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Neko Project II kai

Home Page: http://domisan.sakura.ne.jp/article/np2kai/np2kai.html

License: MIT License

C 78.06% Makefile 0.08% Objective-C 0.02% C++ 15.41% MAXScript 2.45% Assembly 0.46% Shell 0.01% Perl 0.01% CMake 0.65% EmberScript 0.08% ReScript 2.75% SourcePawn 0.03%
libretro

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azo234 avatar barbeque avatar bsdf avatar frank-deng avatar inactive123 avatar j3tm0t0 avatar jpcima avatar linkmauve avatar lpproj avatar madilama avatar meepingsnesroms avatar miyamoto999 avatar moorwu avatar mrniceguy127 avatar nottux avatar paradadf avatar phcoder avatar r-type avatar retrosven avatar rsn8887 avatar spiralcut avatar tatsuya79 avatar tim942 avatar webgeek1234 avatar yoshisuga avatar

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np2kai's Issues

Sound driver crashes on vita

Description of the problem: sound driver crashes and gets stuck playing a single MIDI note (producing a tinnitus-esque sound). Seems like a sound buffering bug. It doesn't always happen on the same track loop, meaning that sometimes it reproduces the entire sound loop a few times before crashing, but it always crashes and gets stuck on the same note in the loop.

Tested on this game: Kyouiku Jisshuu - Joshikousei Maniacs (https://vndb.org/v7597)
Happens on this track: https://www.youtube.com/watch?v=g0ZUx4mh_rk
Tested in this platform: most recent vita nightly (but bug is present in all previous versions). Might also happen in other platforms (Android, etc.)
Reproducible: always (but sometimes the loop plays a few times before getting stuck on a note)

It's not a rom or NP2 emulator bug as this problem doesn't happen when running the game on a PC.

[X11] Is it possible to upscale the screen without slowing down framerate?

It seems that NP2's window looks a little small on my laptop with 1366x768 resolution when window resolution is 640x400, and it seems that things will get worse on a 1920x1080 monitor with the text indistinguishable.
When I tried other resolutions like 1280x800 from Screen->Size, the framerate drops dramatically with the background music slows down as well.

some fdd floppy images are not working

I noticed a couple of games from Mame software list such as dna, amidacho (Amida ChonChon), bbalfin (Battle Block Alfin), inthedun (In the Dungeon) are not working and they are all in fdd format.
But some are working such as atlantia.

Is there something to fix here or are they just bad images?

The icon of the program in the X11 port is colour inverted.

In other words, both the icon that's shown at the upper left corner of NP2Kai and the taskbar icon are black with a white background, instead of white with an invisible background, as can be seen here:

example

Please fix it, and thank you! :D

[libretro] crash on start win x64

NP2Kai libretro crashes on start on windows 7 x64.
Last good build was e07bf31.

Sorry I can't find anything helpful in the log and can not compile it with DEBUG (it's failing here with MSYS2 gcc 7.3).

(Libretro) No longer compiles for many platform ports

The latest to no longer work now is the Android version -

http://p.0bl.net/175401

I already had to disable numerous console ports which were also broken in previous commits. it's starting to worry me that previously this emulator's portability is being sacrificed by so much. I can no longer compile it for Vita or for other platforms where things worked fine before.

Swap Disk without keyboard ?

@hello @AZO234

F1 key menu durling play game, you can swap disk.
[Disk Control] -> [Disk Cycle Tray Status] (eject) -> [Disk Index] -> [Disk Cycle Tray Status] (disk set)

i have no keyboard with my raspberry, is it possible to add R2 Button this function or combo ?

font

Hi, in the web page and README.md, there's no description about FONT.BMP (not FONT.ROM).
But, without FONT.BMP, np2kai displays very ugly characters.
We can use either font.bmp or FONT.BMP with xnp2kai.

[X11] No beep sound with INT 1CH AH=06H

I tried to use the BIOS's beep function with the following code, but failed to produce any sound.

#include <stdio.h>
#include <dos.h>

union REGS inregs, outregs;

void main(){
	inregs.h.ah = 0x06;
	inregs.x.cx = 1;
	inregs.x.dx = 1000;
	int86y(0x1C, &inregs, &outregs);
}

LSI C-86 Ver. 3.30c試食版 is used for compiling the code above inside the PC98 emulator.

build issue (x11 version)

Hi, I'm using gcc-7.3.1 on Fedora27. The build fails with the errors bellow.

./../x11/gtk2/dialog_ide.c: 関数 ‘ok_button_clicked’ 内:
./../x11/gtk2/dialog_ide.c:45:14: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
if (np2cfg.idetype[0] != i) {
^
./../x11/gtk2/dialog_ide.c:46:11: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
np2cfg.idetype[0] = i;
^
./../x11/gtk2/dialog_ide.c:54:14: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
if (np2cfg.idetype[1] != i) {
^
./../x11/gtk2/dialog_ide.c:55:11: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
np2cfg.idetype[1] = i;
^
./../x11/gtk2/dialog_ide.c:63:14: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
if (np2cfg.idetype[2] != i) {
^
./../x11/gtk2/dialog_ide.c:64:11: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
np2cfg.idetype[2] = i;
^
./../x11/gtk2/dialog_ide.c:72:14: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
if (np2cfg.idetype[3] != i) {
^
./../x11/gtk2/dialog_ide.c:73:11: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
np2cfg.idetype[3] = i;
^
./../x11/gtk2/dialog_ide.c:83:12: エラー: ‘NP2CFG {aka struct tagNP2Config}’ h no member named ‘iderwait’; did you mean ‘wait’?
if(np2cfg.iderwait != temp) {
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:84:10: エラー: ‘NP2CFG {aka struct tagNP2Config}’ h no member named ‘iderwait’; did you mean ‘wait’?
np2cfg.iderwait = temp;
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:90:12: エラー: ‘NP2CFG {aka struct tagNP2Config}’ h no member named ‘idewwait’; did you mean ‘wait’?
if(np2cfg.idewwait != temp) {
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:91:10: エラー: ‘NP2CFG {aka struct tagNP2Config}’ h no member named ‘idewwait’; did you mean ‘wait’?
np2cfg.idewwait = temp;
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:95:13: エラー: ‘NP2CFG {aka struct tagNP2Config}’ h no member named ‘idebios’; did you mean ‘usebios’?
if (np2cfg.idebios != useidebios) {
^~~~~~~
usebios
./../x11/gtk2/dialog_ide.c:96:10: エラー: ‘NP2CFG {aka struct tagNP2Config}’ h no member named ‘idebios’; did you mean ‘usebios’?
np2cfg.idebios = useidebios;
^~~~~~~
usebios
./../x11/gtk2/dialog_ide.c:99:13: エラー: ‘NP2CFG {aka struct tagNP2Config}’ h no member named ‘autoidebios’; did you mean ‘usebios’?
if (np2cfg.autoidebios != autoidebios) {
^~~~~~~~~~~
usebios
./../x11/gtk2/dialog_ide.c:100:10: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘autoidebios’; did you mean ‘usebios’?
np2cfg.autoidebios = autoidebios;
^~~~~~~~~~~
usebios
./../x11/gtk2/dialog_ide.c: 関数 ‘create_ide_dialog’ 内:
./../x11/gtk2/dialog_ide.c:195:71: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
gtk_entry_set_text(GTK_ENTRY(drivetype_pm_entry),drivetype_str[np2cfg.idetype[
0]]);
^
./../x11/gtk2/dialog_ide.c:207:71: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
gtk_entry_set_text(GTK_ENTRY(drivetype_sm_entry),drivetype_str[np2cfg.idetype[
2]]);
^
./../x11/gtk2/dialog_ide.c:225:71: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
gtk_entry_set_text(GTK_ENTRY(drivetype_ps_entry),drivetype_str[np2cfg.idetype[
1]]);
^
./../x11/gtk2/dialog_ide.c:237:71: エラー: ‘NP2CFG {aka struct tagNP2Config}’ ‘idetype’ という名前のメンバを持っていません
gtk_entry_set_text(GTK_ENTRY(drivetype_ss_entry),drivetype_str[np2cfg.idetype[
3]]);
^
./../x11/gtk2/dialog_ide.c:254:13: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘iderwait’; did you mean ‘wait’?
if (np2cfg.iderwait >= 0 && np2cfg.iderwait <= 100000000) {
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:254:37: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘iderwait’; did you mean ‘wait’?
if (np2cfg.iderwait >= 0 && np2cfg.iderwait <= 100000000) {
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:255:30: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘iderwait’; did you mean ‘wait’?
sprintf(temp, "%d", np2cfg.iderwait);
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:259:10: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘iderwait’; did you mean ‘wait’?
np2cfg.iderwait = 100000000;
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:283:13: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘idewwait’; did you mean ‘wait’?
if (np2cfg.idewwait >= 0 && np2cfg.idewwait <= 100000000) {
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:283:37: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘idewwait’; did you mean ‘wait’?
if (np2cfg.idewwait >= 0 && np2cfg.idewwait <= 100000000) {
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:284:30: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘idewwait’; did you mean ‘wait’?
sprintf(temp, "%d", np2cfg.idewwait);
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:288:10: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘idewwait’; did you mean ‘wait’?
np2cfg.idewwait = 100000000;
^~~~~~~~
wait
./../x11/gtk2/dialog_ide.c:309:13: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘idebios’; did you mean ‘usebios’?
if (np2cfg.idebios) {
^~~~~~~
usebios
./../x11/gtk2/dialog_ide.c:316:13: エラー: ‘NP2CFG {aka struct tagNP2Config}’ s no member named ‘autoidebios’; did you mean ‘usebios’?
if (np2cfg.autoidebios) {
^~~~~~~~~~~
usebios
make[1]: *** [Makefile:4445: ../x11/gtk2/xnp2kai-dialog_ide.o] エラー 1
make: *** [Makefile:1321: all] エラー 2

SDL2 compilation in macOS fails with a single error.

../network/net.c:68:10: fatal error: 'linux/if.h' file not found

In the network directory, there are the following files: lgy98.c lgy98.h lgy98.o lgy98dev.h net.c net.h readme.txt but no if.h.

EDIT: if.h exists under <net/if.h>, if_ether.h under <netinet/if_ether.h> but if_tun.h does not seemingly exist.

EDIT2: added where if_ether.h is located at and a clarification.

Compilation under Windows 7 MinGW64/32 fails.

After a lot of tries, I finally got NP2Kai to almost compile. First, it complained that -lmingw32 was not found. I realized that the resulting executable would be 32 bits, so I installed the 32 bits toolchain version that you specify on the README.

However, I get the following issue:

"../sdl2/win32/main.o: file not recognized: File format not recognized
collect2.exe: error: ld returned 1 exit status
make: *** [Makefile21.win:67: np21kai] Error 1"

This is the text of sdl2/win32/main.c:

"/**

#include "compiler.h"
#include "np2.h"
#include "..\fontmng.h"

#pragma comment(lib, "SDL2.lib")
#pragma comment(lib, "SDL2main.lib")
#pragma comment(lib, "zlib.lib")

#if !defined(RESOURCE_US)
#pragma comment(lib, "SDL2_ttf.lib")
#endif

/**

  • ���C��

  • @param[in] argc �ø��

  • @param[in] argv �ø��

  • @return ���U���g �R�[�h
    */
    int main(int argc, char *argv[])
    {
    UINT nLength;
    TCHAR szFont[MAX_PATH];

    nLength = GetWindowsDirectory(szFont, SDL_arraysize(szFont));
    lstrcpy(szFont + nLength, TEXT("\Fonts\msgothic.ttc"));
    fontmng_setdeffontname(szFont);

    return np2_main(argc, argv);
    }"

What could be the issue?

Also, it's worth menctioning that during compilation, an error was obtained: in the sdl2/dosio.c file, in the 193th line, there's a bug, as mkdir() only accepts one instruction. You can fix this by transforming it into _mkdir.

Thank you for your help!

[Wii U] Core successfully compiled against lastest RA (1b7fb1530)

@twinaphex mentioned that you were getting troubles compiling NP2kai for Wii U so he disabled it from Wii U recipes, I give it a shot and I was able to compile it without problems. What compilation errors were you getting?

The information under settings:
Git version: 1b7fb1530a

1.7.3 - Neko Project II kai ver.0.86 kai rev.16

compilation issue (x11 port)

Hi, when compiling X11 port with gcc-7.2.1 on Fedora27, there were the errors bellow.

g++ -DHAVE_CONFIG_H -DSYSRESPATH=""/usr/local/share/xnp2"" -I. -I./.. -I./../
x11 -I./../x11/gtk2 -I./../x11/debug -I./../common -I./../cbus -I./../fdd -I./..
/generic -I./../io -I./../mem -I./../network -I./../sound -I./../sound/fmgen -I.
/../vram -I/usr/include/gtk-2.0 -I/usr/lib64/gtk-2.0/include -I/usr/include/pang
o-1.0 -I/usr/include/glib-2.0 -I/usr/lib64/glib-2.0/include -I/usr/include/cairo
-I/usr/include/pixman-1 -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr
/include/harfbuzz -I/usr/include/gdk-pixbuf-2.0 -I/usr/include/atk-1.0 -pthread
-I/usr/include/SDL2 -D_REENTRANT -I/usr/include/libusb-1.0 -DSUPPORT_LARGE_
HDD -DSUPPORT_VPCVHD -DSUPPORT_KAI_IMAGES -DHOOK_SYSKEY -DALLOW_MULTIRUN -DSUPPO
RT_NET -DSUPPORT_LGY98 -DUSE_MAME -DSUPPORT_SOUND_SB16 -I./../i286c -DNDEBUG
-fsigned-char -fno-strict-aliasing -std=c++11 -g -O2 -pthread -c -o ./../x11/ext
/xnp2-opl3.o test -f './../x11/ext/opl3.cpp' || echo './'./../x11/ext/opl3.cpp

In file included from /usr/include/c++/7/vector:60:0,
from ./../x11/ext/externalchipmanager.h:8,
from ./../x11/ext/opl3.cpp:12:
/usr/include/c++/7/bits/stl_algobase.h:243:56: エラー: マクロ "min" に引数が 3
渡されましたが、2 しか受け取りません
min(const _Tp& __a, const _Tp& __b, _Compare __comp)
^
/usr/include/c++/7/bits/stl_algobase.h:265:56: エラー: マクロ "max" に引数が 3
渡されましたが、2 しか受け取りません
max(const _Tp& __a, const _Tp& __b, _Compare __comp)
^
In file included from ./../x11/ext/opl3.cpp:6:0:
/usr/include/c++/7/bits/stl_algobase.h:195:5: エラー: expected unqualified-id be
fore ‘const’
min(const _Tp& __a, const _Tp& __b)
^
/usr/include/c++/7/bits/stl_algobase.h:195:5: エラー: expected ‘)’ before ‘co’
/usr/include/c++/7/bits/stl_algobase.h:195:5: エラー: expected ‘)’ before ‘co’
/usr/include/c++/7/bits/stl_algobase.h:195:5: エラー: expected ‘)’ before ‘co’
/usr/include/c++/7/bits/stl_algobase.h:195:5: エラー: expected initializer befor
e ‘const’
/usr/include/c++/7/bits/stl_algobase.h:219:5: エラー: expected unqualified-id be
fore ‘const’
max(const _Tp& __a, const _Tp& __b)
^
/usr/include/c++/7/bits/stl_algobase.h:219:5: エラー: expected ‘)’ before ‘co’
/usr/include/c++/7/bits/stl_algobase.h:219:5: エラー: expected ‘)’ before ‘co’
/usr/include/c++/7/bits/stl_algobase.h:219:5: エラー: expected ‘)’ before ‘co’
/usr/include/c++/7/bits/stl_algobase.h:219:5: エラー: expected initializer befor
e ‘const’
In file included from /usr/include/c++/7/vector:60:0,
from ./../x11/ext/externalchipmanager.h:8,
from ./../x11/ext/opl3.cpp:12:
/usr/include/c++/7/bits/stl_algobase.h:246:7: エラー: expected primary-expressio
n before ‘if’
if (__comp(__b, __a))
^~
/usr/include/c++/7/bits/stl_algobase.h:246:7: エラー: expected ‘}’ before ‘if’
/usr/include/c++/7/bits/stl_algobase.h:246:7: エラー: expected ‘;’ before ‘if’
/usr/include/c++/7/bits/stl_algobase.h:248:7: エラー: expected unqualified-id be
fore ‘return’
return __a;
^~~~~~
/usr/include/c++/7/bits/stl_algobase.h:268:7: エラー: expected primary-expressio
n before ‘if’
if (__comp(__a, __b))
^~
/usr/include/c++/7/bits/stl_algobase.h:268:7: エラー: expected ‘}’ before ‘if’
/usr/include/c++/7/bits/stl_algobase.h:268:7: エラー: expected ‘;’ before ‘if’
/usr/include/c++/7/bits/stl_algobase.h:270:7: エラー: expected unqualified-id be
fore ‘return’
return __a;
^~~~~~
/usr/include/c++/7/bits/stl_algobase.h:271:5: エラー: expected declaration befor
e ‘}’ token
}
^
make[1]: *** [Makefile:5912: ../x11/ext/xnp2-opl3.o] エラー 1
make[1]: ディレクトリ '/home/hoge/aho/NP2kai/x11' から出ます
make: *** [Makefile:1312: all] エラー 2

Typing when running under retroarch

Hi!

On your website you write:
libretro版は、キーボードが操作のショートカットとして利用されるため、タイピングには向きません。

Also in the README.md you write:
How to key typing? Unfortunery, libretro is unuseful for keytyping. Please use NP21/w.

This is only partly true. In the standard configuration retroarch indeed block the normal input with the hotkey function. But you can "deactivate" those on the fly:

https://forums.libretro.com/t/how-do-i-disable-hotkeys-in-certain-cores/12022/2

There are two ways:

1.) map the 'enable hotkeys' hotkey in settings > input > input hotkey binds and RetroArch will stop listening for hotkeys unless/until you hold that button/key (input_enable_hotkey config key in the retroarch.cfg)

2.) enable the "game focus mode" (mapped to scroll_lock by default) and it will send all of your inputs to the core instead of the frontend. However, some people have reported having trouble getting out of game focus mode, so YMMV

You might want to add this information to your documentation.

Keep up the good work!

GP-IB support?

Hello

Is it possible to include the GP-IB support? I need this support for controlling our instrument. Board inside PC-9801 computer is "PC-9801-29n" or "PC-9801-29" or "PC-9801-29k" but modern computer has GPIB NI GPIB-PCII/IIA inside.

thx

(Libretro/Retroarch) MIDI doesn't start until fullscreen toggle

Edit: seems this problem happens with other cores. DOSbox also has this problem when testing doom.

On Windows 10 using Retroarch/Libretro, I started Touhou 2: Story of Eastern Wonderland, and when switching from FM music to MIDI music, it stays silent, though toggling fullscreen with F gets the MIDI started (with incorrect instruments since the song started from the middle, which is fixed by starting a new song) Also, the problem comes back when you die and are booted to the main menu.

I currently have Sound Canvas VA installed and am using loopMIDI, SAVIhost, and MIDIMapper Configurator based partially on Phil's Computer Lab Sound Canvas instructions https://www.youtube.com/watch?v=WumRboSfn90 (except the MIDImapper part), though I'm not sure this has anything to do with my issue.

(libretro) Problems with Disk Control

OS: Slackware64-currnet
NP2kai: e0b9fe5
RetroArch: 1.7.7

I am trying the English translation of the game Farland Story as can be seen in the following link.

https://www.romhacking.net/translations/646/

This contains four fdi files.

Farland Story 1 (English)(TGL)(Disk A).fdi
Farland Story 1 (English)(TGL)(Disk B).fdi
Farland Story 1 (English)(TGL)(Disk C).fdi
Farland Story 1 (English)(TGL)(Disk D).fdi

If I load Disk A with the libretro core it loads correctly, but I get stuck when it asks me to change disks after starting a game, the Disk Control option in the RetroArch's quick menu is not available and I can not manually append disks.

The Disk Control option is available if I open a single file with other libretro cores like beetle-psx.

1

So I next added the four fdi files to a plain text m3u file.

$ cat Farland\ Story\ 1.m3u 
Farland Story 1 (English)(TGL)(Disk A).fdi
Farland Story 1 (English)(TGL)(Disk B).fdi
Farland Story 1 (English)(TGL)(Disk C).fdi
Farland Story 1 (English)(TGL)(Disk D).fdi

And if I launch this m3u file I notice a few issues.

  1. I get stuck on this screen directly after the memory loading screen and the game never starts.
    2

  2. From stdout I notice its trying to load Disk B instead of Disk A, but even if I edit the m3u file to make Disk A the second item in the list it does not help.

$ retroarch -L np2kai_libretro.so Farland\ Story\ 1.m3u 
arg_0:np2kai
arg_1: "/Farland Story 1 (English)(TGL)(Disk B).fdi"
Samples:782
INIT done

Edit: The disk control option in RetroArch's quick menu is available if I load a m3u file, but it does not seem to help here.

Is there anything that can be done to make this game playable with the libretro NP2kai core?

X11 compilation in Debian 9 Stable ("Stretch") fails

undefined reference
to symbol 'pthread_create@@GLIBC_2.1'

And there's also something missing with a command called ACX or something like that (I had to shut down the PC: will update with more logs soon)

I installed more or less 5 libraries that menction pthread, including libevent and dev libs. I saw that there were debugging symbols that could help, but they are in Buster (current Debian Testing) and in Sid (Debian Unstable).

SDL2 compilation does work, but the twitchiness of clicking in menus (you go to the menu and the button flashes a ton of times, like if it was selected and then released constantly, two or three times per second? also happens with mac) is a bit unwieldy.

You are free to not provide support for this particular failure in compilation, as Debian Stable is known for shipping with very old software that is barely updated (if at all, except for security fixes) until the next release, which happens in 3 year periods (approximately). For work reasons, I am unable to change the PC's repositories to Debian Testing.

NP2 Menu (F12 Key) without keyboard ?

Hello

Raspberry pi 3 on recalbox.

NP2 menu is opened when F12 key or mouse middle button.
NP2 menu can FDD/HDD swap.
Mouse is cuptured (hidden/show toggle) by F11 key.

Is it possible to add F12 Key to L2 button gamepad amd move in Menu with D-Pad or stick ?

Thank a lot for your work.

build error

Hi, the following error occurs, and can't build.

./../bios/xnp2kai-bios.o: 関数 biosfunc' 内: /home/hoge/NP2kai/x11/./../bios/bios.c:606: cpu_codefetch_w' に対する定義されていない参照です
collect2: エラー: ld はステータス 1 で終了しました
make[1]: *** [Makefile:2854: xnp2kai] エラー 1

X11: program window does not open, 100% cpu usage on one core

Building r15 (or the latest master branch), the X11 build fails to launch. No window is created and my CPU usage goes up to 100%.

When I ran it with GDB and killed it with ^C, I break out of libz.so - so I think there's some compression problem.

The SDL version works, however.

I am running Debian, and regular xnp2 works fine.

There's a np2.cfg file in my home dir

There's a np2.cfg file in my home dir, every time I open this core it creates this file at /home/my_user/

It may be at System/BIOS directory I guess (RETRO_ENVIRONMENT_GET_SYSTEM_DIRECTORY)?

[Enhancement] speed-up cursor

On consoles the cursor is controlled via d-pad (or analog stick) it's somewhat slow in games that use mouse as input, it would be useful to have a button to speed-up the cursor, for example by holding the "R" button the cursor goes faster, releasing it goes to normal speed.

Regards

fail build with gtk3

configure have a option for build with GTK3 (inherited from xnp2), but fails

any plan for add support for GTK3 in np2kai?

greetings

[Wii U] Missing text in Rusty

Hi, using np2kai ver.0.86 kai rev.15 and I have problems with the game Rusty, it doesn't display any text in the title screen.
img_20180212_180403431_hdr

I couldn't say when exactly it start to happen, but previous versions displayed the text just fine.

SDL2 compilation of Makefile21.unix fails.

The issues are:

../sdl2/commng.c:71:2: error: unknown type name 'COMCFG'; did you mean 'COMMNG'?
COMCFG *cfg;
^~~~~~
COMMNG
../sdl2/commng.h:33:25: note: 'COMMNG' declared here
typedef struct _commng *COMMNG;
^
../sdl2/commng.c:77:19: error: no member named 'com' in 'NP2OSCFG'
cfg = &np2oscfg.com[0];
~~~~~~~~ ^
../sdl2/commng.c:81:19: error: no member named 'com' in 'NP2OSCFG'
cfg = &np2oscfg.com[1];
~~~~~~~~ ^
../sdl2/commng.c:85:19: error: no member named 'com' in 'NP2OSCFG'
cfg = &np2oscfg.com[2];
~~~~~~~~ ^
../sdl2/commng.c:89:19: error: no member named 'mpu' in 'NP2OSCFG'
cfg = &np2oscfg.mpu;
~~~~~~~~ ^
../sdl2/commng.c:104:11: error: member reference base type 'COMMNG'
(aka 'struct _commng *') is not a structure or union
if ((cfg->port >= COMPORT_COM1)
~~~^ ~~~~
../sdl2/commng.c:105:11: error: member reference base type 'COMMNG'
(aka 'struct _commng *') is not a structure or union
&& (cfg->port <= COMPORT_COM4)) {
~~~^ ~~~~
../sdl2/commng.c:109:17: error: member reference base type 'COMMNG'
(aka 'struct _commng *') is not a structure or union
} else if (cfg->port == COMPORT_MIDI) {
~~~^ ~~~~
8 errors generated.
make: *** [../sdl2/commng.o] Error 1
make: *** Waiting for unfinished jobs....

All the required libraries are installed. It fails both under macOS and Linux.

Small problem with configured arrow keys in the RA core

Now i'm having trouble having the down key i registered for retroarch to work with this emulator...

It moves slightly down, then stops and moves up again...

which is not surprising considering my 'down' is the 'up arrow' in the keypad key (there is a method to this madness, it's to concentrate all the multiple axis on the same hand - and my normal arrow keys are broken).

What i'm surprised is that the core doesn't override 'sent keys' to the emulator if the keys being used are both a 'normal' keyboard shortcut and retropad binding. I'd expect that the RA pad binding wins everytime and the key gets 'consumed'.

I haven't seen this behavior in other cores live moving the cursor in the scummvm menu or even on px68 core in games (i tested Final Fight x68000, thou i suppose this can be because the game doesn't use the keypad arrow keys).

gamefocus or numlock doesn't matter for this problem. It can be tested by starting 'Steam Hearts' and checking the main menu.

If you set the:
retropad up key to ' / ' in keypad
retropad down key to ' 8 ' in keypad

you can't go down the options more than 1 time, to the '2 players' setting. You can't go further down to the 'options' setting, and in gameplay, you can't move down (or rather you do, but immediately go up and get 'stuck' on the original position).

Cheers.

Steam Hearts hd image doesn't boot

The hd image from the pc98 internet archive collection. I dunno if it's made badly or not but it boots in Anex86, so something seems fishy. Different default settings maybe?

[REQ] .m3u playlist support for inserting multiple disks automatically

libretro MSX, PS1 and X68 cores support .m3u playlist to load multiple disks at once. https://www.reddit.com/r/miniSNESmods/comments/7tccrf/list_of_cores_from_kmfdmanic_set_their_command/

Game.m3u

Game_Disk_1.fdd
Game_Disk_2.fdd
Game_Disk_3.fdd

First two lines disks are loaded into drives FDD1 and FDD2.

Also with this it would be useful for "disk swap" function to cycle through the discs in the playlist.

Please consider these features for inclusion in NP2kai.

Thank you!

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