Comments (22)
You can try for now by compiling it
git clone https://github.com/Jakz/retro8.git
cd retro8
make -j$(nproc)
then launch it using
retroarch -L ./retro8_libretro.so pico8-cartridge.p8 or pico8-cartridge.png
from retro8.
Ok, you can't do this because the code is lacking the data. You must click the narrow cart icon in the lower left corner of the game which is running directly on official lexaloffle page, it will open a PNG which is the actual game itself (PICO-8 supports embedding the game itself in its image).
But I haven't been able to tell Retroarch to load PNG with my code (instead that the internal image viewer), although it's supported by retro8, so you should load that PNG with official PICO-8 app and save it as a p8. (or tell me how to allow RetroArch to "launch" PNG images with the core, which is actually a current bug)
I'll attach some games directly here so you can make your tests, these include Celeste:
cartridges.zip
from retro8.
When will it be available for download for windows and others?
from retro8.
Please bear in mind it is still WIP. I tried to compile it using MSYS2 and it compiled minus an issue with macro LOGD.
If you want to test, you can try with this cartridge
retroarch.exe -L retro8_libretro.dll squashy.p8
from retro8.
Hi @Jakz , so I'm finally trying to use this core on RetroArch, and I remember that one of the earliest screenshots showed it running Celeste Classic.
However, I tried downloading the code, naming the text as .p8, and loading it, but I just get a black screen -
https://www.lexaloffle.com/bbs/?tid=2145
Any ideas? Is there some compatibility list and download links for the games/demos that already work?
from retro8.
UPDATE: OK, I got something running by adding the lines to the top of .p8 -
version 8
lua
However, Celeste still doesn't look quite correct -
Anything else I'm missing?
File I'm using is here -
https://gist.github.com/twinaphex/1783851c046e138b1449378340fee2c4
from retro8.
I'm having the same issue. I can run several demos as a libretro core, but no luck with a game yet. And, like @twinaphex, I need to add a header version 8/__lua__
to run most .p8 files.
from retro8.
Hey! Sorry for late response but I've been a lot busy lately.
My version of Celeste is working fine both in png and p8 version so I need to compare it with the one you attached to understand where's the problem
@twinaphex I just realized the version you are using doesn't have any graphics or music. It's like the code copy-pasted from the editor but that hasn't been saved properly by the P8 application itself. It should contain raw data as in:
__gfx__
000000000000000000000000088888800000000000000000000000000000000000aaaaa0000aaa000000a0000007707770077700000060000000600000060000
000000000888888008888880888888880888888008888800000000000888888000a000a0000a0a000000a0000777777677777770000060000000600000060000
000000008888888888888888888ffff888888888888888800888888088f1ff1800a909a0000a0a000000a0007766666667767777000600000000600000060000
00000000888ffff8888ffff888f1ff18888ffff88ffff8808888888888fffff8009aaa900009a9000000a0007677766676666677000600000000600000060000
0000000088f1ff1888f1ff1808fffff088f1ff1881ff1f80888ffff888fffff80000a0000000a0000000a0000000000000000000000600000006000000006000
where did you get the file?
EIDT: I tried to open your version of Celeste with original P8 and I get "couldn't load indeed".
from retro8.
@twinaphex said earlier:
I tried downloading the code, naming the text as .p8, and loading it, but I just get a black screen https://www.lexaloffle.com/bbs/?tid=2145
I did the same (with the same result). Where did you get your Celeste version from, @Jakz ?
from retro8.
Thanks @Jakz - so the core problem is how to tell Retroarch to load the PNG as a data file for retro8. I tried disabling the internal image viewer with builtin_imageviewer_enable = false
in retroarch .cfg options, but the cart still didn't load - the .png image is not displayed, but I only get a black screen. Not sure how to move forward.
from retro8.
@lbrpdx There was an issue on how the file was recognized as a PNG image. It's fixed in cf53a26 so now it should work.
It looks like performance is subpar compared to SDL2 backend, which is strange since the code involved is mostly the same (rasterization code is really the same). Maybe it's an issue only on my machine though.
from retro8.
@Jakz Thank you do much! I can confirm it now works -- and I also confirm the performance is a bit sluggish compared to SDL2, not only on your machine.
from retro8.
I have compiled this on my Odroid Go Advance and it is working on some carts but the sound is just a constant buzz instead of the intended game audio. Is anyone else experience the same?
from retro8.
With the last PR on audio, I experience the same.
I put a comment on 2b59334#r44893921 11 days ago, but got no feedback. Try my proposed modification, audio on Odroid Go Advance should work better.
from retro8.
@lbrpdx Thanks for the heads up. Changed it to 15 and recompiled and it is definitely less glitchy but I have no sound at all. Still better than before and I can at least play some games :).
from retro8.
With the last PR on audio, I experience the same.
I put a comment on 2b59334#r44893921 11 days ago, but got no feedback. Try my proposed modification, audio on Odroid Go Advance should work better.
I've read your comment but it looks like an hack so I'm not going to merge it directly into the code base if we can't understand exactly why it should fix the issue.
from retro8.
It is hacky, but as stated in my original comment, I don't understand how the 60 in SAMPLE_RATE / 60
was calculated either. Can you clarify this point?
from retro8.
This is the rationale behind the pull request: #24 (comment) which made sense to me.
Actually sound emulations is still quite unfinished in any case 😞
from retro8.
hello, you can load a .png file with your core by loading the core first and then the content. I've tried this with a few on the version on the buildbot, and they all fail loading the luascript from the cart file.
that's the first line of the code in the cart, a header comment.
flatpak run org.libretro.RetroArch
Error on luaL_loadString
[string "-- celeste2..."]:2012: unexpected symbol near '%'
Error on lua_pcall on init
attempt to call a string value
from retro8.
Thanks @Jakz - so the core problem is how to tell Retroarch to load the PNG as a data file for retro8. I tried disabling the internal image viewer with
builtin_imageviewer_enable = false
in retroarch .cfg options, but the cart still didn't load - the .png image is not displayed, but I only get a black screen. Not sure how to move forward.
this is actually necessary to get loading directly from command line working @Nine-H
you have to disable the built in image viewer
from retro8.
also, is celeste audio broken for anyone else (using the one from the zip linked earlier)
it plays the loading sound over and over again in a loop (and its not the only game with that problem)
from retro8.
@dogerizergaming @Jakz We can close this ticket as retro8 core is available from the core downloader in RetroArch.
Thank you.
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Related Issues (20)
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