidden in the launcher so might as well keep it... I don't know what is a good solution to make it better.

Thanks for the homebrews, I'll add a link in the README so people interested can have a starting point :) .

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Xavier76 wrote:
Tue Mar 05, 2024 7:30 pm
Yeah I can't get the MSX to work.
Tried several different bios sets from different locations too.
The required bios files are available at the bottom of this page: https://fms.komkon.org/fMSX/ (only the first 3 are really needed I believe).

They currently must go in /retro-go/bios/. In earlier builds they went with the games in /roms/msx.

Games go in /roms/msx. As of the latest build, both .rom and .dsk are supported but at this time .dsk won't autostart which isn't very convenient. .cas might work if you load them via the fMSX menu, I have no idea.

Some ROMs (so called megaroms) also need a special database named CARTS.SHA to boot. I intend to embed it in retro-go, but it is not done yet.

So as you can see everything is still very much in flux and not ready for testing. But you are of course welcome to test anyway ;) .

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Cralex »

Somehow I missed hearing about the 1.40 update. It's looking fantastic! I can confirm that it works fine on the ESPlay Micro. I was able to obtain a second GameBox Mini (my original unit has broken screen) But for some reason I am struggling to enter the boot loader to flash the new version. Doing it from the button combination gives me a black screen and then boots into Retro-Go when I reboot it, while doing it from the debug menu or the recovery menu causes a crash. I am thinking about swapping the boards between my units, which would require some soldering because of how the batteries and speakers are connected.

But anyway, apparently the GBM units with the metal shell have a slightly taller viewing area than the ones with plastic shells, so I will need to play around with the resolution in the GBM target. I am hoping that the new scaling features will make it possible to support both case variations with a single target. I played around with the custom scaling on ODG, But it seems like shrinking the height simply moves the image down instead of scaling it.

Edit: Forget what I said about the button thing. I was just holding down the wrong button. 🤣 flashed and running successfully.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Cralex wrote:
Thu Mar 07, 2024 8:31 am
I am hoping that the new scaling features will make it possible to support both case variations with a single target. I played around with the custom scaling on ODG, But it seems like shrinking the height simply moves the image down instead of scaling it.
Indeed, the scaling in 1.40 isn't improved, I've just made it directly configurable if people want to experiment. So it's still pretty bad at downscaling :( .

It's also limited to the screen dimensions, which in hindsight is stupid. I should allow the user to overzoom if they want and the image will just be cropped. I think that would be helpful on the GBM.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by odroid »

@ducalex,
Can you tell me which version of ESP-IDF you are using? Are you still on 4.3.3?

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

odroid wrote:
Fri Mar 08, 2024 10:10 am
@ducalex,
Can you tell me which version of ESP-IDF you are using? Are you still on 4.3.3?
I'm using 4.3.4 yes. As of recently, the project can be built with 5.0 as well (everything works except networking, so rg_tool.py --no-networking is needed). There are some performance issues that I've never addressed and that's why I don't currently use it for official releases yet.

I have never tested esp-idf 5.1 or 5.2 though!

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Cralex wrote:
Thu Mar 07, 2024 8:31 am
But anyway, apparently the GBM units with the metal shell have a slightly taller viewing area than the ones with plastic shells, so I will need to play around with the resolution in the GBM target. I am hoping that the new scaling features will make it possible to support both case variations with a single target.
I've made a new scaling code that supports downscaling "properly". Full/Fit modes will now downscale if needed, instead of cropping. I've also replaced the custom scaling mode with a Zoom mode, which allows fine grained image size control from 0.1x to 2x (the excess will be cropped, as you'd expect).

Hopefully it will make those tiny devices more usable! I don't have a gbm build but the code is on github.

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Re: Retro-Go: Emulator launcher with improved emulators

Post by odroid »

ducalex wrote:
Sun Mar 10, 2024 6:38 am
odroid wrote:
Fri Mar 08, 2024 10:10 am
@ducalex,
Can you tell me which version of ESP-IDF you are using? Are you still on 4.3.3?
I'm using 4.3.4 yes. As of recently, the project can be built with 5.0 as well (everything works except networking, so rg_tool.py --no-networking is needed). There are some performance issues that I've never addressed and that's why I don't currently use it for official releases yet.

I have never tested esp-idf 5.1 or 5.2 though!
Thank you for the confirmation. Well noted. :)

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Re: Retro-Go: Emulator launcher with improved emulators

Post by Xavier76 »

Just tested the MSX again on the f316cc9 build version.
Pretty good start up compatibility now and greet speeds.
Sound still needs work though.

What about Bluetooth keyboards or controllers do they take up too many resources too?

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Re: Retro-Go: Emulator launcher with improved emulators

Post by ducalex »

Xavier76 wrote:
Mon Mar 11, 2024 9:45 am
Just tested the MSX again on the f316cc9 build version.
Pretty good start up compatibility now and greet speeds.
Sound still needs work though.

What about Bluetooth keyboards or controllers do they take up too many resources too?
I'm not against adding bluetooth HID in the MSX app but I won't add bluetooth to all apps as part of libretro-go. But that would be a low priority goal, first I want to get MSX working well with the built-in controls!

Keeping in mind that sound on the GO isn't great to begin with (especially at low volumes), can you expand on what's wrong with the MSX sound? Is it too noisy? Clipping? Too fast? Too slow?

Can you name a game that currently works and where sound issues are obvious? I'd run it in an emulator on my PC and on the GO to try to find the issue :) .

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