Odroid XU4 issues with 4.1 Stable
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@aze so regarding the glitches and logs :
- splash video : yeah i know. I can't stop it earlier to avaid the glitch, but the video would last just a few secs ... The glithch is mainly on ES start, so i think we can cope with it
- N64: emulator problem, can't do much for that unless there are some parameters in the video config
- scummvm : better check the es logs in
~/logs
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@substring Here is what I found in the es logs:
Es out: SDL_VIDEO_GL_DRIVER=/usr/lib/libGLESv2.so /usr/bin/scummvm --fullscreen --joystick=0 --screenshotspath=/recalbo$
Using joystick: Logitech Logitech Cordless RumblePad 2Es Error: WARNING: SDL_SetVideoMode says we can't switch to that mode (Couldn't set console screen info)!
As far as n64 goes not sure about the config files, all I know is the glitches do not occur on the raspi using earlier 4.0 releases.
Thanks for the response!
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@aze the pi and odroid are different boards, you can't compare them.
alright for scummvm, i'll try to check by myself once home during the week
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hello, I face the same error with Scummvm (and glitch on video fading)
also I saw the following in the changelogs but I still need to force usbhid.quirks=0x16c0:0x05e1:0x040 in the boot.ini file, otherwise only player 1 is recognized for the Xinmo dual arcade
- Add xin-mo 18pin, mayflash N64 and correction usbhid
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@substring I figured out the N64 graphical glitching issue, the XU4 needs to have an polygon offset factor set for glide64mk2 to function properly.
I played around with it a bit and the following seems like the best settings:
If true, use polygon offset values specified below
force_polygon_offset = True
Specifies a scale factor that is used to create a variable depth offset for e$
polygon_offset_factor = -2
Is multiplied by an implementation-specific value to create a constant depth $
polygon_offset_units = -2
This XU4 is pretty sweet, it even runs Conkers Bad Fur Day with minimal slowdowns.
For the ScummVM issue as a last ditch effort I copied over the ScummVM executable from my Raspi3 (running 4.01 and replaced the version on the XU4 and surprisingly it worked! So there does appear to be something wrong with the version shipping on the 4.1 XU4 image (and the version on the 4.01 image is probably an older version as well I would suspect?).
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@aze must be sure your settings give no regression on other roms
Regarding scummvm, i'll have to check if we have different flag compilations for XU4, or anything else. Thank you for the clue@rockaddicted can we consider adding these gliden64mk2 config parameters
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Hello @Substring this plugin is used too on x86, so I'll have to check on these platforms before.
@aze does these settings are necessary for all the games or it is game specific ?about scummvm I'll check this point, I added it to odroids but I don't have this board... so can't test by myself...
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@rockaddicted said in Odroid XU4 issues with 4.1 Stable:
about scummvm I'll check this point, I added it to odroids but I don't have this board... so can't test by myself...
I'll check dude
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@aze said in Odroid XU4 issues with 4.1 Stable:
If true, use polygon offset values specified below
force_polygon_offset = True
Specifies a scale factor that is used to create a variable depth offset for e$
polygon_offset_factor = -2
Is multiplied by an implementation-specific value to create a constant depth $
polygon_offset_units = -2Thank you very much for the settings! much better than that!
Do you have to run the dreamcast in 16/9? I block...Merci beaucoup pour les reglages ! bien mieu comme ca !
Arrive tu a faire tourner la dreamcast en 16/9? je bloque... -
@rockaddicted @Substring Should apply to all games. I don't have a full list of games this fixes, but two notable games are Mario 64 and Zelda Ocarina of Time. I have tested a number of N64 games and have not found any adverse impact from this setting on the XU4, I cant speak to x86.
@Jul-S Glad it worked for you! I have not tried any Dreamcast games yet...
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ok, i found the scumvm problem : it won't compile with opengl support. Should solve this sooner and later, thank you for the feedback
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@aze ok so I'll have to test that on X86 first, and if no regression I'll add these settings by default.
If regressions, that will be platform specifics settings.I you try other games and find problem with these settings enabled, notify me please.
We should do a game specific settings system. -
@aze said in Odroid XU4 issues with 4.1 Stable:
This XU4 is pretty sweet, it even runs Conkers Bad Fur Day with minimal slowdowns.
Does it run Soul Calibur with solid 60 FPS on the Dreamcast? If this is the case I'll hit the order button right away.
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@marcdk we can't measure the FPS in reicast Only a general feeling
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@aze Regarding scummvm on XU4, can you download http://dl.free.fr/sAoGeUMcs and uncompress it to
/usr/bin
(don't forget to remount / as RW before), also dochmod u+x /usr/bin/scummvm
and try from ES a scummvm game ? -
@substring Can Recalbox somehow profit from compiling against DRM/KMS + GBM?
Please see the post from memeka from 11th Octobter.
https://forum.odroid.com/viewtopic.php?f=98&t=28436
What version of Kodi is implemented in the 4.1 build?
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@substring Yes, that launches just fine for me. I did notice that I had to go into the ScummVM GUI and force it to maintain the aspect ratio (by default it was stretching it). Also not a big deal but for some reason if you press any F keys on the attached keyboard you get a string of ^@^@^ at the top left of the screen..like the terminal background is showing through or something.
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@jkno23 I've talked with memeka, that's something i'll dig later, though i don't see any benefits yet. Could you tell me why GBM is better than FBDEV ?
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@aze yeah, the terminal is something complicated to handle with ARM GPUs ... Something to do with SDL I guess
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@substring According to memeka FBDEV is stable under 3.10 Kernel and after switching to official odroids 4.9 Kernel the FBDEV becomes buggy. The stable (according memeka) alternative under 4.9 Kernel is DRM/KMS + GBM.