OS Software




ARpiCADE_5 v2 - for Pi5 and Pi4

Started by dee2eR, May 15, 2025, 01:40 AM

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dee2eR

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Launching a working type x game should also fix the 'esc' key.

I'm going to need to figure out a way to stop that 'esc' issue... or figure out why the fullscreening hack causes the issue I was tyring to work around in the first place.

dee2eR

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Thinking a bit more about it.  I will probably switch that array for a typex array and make the default the current loco handling.  There won't be any more TypeX games made so it's a known list, there's probably a load more PC games worth a try, adding them all will be silly.

FrizzleFried

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I tried maldita-castilla and verminian-trap.  Same result.  I will go in to that file and see what it says on this end though.

Also,  I can verify that running a working Type-X game brings back the ESC key...

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#93
Quote from: dee2eR on Jul 29, 2025, 08:17 AMThe 'loco' array in /boot/launchers/arcadepc.sh will need tweaking depending on what you're running.  At the moment it only has
loco=("verminian-trap" "maldita-castilla" "am2r")

There's not actually a need to alphabetize the aml files (although it does make them easier to work with), the rom scanner does it anyway.
I am not finding anything that says "loco" in arcadepc.sh.  That might be the problem.  :D

Can I drop that loco line anywhere (not within an array (I think that's what it's called)) or does it need to be in a specific place?  Remember... absolute hack here... ;)

EDIT: Well,  I added that to the top of the file and it did not help.  It looks out of place in that entire file.  Am I in the right one?

EDIT #2: Yeah.. tried a few locations with no luck.  I'm on a holding track at this point.

EDIT #3: WAIT!  I am a dumbass... I think I managed to miss this update... 

Quote from: dee2eR on Jul 27, 2025, 09:52 PMNew version of arcadepc.sh launcher with locomalito handling: https://drive.google.com/file/d/1NWkiKNMFPJYULVJDrCVQLg8nxjWWG0yQ/view?usp=sharing  (put it in /boot/firmware/launchers/)

>facepalm<

No time right now... will SURELY get this going later today... 

>facepalm again<


FrizzleFried

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#94
Well... we're getting there.  Maldita Castle LOADS now... woohoo!

The issue I have now is that it occupies about 1/3 of the screen horizontally.  It's squished like a vertical game in the middle.  Full height... squished on each side...

I have a minute to test a few other games.

The resolution issue appears to be an issue across the games... I did try 240p mode as well with the same result (except blurrier)...


dee2eR

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I've updated the new arcadepc.sh launcher script, it makes a couple of changes.  https://drive.google.com/file/d/1NWkiKNMFPJYULVJDrCVQLg8nxjWWG0yQ/view?usp=sharing

Hopefully that makes a difference to the game width.

FrizzleFried

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#96
I WAS able to quit without crashing (I'd only been able to do that once prior and then every time after that I would crash when I quit)...

...but alas... the screen width remains unchanged.

I am testing in "hi-res" mode BTW.  If I should test in 240p mode,  let me know.

BTW ... upon initial load,  a 'full' white screen appears for a second ... then the squished screen appears with some text appearing and then eventual load...

FrizzleFried

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BTW... in these PC games in general... where are and what are the settings I can play with to see if I can get them to work full screen, etc?  Or is it not that simple (as I am guessing)?

I notice there are a number of "fullscreen" mentions in the .sh file ... some are 10... some are 14... 16... can these be manipulated?   Any info on what the numbers represent?  I'll admit I've done some basic screwing around with these numbers (trying to get different games right) and I've seen no differences.

I'm looking to tinker with crap (as long as I don't break anything too terribly). 

:D

dee2eR

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#98
the numbers for the fullscreen command is the delay before the command happens, it needs to be timed so the game is running when it happens.  I think there's a practical limit to the delay, it caused issues when I made it too long.

The widthfix one is similar but also has a second number for how many times the width should be increased (integer scaling only).  The widthfix one doesn't have the bug the fullscreen one has but is only useful when you have a centered and not decorated window (or a fullcreen program but not full width image).

Both just help when software doesn't want to run fullscreen in the super resolutions, or understand that 1920x240 should be 4:3 display ratio.  You shouldn't break anything you can't fix again playing with either. 

EDIT: you'l find perfect timing for one game isn't as good on another due to differing startup times... it's also complicated by some of these game starting multiple windows up during there startup.

FrizzleFried

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Lets see... I've tried:

    if [ $origres == 1920x240 ] || [ $origres == 1920x240_6 ] || [ $origres == 1920x480i ]; then
        widthfix 8 5 &

    if [ $origres == 1920x240 ] || [ $origres == 1920x240_6 ] || [ $origres == 1920x480i ]; then
        widthfix 4 5 &

    if [ $origres == 1920x240 ] || [ $origres == 1920x240_6 ] || [ $origres == 1920x480i ]; then
        widthfix 12 4 &

All three of which had zero noticeable effect on my screen unfortunately...

dee2eR

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you eould likely need a longer delay than 12

FrizzleFried

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Tried 18 4, 18 3, 24 4, 24 3... none appeared to do anything at all.

Are we talking much larger numbers like 64, 4?

dee2eR

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no, if you have been past 20 I think something else is going wrong.  What game(s) are giving you trouble with the width?  I'll see if I can figure anything out.

FrizzleFried

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I've only been trying to get Maldita Castilla going.  I've not really messed with the others other than a quick attempt to load or two (a few load the same way ... a few crash the system but I've not played around much).

dee2eR

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I'll try it on my end, I've definately had Maldita going fullscreen at 240p but I may have done the scaling manually with 'ctrl'+'win'+'right_arrow'.  Haven't tried that one in highres mode at all.

Would be nice if we could just scale the entire desktop like was possible (and easy) on X11, but the only way I've seen to do it on Wayland/Wayfire scales x and y equally which we don't want.  Maybe I can figure something out to do it that way instead of individual programs.