openemu / openemu Goto Github PK
View Code? Open in Web Editor NEW🕹 Retro video game emulation for macOS
Home Page: https://openemu.org
🕹 Retro video game emulation for macOS
Home Page: https://openemu.org
originally opened by: drparallax
It has none. Can we add a simple [NSFileManager sharedManager] something or other?
originally opened by: offonoll
I just tried the new version, before I delete the core folder in Lib and user/lib also delete the QC plugin in. It just crashes when open a QC file loading a game
originally opened by: musicalmike235
the save files become corrupt for no good reason.
originally opened by: miragj
I'm running Open Emu 1.0.0b2, and the QC files now load, but they just show an empty black screen in the billboard.
Test
originally opened by: drparallax
Cant open a rom in the same dir as the composition by using ./RomName.nes
originally opened by: miragj
Pretty consistently, I've crashed Open Emu by going to Preferences, changing a NES control key, and then clicking on either Advanced or Plugins in the preferences. It just crashes, and then I get OS X's Ignore/Report/Relaunch thing.
originally opened by: mmmulani
There are several problems with Save States on the IOSurface branch:
A somewhat long list but not very difficult to solve.
1 through 3 were trivial to solve, though 4 required effort.
From the design already set in place, it looks as though the relation between ROM file and save state is meant to be maintained by file aliases. (To handle the case of files being moved.) This is pretty reasonable but the current Cocoa API only support aliases to files and not folders. I got around this by keeping an alias to a file guaranteed to be within the save state.
Lastly, the fifth problem I have not looked at yet.
originally opened by: drparallax
Something funky in the plugin. Load a rom. Start it. Unplug image output. Replug. Audio plays twice as fast, seems like image does too. Wha?
originally opened by: jaskultor
HEllo.
I downloaded my copy of Open EMU yesterday and i worked fine. But when i accidentally saved wrong state in nes and was trying to delete it, it results in that i can´t save any more. When i try to save, nothing appears in the load state window for nes. Am i doing something wrong or is it a bug?
originally opened by: sfrahji
I have all of the bundles and they are all up to date according to openemu. Any roms that I have downloaded (nintendo, sms, etc) work fine in the emulator. When I try to use the QC plugins, I get a blank viewer window and an error like the following in the console:
7/18/10 12:49:18 AM Quartz Composer[21387] New ROM path is: /Users/rduarte/roms/mario.nes
7/18/10 12:49:18 AM Quartz Composer[21387] extension is: nes
7/18/10 12:49:18 AM Quartz Composer[21387] Loaded NES bundle. About to load rom...
7/18/10 12:49:18 AM Quartz Composer[21387] ROM did not load.
I have verified the path to the rom. I have tried relative and absolute paths. (A bad path gives a different error anyway). I'm using MacOS 10.5.8, QC 3.1 and I just downloaded all the openemu/examples a few minutes ago so it's all up to date.
Thanks for any help!
Rob
originally opened by: cybear101
Getting new cores window should not only show Version but also display console icon and emulator name.
Showing versions only is very confusing for first time users as they would only pick the highest number.
originally opened by: pizzacake
Using the SNES emulators on Mac OS X 10.6.3:
-MacBook 1st Generation CoreDuo Intel gma 950
--snes9x lots of visual tearing, fixed by disabling quartz extreme using quartz debug.
If I disable quartz extreme the graphics run smoothly. I've noticed that in the standalone version of bsnes with quartz extreme enabled the graphics are smooth and when quartz extreme is disabled the graphics performance suffers. Therefore because bsnes in open emu does not provide the same performance as the standalone version maybe something to do with the implementation of quartz extreme in open emu perhaps? Also with quartz extreme enabled or disabled I can get 2x, 4xHQ etc to work as all I get is a blank screen. Nearest neighbour, linear, crt, tv work though.
p.s. on my iMac Core2Duo with ATi card the graphics are super smooth and 2x ,4xHQ work
originally opened by: drparallax
There is some very odd weirdness going on with the output alpha of images that come from VBA and Gambatte, and some even weirder issues with RGB vs RGBLinear colorspace for the QC output image gamma. I suspect that alpha from these two plugins are inverted, and that messes up RGB, but not linear, because the color conversion algorithm doesnt have the wrong alpha values to convert with. Hm.
originally opened by: nougatmachine
It would be nice if the preferences came pre-populated with key bindings for the various systems being emulated. In the current beta, even up/down/left/right don't have any effect without first going to the preferences and assigning them to the various emulated gamepads.
originally opened by: thefsk
after the update to 1.0.0b6 i can not open smc files.
console says:
4/23/10 5:30:54 PM OpenEmu[12160] URL: file://localhost/Users/bosh/Downloads/roms1/Arcus%20Spirits%20(Beta).smc, Path: /Users/bosh/Downloads/roms1/Arcus Spirits (Beta).smc
4/23/10 5:30:54 PM OpenEmu[12160] Final path: file://localhost/Users/bosh/Downloads/roms1/Arcus%20Spirits%20(Beta).smc
4/23/10 5:30:54 PM OpenEmu[12160] typeForContentsOfURL: Long path
4/23/10 5:30:54 PM OpenEmu[12160] documentClassForType: Long path
4/23/10 5:30:54 PM OpenEmu[12160] <GameDocument: 0x1025a0240>
4/23/10 5:30:54 PM OpenEmu[12160] gameCore class: (null)
4/23/10 5:30:54 PM OpenEmu[12160] Incorrect file
originally opened by: mrvacbob
It shouldn't.
The app shouldn't even need to dlopen a core bundle for it to reject old versions.
Example problem:
Idea: keep ABI version in Info.plist?
originally opened by: freeaks
could it be possible to add icon support in openemu for the various rom files?
for example all *.smc files would get a generic icon ... even if its the same icon as openemu itself for starter ?
thank you for your time
originally opened by: contra8
I´m working on a Snow Leopard MacBook Pro. When attempting to launch any of the qc patches included in the download, the following message appears:
"The composition "1 - OpenEmu.qtz" was not restored succesfully.
(null)
<QCNodeManager | namespace = "com.apple.QuartzComposer" | 392 nodes>: Patch with name "QCPlugInPatch:OpenEmuQCFiltersPlugin" is missingMacro Patch
Cannot create node of class "QCPlugInPatch" and identifier "OpenEmuQCFiltersPlugin"(null)
<QCNodeManager | namespace = "com.apple.QuartzComposer" | 392 nodes>: Patch with name "QCPlugInPatch:OpenEmuQC" is missingMacro Patch
Cannot create node of class "QCPlugInPatch" and identifier "OpenEmuQC"Macro Patch
Cannot create connection from ["outputImage" @ "PlugInPatch_OpenEmuQCFiltersPlugin_1"] to ["inputImage" @ "Billboard_1"]Macro Patch
Cannot create connection from ["Controller_Data_Structure" @ "Patch_3"] to ["inputControllerData" @ "PlugInPatch_OpenEmuQC_1"]Macro Patch
Cannot create connection from ["outputImage" @ "PlugInPatch_OpenEmuQC_1"] to ["inputImage" @ "PlugInPatch_OpenEmuQCFiltersPlugin_1"](null)
State restoration failed on <QCPatch = 0x002F2F60 "(null)"> "
Besides that, i´m a little confused about the releases...So far you´ve only released Open Emu, not Open Emu QC, is that correct? Or the patches included in the download are the ones you need to be able to use open emu as a pacth in QC?
Anyway, amazing work you´ve done so far, Congratulations.
originally opened by: dlestra
For example, opening a 7z archive with OpenEmu with multiple game images and clicking "Cancel" will kill the app, and closing the dialog from the corner will render the menus unusable and the app unresponsive to quit commands.
originally opened by: cybear101
When having multiple emulators for the same console OpenEmu should automatically pick the one last used or currently active, or offer functionality to define a default emulator . Being asked which emulator to use every time you load a state interrupts gameplay very badly and doesn't seem to be a good solution.
originally opened by: miragj
If I try to open any of the included QC files, I get a window that pops up that says:
The composition "1 - OpenEmu.qtz" was not restored successfully.
(or whatever file I try opening)
and then a bunch of error details (see attached .txt file) including, but not limited to:
Patch with name "QCPlugInPatch:OpenEmuQCFiltersPlugin" is missing
Patch with name "QCPlugInPatch:OpenEmuQC" is missing
The composition that opens up has Keyboard, Controller Data to Structure, LFO, Clear, Billboard, and FPS Display patches, but nothing else. And needless to say, it doesn't work.
As far as I can tell, Open Emu installed OK (except for these obvious QC problems) since I can play NES and SNES games pretty ok-ish (except for some issues I'll post in other bug reports).
originally opened by: mrvacbob
If you try to update bundles, it always opens a dialog for each core, even if there's no update for it. If there are multiple updates, clicking "install and relaunch" for one will quit immediately and throw away what was downloaded for the rest.
originally opened by: daemoncollector
Put the site up!
originally opened by: drparallax
Odd rendering in animation when changing active preference pane. The toolbar shows up in the resize animation below itself.
Command W does not work to close prefs window... :(
Selecting a plugin, switching preference pane, and returning to plugin listings renders text white rather than black. shrug
Icons for other plugins, CramEmu and VisualBoyAdvance.
Also probably want to make a min size so audio plugin view size is a bit larger, so icons remain visible.
originally opened by: plasticpool
The Open Emu Filters Quartz Composer patch flips the texture upside-down and backwards. Strangely, it only does so when the incoming image is from OpenEmu or OpenEmu NES -- not with, say, the Video Input patch. To reproduce, make a new composition containing the following patches connected in this order:
OpenEmu
OpenEmu Filters
Billboard
Notice that it's flipped. If you connect OpenEmu's image output directly to the billboard, it unflips. If you connect the Video Input patch to OpenEmu Filters, it's not flipped either. This happens with all the four scalers. Incidentally, the OpenEmu CRT Emulation patch does not have this problem.
originally opened by: plasticpool
When one game is open, the audio plays fine. With multiple games open, audio chugs and distorts.
originally opened by: freeaks
macUpdate and some other sites says openemu 1.0.0b5 is available but i couldn't find it nowhere.
only thing i could find is beta2, and once i ran it i could update to beta4, but still no beta5 ..
also, "update bundles" report an error message for all emulators (snes, nes, sms, gba...)
the error message says:
Update error
An error occured in retrieving update information.
please try again later.
there's a "cancel update" button, and that's all.
originally opened by: superlime
I just did an svn co on revision 192 (latest as of 2am PST 2009-4-7) and tried to build, but I get the following build error:
CompileC build/OpenEmu.build/Debug/OpenEmu.build/Objects-normal/i386/GameAudio.o /Users/superlime/openemu/OpenEmu/GameAudio.mm normal i386 objective-c++ com.apple.compilers.gcc.4_0
cd /Users/superlime/openemu/OpenEmu
/Developer/usr/bin/gcc-4.0 -x objective-c++ -arch i386 -fmessage-length=0 -pipe -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -isysroot /Developer/SDKs/MacOSX10.5.sdk -mfix-and-continue -fvisibility-inlines-hidden -mmacosx-version-min=10.5 -gdwarf-2 -iquote /Users/superlime/openemu/OpenEmu/build/OpenEmu.build/Debug/OpenEmu.build/OpenEmu-generated-files.hmap -I/Users/superlime/openemu/OpenEmu/build/OpenEmu.build/Debug/OpenEmu.build/OpenEmu-own-target-headers.hmap -I/Users/superlime/openemu/OpenEmu/build/OpenEmu.build/Debug/OpenEmu.build/OpenEmu-all-target-headers.hmap -iquote /Users/superlime/openemu/OpenEmu/build/OpenEmu.build/Debug/OpenEmu.build/OpenEmu-project-headers.hmap -F/Users/superlime/openemu/OpenEmu/build/Debug -F/Users/superlime/openemu/OpenEmu -I/Users/superlime/openemu/OpenEmu/build/Debug/include -I/Users/superlime/openemu/OpenEmu/build/OpenEmu.build/Debug/OpenEmu.build/DerivedSources -DUSE_SCALE_RANDOMWRITE -include /var/folders/iJ/iJM9ZBDpGm4M4aNa7QP-BU+++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/OpenEmu_Prefix-ccplfesgiidzyqaarkojrwjdzcaf/OpenEmu_Prefix.pch -c /Users/superlime/openemu/OpenEmu/GameAudio.mm -o /Users/superlime/openemu/OpenEmu/build/OpenEmu.build/Debug/OpenEmu.build/Objects-normal/i386/GameAudio.o
/Users/superlime/openemu/OpenEmu/GameAudio.mm:11:38: error: GamePreferencesController.h: No such file or directory
** BUILD FAILED **
The following build commands failed:
OpenEmu:
CompileC build/OpenEmu.build/Debug/OpenEmu.build/Objects-normal/i386/GameAudio.o /Users/superlime/openemu/OpenEmu/GameAudio.mm normal i386 objective-c++ com.apple.compilers.gcc.4_0
I looked around to see if it was just in a different dir or something, but the GamePreferencesController.h file doesn't seem to exist anywhere in the SVN.
originally opened by: lordkuragari
so i try to update the bundles.
shows downloading complete but as soon as i try to it fails .. this is from console.app
8/18/10 10:57:53 PM OpenEmu[13971] HIToolbox: ignoring exception 'You must specify the URL of the appcast as the SUFeedURLKey in either the Info.plist or the user defaults!' that raised inside Carbon event dispatch
(
0 CoreFoundation 0x00007fff8549bcc4 __exceptionPreprocess + 180
1 libobjc.A.dylib 0x00007fff804c60f3 objc_exception_throw + 45
2 CoreFoundation 0x00007fff8549bae7 +[NSException raise:format:arguments:] + 103
3 CoreFoundation 0x00007fff8549ba74 +[NSException raise:format:] + 148
4 Sparkle 0x000000010019bb99 0x0 + 4296653721
5 OpenEmu 0x0000000100005683 -[GameDocumentController updateBundles:] + 315
6 AppKit 0x00007fff863d4152 -[NSApplication sendAction:to:from:] + 95
7 AppKit 0x00007fff863f86be -[NSMenuItem _corePerformAction] + 365
8 AppKit 0x00007fff863f8428 -[NSCarbonMenuImpl performActionWithHighlightingForItemAtIndex:] + 121
9 AppKit 0x00007fff8667c41d -[NSMenu _internalPerformActionForItemAtIndex:] + 35
10 AppKit 0x00007fff8652e217 -[NSCarbonMenuImpl _carbonCommandProcessEvent:handlerCallRef:] + 136
11 AppKit 0x00007fff863dac14 NSSLMMenuEventHandler + 321
12 HIToolbox 0x00007fff8420d997 _ZL23DispatchEventToHandlersP14EventTargetRecP14OpaqueEventRefP14HandlerCallRec + 1002
13 HIToolbox 0x00007fff8420cee6 _ZL30SendEventToEventTargetInternalP14OpaqueEventRefP20OpaqueEventTargetRefP14HandlerCallRec + 395
14 HIToolbox 0x00007fff8422aba9 SendEventToEventTarget + 45
15 HIToolbox 0x00007fff84259cd1 _ZL18SendHICommandEventjPK9HICommandjjhPKvP20OpaqueEventTargetRefS5_PP14OpaqueEventRef + 387
16 HIToolbox 0x00007fff84286b06 SendMenuCommandWithContextAndModifiers + 56
17 HIToolbox 0x00007fff84286abe SendMenuItemSelectedEvent + 101
18 HIToolbox 0x00007fff842869be ZL19FinishMenuSelectionP13SelectionDataP10MenuResultS2 + 150
19 HIToolbox 0x00007fff84267cb3 _ZL14MenuSelectCoreP8MenuData5PointdjPP13OpaqueMenuRefPt + 467
20 HIToolbox 0x00007fff84267408 _HandleMenuSelection2 + 453
21 AppKit 0x00007fff862abc39 _NSHandleCarbonMenuEvent + 236
22 AppKit 0x00007fff8627f74e _DPSNextEvent + 1908
23 AppKit 0x00007fff8627ebed -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 155
24 AppKit 0x00007fff862448d3 -[NSApplication run] + 395
25 AppKit 0x00007fff8623d5f8 NSApplicationMain + 364
26 OpenEmu 0x00000001000014cc start + 52
)
8/18/10 10:58:27 PM OpenEmu[13971] Sparkle Error: An error occurred while installing the update. Please try again later.
8/18/10 10:58:27 PM OpenEmu[13971] Sparkle Error (continued): Couldn't find an appropriate update in the downloaded package.
originally opened by: miragj
I tried setting up my SNES keys like this:
d-pad = arrow keys
L and R = s and d
A and B = c and x
X and Y = z and a
But after I set them like that, Left and Right don't work anymore. Everything else works fine, including s and d (SNES L and R, respectively), just not Left and Right.
When I start up with these key settings in place, all the keys works right except s and d, which instead of being SNES L and R, end up being SNES D-Pad Left and Right, respectively. My arrow key Left and Right still work, too.
originally opened by: freeaks
here when i go fullscreen, all i get in a black screen.
i can still hear sound and even switch back to windowed mode so there's no crash or anything,
but it would be nice if something could be done about fullscreen
tnx
originally opened by: jedivulcan
Connecting the PS3 Sixaxis controller via USB crashes the program upon launch. Using a provided driver from "http://tattiebogle.net/index.php/ProjectRoot/Ps3Controller"
originally opened by:
When selecting any game of any system (test Genesis and SNES only though) the dialog box to select a game must be done twice.
originally opened by: offonoll
crashing on qc but not in app.
originally opened by: mrvacbob
The OE preferences don't let you assign cmd/opt/shift as gamepad keys. This is the usual layout for SNES9X, so it would be nice if that worked.
originally opened by: plasticpool
If I go to fullscreen and then hit Cmd + , (comma) to bring up the Preferences window, I get trapped in fullscreen with no way to get out. I'm guessing that the Preferences window, which doesn't respond to Cmd + W yet, appears behind the fullscreen window and doesn't respond to Cmd + Shift + W. I had to ssh in from another machine and kill XCode. :X
originally opened by:
Twice already, I've lost all my game progress without saving, because my battery ran out while I was playing in full screen.
Mac OS X normally gives a notification when you reach "reserve battery" power, which gives plenty of time to plug in or save.
But, when playing OpenEmu in full screen, I cannot see the usual "reserve battery" notification.
I think the best behavior would be is to exit full screen when the "reserve battery" happens, so that the user can see the notification. Alternatively, OpenEmu could monitor the battery, and give the user periodic notifications.
originally opened by: mmmulani
There are several problems with Save States on the IOSurface branch:
A somewhat long list but not very difficult to solve.
1 through 3 were trivial to solve, though 4 required effort.
From the design already set in place, it looks as though the relation between ROM file and save state is meant to be maintained by file aliases. (To handle the case of files being moved.) This is pretty reasonable but the current Cocoa API only support aliases to files and not folders. I got around this by keeping an alias to a file guaranteed to be within the save state.
Lastly, the fifth problem I have not looked at yet.
originally opened by:
hi there. this is what i'm doing:
this is the console log:
4/6/10 12:20:14 PM Quartz Composer[625] called startExecution
4/6/10 12:20:14 PM Quartz Composer[625] called enableExecution
4/6/10 12:20:14 PM Quartz Composer[625] New ROM path is: /Volumes/Open Emu/Quartz Composer/glitchNES/glitchnes.nes
4/6/10 12:20:14 PM Quartz Composer[625] bad ROM path or filename
4/6/10 12:21:56 PM Quartz Composer[625] New ROM path is: /Users/pely/Documents/ABACABB/Super_Mario_Forever/ROMS/Megaman 2.rar Folder
4/6/10 12:21:56 PM Quartz Composer[625] bad ROM path or filename
4/6/10 12:22:28 PM Quartz Composer[625] New ROM path is: /Users/pely/Documents/ABACABB/Super_Mario_Forever/ROMS/Megaman 2.rar Folder/MEGAMAN2.NES
4/6/10 12:22:28 PM Quartz Composer[625] extension is: NES
4/6/10 12:22:28 PM Quartz Composer[625] Loaded NES bundle. About to load rom...
4/6/10 12:22:28 PM Quartz Composer[625] ROM did not load.
HARD and SOFT:
macbook c2d 2.0ghz, 3gb ram, gma950
snow leopard 10.6.2
QC 4.0
what can i do?
please help me!
juan pablo
originally opened by: jaskultor
HEllo.
I downloaded my copy of Open EMU yesterday and i worked fine. But when i accidentally saved wrong state in nes and was trying to delete it, it results in that i can´t save any more. When i try to save, nothing appears in the load state window for nes. Am i doing something wrong or is it a bug?
originally opened by:
I've got a bunch of SNES roms in archives that are stored with the .sfc file extension inside the archive. When I try to open these, OpenEmu doesn't know what to do. If I unzip the ROMs and rename them to .smc OpenEMU fires up BSNES or SNES9X just fine. It would be nice if it would just do that for .sfc though :)
originally opened by: plasticpool
When
a) switching between Open Emu and another app or
b) switching between a game window and the preferences window
there is a noticeable hesitation/slowdown in the audio and video playback of the game.
originally opened by: thefsk
i updated OE with the automatic update to version 1.0.0b6
when i go to preferences/controls there are no plugins in the list on the left and the panel says there are no settings for this plugin.
the attached file has all the stuff OE told in the console.
originally opened by: drparallax
Some users who dont run as admin have issues installing. Since the installer does not ask for authentication it can install to /Library.
originally opened by: daemoncollector
Put the site up!
Issue opened by: mmmulani
There are several problems with Save States on the IOSurface branch:
A somewhat long list but not very difficult to solve.
1 through 3 were trivial to solve, though 4 required effort.
From the design already set in place, it looks as though the relation between ROM file and save state is meant to be maintained by file aliases. (To handle the case of files being moved.) This is pretty reasonable but the current Cocoa API only support aliases to files and not folders. I got around this by keeping an alias to a file guaranteed to be within the save state.
Lastly, the fifth problem I have not looked at yet.
originally opened by: mrvacbob
See OpenEmuHelperApp -correctPixelAspectRatio / OpenEmuDebugHelperAppApp -render. They should be unduplicated.
What kind of name is OpenEmuDebugHelperAppApp anyway.
From python
originally opened by: plasticpool
When using filters in fullscreen, emulation slows and chugs.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.