Lakka for XU4/3

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Lakka for XU4/3

Unread postby odroid » Tue Dec 01, 2015 1:46 pm

Official support for Odroid-XU3/4 board with tons of new features.
http://www.lakka.tv/articles/2015/11/26 ... -released/

You can download it now.
http://www.lakka.tv/get/linux/

Lakka is the official Linux distribution of RetroArch and the libretro ecosystem.
Each game system is implemented as a libretro core, while the frontend RetroArch takes care of inputs and display.
This clear separation ensures modularity and centralized configuration.

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Re: Lakka for XU4/3

Unread postby Tpimp » Tue Dec 01, 2015 4:22 pm

Awesome. When they get their front-end designs fixed it will be a really great emulation system. Then backend is pretty good if you can handle the UI.
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Re: Lakka for XU4/3

Unread postby Derche » Mon Dec 07, 2015 10:59 pm

Hello, I actually got the C1 to replace an rPi that was running Emulation Station. Lakka is gorgeous, but I found myself trapped in menus more often than I was playing.
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Re: Lakka for XU4/3

Unread postby Kivutar » Tue Dec 08, 2015 3:55 am

I updated the builds with some bugfixes http://www.lakka.tv/articles/2015/12/07 ... s-updated/
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Re: Lakka for XU4/3

Unread postby Jlm70 » Mon Jan 04, 2016 10:12 pm

Thanks! I'll try asap, with an ODROID U3 inside a PICADE cabinet... Do you have any suggestions to manage the PICADE stick/buttons?

PS: ODROID XU3 and U3 are compatible?
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Re: Lakka for XU4/3

Unread postby Tpimp » Tue Jan 05, 2016 4:30 am

Jlm70 wrote:PS: ODROID XU3 and U3 are compatible?

No.
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Re: Lakka for XU4/3

Unread postby DSG » Wed Aug 23, 2017 3:14 am

How can i flash on emmc using xu4? Without emmc adapter
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Re: Lakka for XU4/3

Unread postby pippogsm » Mon Aug 28, 2017 8:26 am

Hi guys,

Anyone tried using Lakka with ODROID-VU7 Plus?

I'm trying to use the Lakka-OdroidXU3.arm-2.0 image file. Everything works well while connected to my main full HD monitor, but I want to use the VU7 plus.

So I've modified the boot.ini file by adding:
Code: Select all
setenv videoconfig "drm_kms_helper.edid_firmware=edid/1024x600.bin"
setenv vout "dvi"


The image appears on the VU7 lcd, but the resolution is higher than 1024x600.

I've ran RetroArch in verbose mode, and saw these lines:

Code: Select all
RetroArch [INFO] :: [Video]: Video @ 1024x600
RetroArch [INFO] :: [Video]: Starting threaded video driver ...
RetroArch [INFO] :: [EGL] Falling back to eglGetDisplay
RetroArch [INFO] :: [EGL]: EGL version: 1.4
RetroArch [INFO] :: [GL]: Found GL context: mali-fbdev
RetroArch [INFO] :: [GL]: Detecting screen resolution 0x0.
RetroArch [INFO] :: [EGL]: Current context: 0xb322a220.
RetroArch [INFO] :: [GL]: Vendor: ARM, Renderer: Mali-T628.
RetroArch [INFO] :: [GL]: Version: OpenGL ES 3.1 v1.r12p0-04rel0.03af15950392f3702b248717f4938b82.
RetroArch [INFO] :: [GL]: Using resolution 1024x1800


I have no idea why the gl driver defaults to the 1024x1800 resolution.

Any ideeas?

Full retroarch verbose info below.

Code: Select all
RetroArch [INFO] :: This is RetroArch version 1.5.0 (Git 882fe09)
RetroArch [INFO] :: === Build =======================================
Capabilities: NEON VFPv3 VFPv4
Built: Jul 23 2017
RetroArch [INFO] :: Version: 1.5.0
RetroArch [INFO] :: Git: 882fe09
RetroArch [INFO] :: =================================================
RetroArch [INFO] :: [Config]: Loading default config.
RetroArch [INFO] :: [Config]: loading config from: (null).
RetroArch [INFO] :: Looking for config in: "/storage/.config/retroarch/retroarch.cfg".
RetroArch [INFO] :: Environ SET_PIXEL_FORMAT: RGB565.
RetroArch [INFO] :: Redirecting save file to "/storage/savefiles/.srm".
RetroArch [INFO] :: Redirecting savestate to "/storage/savestates/.state".
RetroArch [INFO] :: Version of libretro API: 1
RetroArch [INFO] :: Compiled against API: 1
RetroArch [INFO] :: [Audio]: Set audio input rate to: 29970.03 Hz.
RetroArch [INFO] :: Found shader "/tmp/shaders/slang-conversion-template.glsl"
RetroArch [INFO] :: Found shader "/tmp/shaders/stock.glsl"
RetroArch [INFO] :: [Video]: Video @ 1024x600
RetroArch [INFO] :: [Video]: Starting threaded video driver ...
RetroArch [INFO] :: [EGL] Falling back to eglGetDisplay
RetroArch [INFO] :: [EGL]: EGL version: 1.4
RetroArch [INFO] :: [GL]: Found GL context: mali-fbdev
RetroArch [INFO] :: [GL]: Detecting screen resolution 0x0.
RetroArch [INFO] :: [EGL]: Current context: 0xb322a220.
RetroArch [INFO] :: [GL]: Vendor: ARM, Renderer: Mali-T628.
RetroArch [INFO] :: [GL]: Version: OpenGL ES 3.1 v1.r12p0-04rel0.03af15950392f3702b248717f4938b82.
RetroArch [INFO] :: [GL]: Using resolution 1024x1800
RetroArch [INFO] :: [GL]: Default shader backend found: glsl.
RetroArch [INFO] :: [Shader driver]: Using GLSL shader backend.
RetroArch [WARN] :: [GL]: Stock GLSL shaders will be used.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GLSL]: Found GLSL vertex shader.
RetroArch [INFO] :: [GLSL]: Found GLSL fragment shader.
RetroArch [INFO] :: [GLSL]: Linking GLSL program.
RetroArch [INFO] :: [GL]: Using 4 textures.
RetroArch [INFO] :: [GL]: Loaded 1 program(s).
RetroArch [INFO] :: [Font]: Using font rendering backend: freetype.
RetroArch [INFO] :: [Video]: Graphics driver did not initialize an input driver. Attempting to pick a suitable driver.
RetroArch [INFO] :: [udev] Adding device /dev/input/event3 as type ID_INPUT_KEYBOARD.
RetroArch [INFO] :: [udev] Adding device /dev/input/event1 as type ID_INPUT_MOUSE.
RetroArch [INFO] :: [udev] Adding device /dev/input/mouse0 as type ID_INPUT_MOUSE.
RetroArch [INFO] :: [udev]: Plugged pad: Microsoft X-Box 360 pad (1118:654) on port #0.
RetroArch [INFO] :: [udev]: Pad #0 (/dev/input/event2) supports force feedback.
RetroArch [INFO] :: [udev]: Pad #0 (/dev/input/event2) supports 16 force feedback effects.
RetroArch [INFO] :: [Autodetect]: 186 profiles found.
RetroArch [INFO] :: [Autodetect]: selected configuration: /tmp/joypads/udev/Microsoft_X-Box_360_pad.cfg
RetroArch [INFO] :: [Joypad]: Found joypad driver: "udev".
RetroArch [INFO] :: ALSA: Using signed 16-bit format.
RetroArch [INFO] :: ALSA: Period size: 940 frames
RetroArch [INFO] :: ALSA: Buffer size: 1881 frames
RetroArch [INFO] :: [Menu]: Found menu display driver: "menu_display_gl".
RetroArch [INFO] :: [Font]: Using font rendering backend: freetype.
RetroArch [INFO] :: [Font]: Using font rendering backend: freetype.
RetroArch [INFO] :: SRAM will not be saved.
RetroArch [INFO] :: Loading history file: [/storage/.config/retroarch/content_history.lpl].
RetroArch [INFO] :: Loading history file: [/storage/.config/retroarch/content_music_history.lpl].
RetroArch [INFO] :: Loading history file: [/storage/.config/retroarch/content_video_history.lpl].
RetroArch [INFO] :: Loading history file: [/storage/.config/retroarch/content_image_history.lpl].
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Re: Lakka for XU4/3

Unread postby Jawbraeka » Wed Sep 20, 2017 11:44 am

OK.

I have a question before going to the trouble.

I have 2 dragonrise USB generic encoder boards and have had issues with both encoders running 2 separate players controllers successfully, either by the emulator seeing the two devices with the same name and configuring the same buttons to both encoders and therefore player will control player 2 and vice verse..

I guess what I'm asking is,

Will two separate controllers be identified by separate USB port/pid combination? In other words, player 1 USB 1 pid 0079… and player 2 USB 2 pid 0079 (I believe the hex code for the controllers is 0079)

My other question is, will it configure the 2 players separately and bind buttons to each player?

I guess time will tell.
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Re: Lakka for XU4/3

Unread postby odroid » Wed Sep 20, 2017 11:57 am

I think you need to post the question on the Lakka forum to get an answer quickly.
https://forums.libretro.com/c/libretro/lakka-tv-general
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Re: Lakka for XU4/3

Unread postby Jawbraeka » Wed Sep 20, 2017 7:13 pm

Thanks odroid.
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