ric_rpi
Posts: 206
Joined: Thu Jul 11, 2013 2:33 pm
Location: Bedford, UK

Re: WIP: Playable Nintendo 64 Emulator Available

Tue Mar 10, 2015 1:25 pm

It should work on Pi2.

The build script detects if you are running on a Pi2 and will provide the necessary flags for ARMv7 and NEOM optimizations.

tll156
Posts: 1
Joined: Tue Mar 10, 2015 7:49 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Tue Mar 10, 2015 7:54 pm

Hello all,

Extreme noob to Raspberry Pi, N64 emulation, and Linux in general. Earlier in the thread I've seen mentions of different settings in mupen64plus.cfg. When I open that file though in nano, my file only has about 5-6 lines under the [Core] section. Is there a 'recommended' or updated cfg file somewhere I could grab? I'm trying to tweak settings with the Rice plugin.

I also would like to be able to tweak the gles cfg file plugin, but it seems strangely devoid of information as well.

ktb
Posts: 1447
Joined: Fri Dec 26, 2014 7:53 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Sun Mar 22, 2015 1:10 pm

ric_rpi wrote:It should work on Pi2.

The build script detects if you are running on a Pi2 and will provide the necessary flags for ARMv7 and NEOM optimizations.
Unfortunately, it doesn't work for me either. I have the same problems as dennmtr from the previous page.

NF3RN0
Posts: 36
Joined: Thu Jan 24, 2013 5:28 am
Location: Texas

Re: WIP: Playable Nintendo 64 Emulator Available

Tue Mar 24, 2015 1:35 am

Ktb and dennmtr -

I have ran into this issue before, I don't remember what I did to fix it.

First check how much memory you have to the GPU before you run mupen. It has to be 128 I believe.

Also, do you have the console ouput from the build script?

ktb
Posts: 1447
Joined: Fri Dec 26, 2014 7:53 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Tue Mar 24, 2015 2:50 am

NF3RN0 wrote:Ktb and dennmtr -

I have ran into this issue before, I don't remember what I did to fix it.

First check how much memory you have to the GPU before you run mupen. It has to be 128 I believe.

Also, do you have the console ouput from the build script?
I always have gpu_mem set to 128 or higher unless I'm compiling something big. I've been running with 192, 256 or even 512 for some things lately. I tried all of those in my attempts.

I thought I might have a log from the script, but I'm not able to find it at the moment. I think I remember needing to modify RaspbianList_Pi2 to get it to work.

build.sh would always stop here with an error which was something like "make: pu=neon: No such file or directory":
video-gles2n64 ricrpi master , NEON=1 VC=1 OPTFLAGS=-flto -mfpu=neon

So i removed the "OPTFLAGS=-flto -mfpu=neon" part
video-gles2n64 ricrpi master , NEON=1 VC=1

I should probably mention that my attempts were on Raspbian Jessie with gcc-4.9. I'm going to downgrade to wheezy. I'm experiencing too many problems in general.

I had one other little issue. The build.sh script tries to detect gpu_mem here:

Code: Select all

	if [ -e "/boot/config.txt" ]; then
		set +e
		GPU_SET=`grep -c gpu_mem /boot/config.txt`
		set -e

		if [ "$GPU_SET" = "1" ]; then
			cat /boot/config.txt | grep "gpu_mem"
			GPU=`cat /boot/config.txt | grep "gpu_mem" | cut -d "=" -f 2`
		else
			echo "gpu_mem not set in /boot/config.txt"
		fi
	fi
The small issue I ran into was that although I had gpu_mem set in config.txt, I also had gpu_mem_1024=192 present, but commented out. So, on my Pi2B $GPU_SET ended up equaling 2 and resulted in the message "gpu_mem not set in /boot/config.txt". I realize having both is redundant in most cases and others may not run into this problem. Still, maybe it will help other users.

Update: I downgraded to wheezy (though I'm still using gcc-4.9). I'm not sure whether the downgrade helped or not, but some other things certainly did. SDL2 had to be configured, compiled and installed prior to running the build and install scripts. I think the following should cover it, but it's possible that I'm forgetting some other changes I might have made.

Code: Select all

~/software/build/mupen64plus/SDL2-2.0.3# ./configure --host=arm-raspberry-linux-gnueabihf --build=arm-linux-gnueabihf --prefix=/usr/local --disable-pulseaudio --disable-esd > configure.log 2>&1
~/software/build/mupen64plus/SDL2-2.0.3# make -j3 > make.log 2>&1
~/software/build/mupen64plus/SDL2-2.0.3# make install > make-install.log 2>&1

Remove the "OPTFLAGS=-flto -mfpu=neon" from RaspbianList_Pi2:
video-gles2n64	ricrpi	master	,	NEON=1 VC=1

~/software/build/mupen64plus/# ./build.sh RaspbianList_Pi2
~/software/build/mupen64plus/# ./install.sh
Last edited by ktb on Sat Mar 28, 2015 11:12 am, edited 3 times in total.

rakesh219
Posts: 5
Joined: Mon Nov 18, 2013 5:17 am

Re: WIP: Playable Nintendo 64 Emulator Available

Wed Mar 25, 2015 2:39 pm

ktb,

thanks for the hint on changing the raspbian list information. I built the mupen64plus on a weezy raspbian built. I was able to build and successfully install the package as well as get both the gles2rice and gles2n64 video plugin in the usr/lib/local ( i think) folder. Apart from the game not utilizing the full screen which can be fixed by modifying the config file, once i locate it, it appears to run properly.....a tip if your installing on fresh build before you begin the build you may have to install libglu1-mesa-dev...as before the mpu=neon error I received an error regarding openGL not being found.

update!! For some odd reason after a reboot, mupen64plus hangs when trying to open a rom at setting 32 bit video mode!....will try another fresh install and update.

geoldr
Posts: 6
Joined: Fri Feb 20, 2015 7:24 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Sun Apr 05, 2015 6:30 pm

Is this the same Mupen version that is included with RetroPie 2.6? I am having trouble getting n64 games to run on my Pi2, and I researching info on what the best emulator to use is. This sounds like it's good, but I believe the RetroPie comes with Mupen. Is this a fork, or the same one?

User avatar
Djinny
Posts: 122
Joined: Sat Jul 05, 2014 12:21 am
Contact: Website

Re: WIP: Playable Nintendo 64 Emulator Available

Sat Apr 11, 2015 9:46 am

So i followed the build steps from
https://github.com/ricrpi/mupen64plus

and it gives me this. Not sure what to do, so if anyone has a step by step on how to fix this, please do let me know. I'm trying to get a working version for my pi2b weezy.

Code: Select all

************************************ Building core library
make: Entering directory '/home/pi/n64make/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
rm -f -r libmupen64plus.so.2.0.0 libmupen64plus.so.2 _obj
make: Leaving directory '/home/pi/n64make/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
make: Entering directory '/home/pi/n64make/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
    CC  _obj/api/callbacks.o
    CC  _obj/api/common.o
    CC  _obj/api/config.o
    CC  _obj/api/debugger.o
    CC  _obj/api/frontend.o
    CC  _obj/api/vidext.o
In file included from ../../src/api/vidext.c:38:0:
../../src/api/vidext_sdl2_compat.h:34:2: error: #error SDL is not build with OpenGL ES2 support. Try USE_GLES=0
Makefile:630: recipe for target '_obj/api/vidext.o' failed
make: *** [_obj/api/vidext.o] Error 1
make: Leaving directory '/home/pi/n64make/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
My RPi needs a fan, heat will leech into the battery, so people saying I don't need a fan, don't understand how Li-Po batteries are affected by high temps. Cool pi = cool battery.
I would very much so like to see a Pi2/Pi3 Zero, power and size.

ktb
Posts: 1447
Joined: Fri Dec 26, 2014 7:53 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Mon Apr 13, 2015 9:39 pm

Djinny wrote:So i followed the build steps from
https://github.com/ricrpi/mupen64plus

and it gives me this. Not sure what to do, so if anyone has a step by step on how to fix this, please do let me know. I'm trying to get a working version for my pi2b weezy.

Code: Select all

************************************ Building core library
make: Entering directory '/home/pi/n64make/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
rm -f -r libmupen64plus.so.2.0.0 libmupen64plus.so.2 _obj
make: Leaving directory '/home/pi/n64make/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
make: Entering directory '/home/pi/n64make/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
    CC  _obj/api/callbacks.o
    CC  _obj/api/common.o
    CC  _obj/api/config.o
    CC  _obj/api/debugger.o
    CC  _obj/api/frontend.o
    CC  _obj/api/vidext.o
In file included from ../../src/api/vidext.c:38:0:
../../src/api/vidext_sdl2_compat.h:34:2: error: #error SDL is not build with OpenGL ES2 support. Try USE_GLES=0
Makefile:630: recipe for target '_obj/api/vidext.o' failed
make: *** [_obj/api/vidext.o] Error 1
make: Leaving directory '/home/pi/n64make/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Read my last post. It should help you.

User avatar
Djinny
Posts: 122
Joined: Sat Jul 05, 2014 12:21 am
Contact: Website

Re: WIP: Playable Nintendo 64 Emulator Available

Tue Apr 14, 2015 8:23 am

Ok now i'm getting:

Core Error: SLD_SetVideoMode failed: 0x5000000. GLX is not supported
Video Error: Failed to set 32-bit video mode: 640x480

I'm kind of pulling my hair out here, i'm not a programmer, and i'm not that familiar with linux, so i'm doing the best i can. When i got the pi, i was surprised by how so much stuff isn't ready to use, and everything needs to be compiled, modified, and all that stuff. installing 1 program can take 50+ steps.
My RPi needs a fan, heat will leech into the battery, so people saying I don't need a fan, don't understand how Li-Po batteries are affected by high temps. Cool pi = cool battery.
I would very much so like to see a Pi2/Pi3 Zero, power and size.

welshy
Posts: 1667
Joined: Mon Oct 29, 2012 2:07 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Tue Apr 14, 2015 1:07 pm

Djinny wrote:When i got the pi, i was surprised by how so much stuff isn't ready to use, and everything needs to be compiled, modified, and all that stuff. installing 1 program can take 50+ steps.
If you wanted a 'Straight Out of the Box Solution' you're missing the whole point of the RPi experience and why the Foundation exists!
"The list of things I have heard now contains everything!"

User avatar
Djinny
Posts: 122
Joined: Sat Jul 05, 2014 12:21 am
Contact: Website

Re: WIP: Playable Nintendo 64 Emulator Available

Tue Apr 14, 2015 2:04 pm

welshy wrote:If you wanted a 'Straight Out of the Box Solution' you're missing the whole point of the RPi experience and why the Foundation exists!
Maybe so, but i'm here, I wasn't prepared for this, but I'm here, and i'm doing what i can, and i'm asking for help. So if we can stop with the attitudes.

About my GLX issue.. I installed SDL2 the way ktb showed, using the commands he did, same with installing mupen64plus. I googled, and installed dispmanx according to the instructions the best i could understand them.

Went to and did this.
https://github.com/vanfanel/SDL12-kms-dispmanx
-To configure for DISPMANX backend just run the MAC_ConfigureDISPMANX.sh script.
-Run make && sudo make install.

(-They won't work on (slow and bloated) X enviroments.) I mostly work from X, just get's complicated to even do simple file transfers using the prompt all the time.
My RPi needs a fan, heat will leech into the battery, so people saying I don't need a fan, don't understand how Li-Po batteries are affected by high temps. Cool pi = cool battery.
I would very much so like to see a Pi2/Pi3 Zero, power and size.

User avatar
BluPI2
Posts: 52
Joined: Sun May 10, 2015 3:56 am
Location: United States

Re: WIP: Playable Nintendo 64 Emulator Available

Sun May 10, 2015 9:32 pm

I followed the instructions step-by-step, but I'm receiving an error when running the build file.



pi@RaspberryPI ~/mupen64plus-rpi $ sudo ./m64p_build.sh
************************************ Building core library
make: Entering directory '/home/pi/mupen64plus-rpi/source/mupen64plus-core/projects/unix'
Makefile:101: Architecture "armv7l" not officially supported.'
rm -f -r libmupen64plus.so.2.0.0 libmupen64plus.so.2 _obj
make: Leaving directory '/home/pi/mupen64plus-rpi/source/mupen64plus-core/projects/unix'
make: Entering directory '/home/pi/mupen64plus-rpi/source/mupen64plus-core/projects/unix'
Makefile:101: Architecture "armv7l" not officially supported.'
CC _obj/api/callbacks.o
CC _obj/api/common.o
CC _obj/api/config.o
CC _obj/api/debugger.o
CC _obj/api/frontend.o
CC _obj/api/vidext.o
../../src/api/vidext.c:43:23: fatal error: GLES2/gl2.h: No such file or directory
compilation terminated.
Makefile:601: recipe for target '_obj/api/vidext.o' failed
make: *** [_obj/api/vidext.o] Error 1
make: Leaving directory '/home/pi/mupen64plus-rpi/source/mupen64plus-core/projects/unix'

Any ideas? I'm kind of new at this. I'm running Raspbian on an RPI2
Proud Owner of a Raspberry Pi 3B and 3B+ running Ubuntu Mate

DjQC
Posts: 1
Joined: Mon May 25, 2015 9:35 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Mon May 25, 2015 10:22 pm

Hello
First of all I want to thank you a lot for all the job you've made on this emulator. I Bought my Pi especially to play with my old N64 games on my HD Tv.
I'm a big noob on Linux and raspberry and I'm fighting some night with it :D
What I would like to do with it is to use Emulation Station to manage my emulators only with a gamepad. At this time, I was able to do approximatly all I wanted instead of 1 thing :
Use Rice video plugin to play with mupen. Impossible to center the screen (it stay at the bottom left of the Tv) and fullscreen gives me a black screen (rom is playing as I can heard the audio)...
I had no problem with n64 video plugin but for some games in the compatibiliy list the rice plugin is written.
What I've done is to create 2 roms folders (one for games working better with rice and one with these which work better with n64) and I put in ES 2 N64 systems (one lauching mupen with specific command to run rice video and the other with n64 video plugin)... But At this time it feels more confortable to play with n64 plugin....
I hope one of you guys can helps me to solve this screen center issue, I ve made some research on the net but I'm not an english native speaker so sometime it's a little bit difficult to find what I want.
Hope that's clear enough and again a very big thanks for all you do on this work!

saberman
Posts: 15
Joined: Sun Feb 24, 2013 8:29 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Tue Jun 02, 2015 12:58 pm

DjQC wrote:Hello
First of all I want to thank you a lot for all the job you've made on this emulator. I Bought my Pi especially to play with my old N64 games on my HD Tv.
I'm a big noob on Linux and raspberry and I'm fighting some night with it :D
What I would like to do with it is to use Emulation Station to manage my emulators only with a gamepad. At this time, I was able to do approximatly all I wanted instead of 1 thing :
Use Rice video plugin to play with mupen. Impossible to center the screen (it stay at the bottom left of the Tv) and fullscreen gives me a black screen (rom is playing as I can heard the audio)...
I had no problem with n64 video plugin but for some games in the compatibiliy list the rice plugin is written.
What I've done is to create 2 roms folders (one for games working better with rice and one with these which work better with n64) and I put in ES 2 N64 systems (one lauching mupen with specific command to run rice video and the other with n64 video plugin)... But At this time it feels more confortable to play with n64 plugin....
I hope one of you guys can helps me to solve this screen center issue, I ve made some research on the net but I'm not an english native speaker so sometime it's a little bit difficult to find what I want.
Hope that's clear enough and again a very big thanks for all you do on this work!
For those looking for a more "Out of the Box" solution then I'd advise using something like RetroPie, see:
viewtopic.php?f=78&t=54357

There's a bit of fiddling about getting started but there's information on how to do that on this forum and youTube, e.g.:
https://www.youtube.com/watch?v=lh0n5PWN2lI

Once you have RetroPie you can press 'x' before a game starts to configure video plug-ins. Your "bottom left of the Tv" issue can usually be fixed using the rice plugin with a lower resolution and video buffer. I start by using the smallest possible then iterating from there.

ProDigit
Posts: 376
Joined: Tue Aug 30, 2011 1:24 am

Re: WIP: Playable Nintendo 64 Emulator Available

Mon Jun 08, 2015 12:32 am

Is the R-pi running 64bit?
It's very unusual to run a higher bit application emulated on a lower bit processor. You'd need to have between 2x to 4x the CPU clock speed to run it fine.

More often a 64bit processor can emulate a 32bit (or 32 bit cpu emulates a 16bit) console just fine.

I'm surprised!

User avatar
Djinny
Posts: 122
Joined: Sat Jul 05, 2014 12:21 am
Contact: Website

Re: WIP: Playable Nintendo 64 Emulator Available

Mon Jun 08, 2015 5:19 am

ProDigit wrote:Is the R-pi running 64bit?
It's very unusual to run a higher bit application emulated on a lower bit processor. You'd need to have between 2x to 4x the CPU clock speed to run it fine.
More often a 64bit processor can emulate a 32bit (or 32 bit cpu emulates a 16bit) console just fine.
I'm surprised!
Not sure where you're getting this from, yes you need more power to emulate than the original system's specs, but even a 32bit system like the sega saturn can be tough to emulate.
A PC can emulate a 128bit system, infact the raspberry pi can emulate a 128bit system, the dreamcast. It's not perfect, but that's the fault of the software, not the hardware, if the pi was running android it'd likely play dreamcast at 75% speed easily(frameskip fills in the rest)
The rasberry pi emulates the n64 pretty freakin well. and when i say the pi, i mean the pi2.
heres a video of my pi2 gameboy playing LoZ OOT, it runs at 100% speed, 98% of the time, i rarely have slowdowns worth noticing. Only thing that doesn't work... lens of truth.... i'll figure out what to do with this..
https://youtu.be/BVgAnXKyXvU?t=4m42s

PS: If any of the people working on this emulator are taking requests, would it be possible to link the rumble feature to some sort of onscreen display. maybe box around the screen that's 0(off)-10 pixels wide(settable in the cfg) that'll blink when the game is supposed to rumble. Just for the stone of agony. :D
My RPi needs a fan, heat will leech into the battery, so people saying I don't need a fan, don't understand how Li-Po batteries are affected by high temps. Cool pi = cool battery.
I would very much so like to see a Pi2/Pi3 Zero, power and size.

ric_rpi
Posts: 206
Joined: Thu Jul 11, 2013 2:33 pm
Location: Bedford, UK

Re: WIP: Playable Nintendo 64 Emulator Available

Wed Jun 17, 2015 10:17 pm

Djinny

you could have a try at building the kernel module that will support rumble for your controller on the pi. Don't see why it wouldn't work so long as the controller can get enough power e.g. from a powered USB hub.

spock
Posts: 223
Joined: Sun Oct 02, 2011 10:33 am

Re: WIP: Playable Nintendo 64 Emulator Available

Sat Oct 24, 2015 11:53 am

hi,

i am using a raspberry pi 2 and raspbian jessie and followed the instructions here:
https://github.com/ricrpi/mupen64plus

unfortunately it doesn't work and i hope that someone can help me.

first i got this error message:

Code: Select all

************************************ Building core library
make: Entering directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
Makefile:296: *** No OpenGL development libraries found!.  Stop.
make: Leaving directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
then i installed:

Code: Select all

sudo apt-get install libglu1-mesa-dev
then i got this error message:

Code: Select all

************************************ Building core library
make: Entering directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
rm -f -r libmupen64plus.so.2.0.0 libmupen64plus.so.2 _obj
make: Leaving directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
make: Entering directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
    CC  _obj/api/callbacks.o
    CC  _obj/api/common.o
    CC  _obj/api/config.o
    CC  _obj/api/debugger.o
    CC  _obj/api/frontend.o
    CC  _obj/api/vidext.o
In file included from ../../src/api/vidext.c:38:0:
../../src/api/vidext_sdl2_compat.h:34:2: error: #error SDL is not build with OpenGL ES2 support. Try USE_GLES=0
Makefile:630: recipe for target '_obj/api/vidext.o' failed
make: *** [_obj/api/vidext.o] Error 1
make: Leaving directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
so i tried:

Code: Select all

sudo apt-get install libsdl1.2-dev
and now i get:

Code: Select all

************************************ Building core library
make: Entering directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
rm -f -r libmupen64plus.so.2.0.0 libmupen64plus.so.2 _obj
make: Leaving directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
make: Entering directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
Makefile:107: Architecture "armv7l" not officially supported.'
    CC  _obj/api/callbacks.o
    CC  _obj/api/common.o
    CC  _obj/api/config.o
    CC  _obj/api/debugger.o
    CC  _obj/api/frontend.o
    CC  _obj/api/vidext.o
In file included from ../../src/api/vidext.c:38:0:
../../src/api/vidext_sdl2_compat.h:34:2: error: #error SDL is not build with OpenGL ES2 support. Try USE_GLES=0
Makefile:630: recipe for target '_obj/api/vidext.o' failed
make: *** [_obj/api/vidext.o] Error 1
make: Leaving directory '/home/pi/NINTENDO64/mupen64plus/ricrpi/mupen64plus-core/projects/unix'
any ideas?

isn't it ready for jessie yet?

ric_rpi
Posts: 206
Joined: Thu Jul 11, 2013 2:33 pm
Location: Bedford, UK

Re: WIP: Playable Nintendo 64 Emulator Available

Mon Oct 26, 2015 9:57 am

spock

Afraid I don't have a Pi2 to test but it does work for jessie on a Pi B. If you wish to PM me with the entire output from ./build.sh, I will take a look through to try and give you some pointers.

Mupen64plus uses SDL2 and the build script will compile it from source so that it can apply the correct flags for GLES support.

l3ry4n3
Posts: 1
Joined: Mon Dec 14, 2015 10:17 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Fri Dec 18, 2015 1:08 am

Hello, I too am trying from a pi2, here is the output you were asking for let me know what I can try.

Thanks,

./m64p_build.sh
************************************ Building core library
make: Entering directory '/home/pi/Downloads/mupen64plus-rpi-master/source/mupen64plus-core/projects/unix'
Makefile:101: Architecture "armv7l" not officially supported.'
rm -f -r libmupen64plus.so.2.0.0 libmupen64plus.so.2 _obj
make: Leaving directory '/home/pi/Downloads/mupen64plus-rpi-master/source/mupen64plus-core/projects/unix'
make: Entering directory '/home/pi/Downloads/mupen64plus-rpi-master/source/mupen64plus-core/projects/unix'
Makefile:101: Architecture "armv7l" not officially supported.'
CC _obj/api/callbacks.o
CC _obj/api/common.o
CC _obj/api/config.o
CC _obj/api/debugger.o
CC _obj/api/frontend.o
CC _obj/api/vidext.o
../../src/api/vidext.c:43:23: fatal error: GLES2/gl2.h: No such file or directory
#include <GLES2/gl2.h>
^
compilation terminated.
Makefile:601: recipe for target '_obj/api/vidext.o' failed
make: *** [_obj/api/vidext.o] Error 1
make: Leaving directory '/home/pi/Downloads/mupen64plus-rpi-master/source/mupen64plus-core/projects/unix'

tachiweasel
Posts: 3
Joined: Thu Feb 25, 2016 6:12 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Thu Feb 25, 2016 6:19 pm

Hi everyone,

I've wanted full speed N64 emulation on the Pi for a while now, so I've been working on a Mupen64plus graphics plugin specifically optimized for the VideoCore IV (and for other mobile GPUs as well). I've now got a 30 FPS Super Mario 64 (30 FPS this is the native framerate of the game, so it's 100% speed) running at the N64 native resolution (320x240). It's a hacked-up version of Hacktarux' old software plugin, so compatibility is currently poor, but speed is great. If anyone would like, I can clean up and throw the source code up on GitHub.

I probably won't have a huge amount of time to improve compatibility and accuracy, but I'm happy to accept pull requests or even hand off maintainership to anyone interested.

mathboy4life
Posts: 197
Joined: Fri Jan 08, 2016 7:29 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Thu Feb 25, 2016 11:26 pm

Hi Put the source code on github.

tachiweasel
Posts: 3
Joined: Thu Feb 25, 2016 6:12 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Fri Mar 04, 2016 9:51 am

OK, I polished up the plugin a bit and posted it to GitHub:

https://github.com/tachiweasel/mupen64p ... -videocore

See the README file for instructions. Please feel free to contribute!

Partial compatibility list:
  • Super Mario 64: very good, a few minor graphical issues, full speed
  • Star Fox 64: good, a few minor graphical issues, some slowdown in non-critical places
  • Mario Kart 64: good, a few minor graphical issues, some slowdown in non-critical places
  • The Legend of Zelda: Ocarina of Time: playable, major graphical issues, occasional slowdown
  • Super Smash Bros.: playable, severe graphical issues
  • Banjo-Kazooie: playable, severe graphical issues, some slowdown in non-critical places
  • GoldenEye 007: not working, severe graphical issues, major slowdown
  • Mario Party: not working due to incorrect VI emulation
Most games run at full speed or near-full-speed, though there are significant exceptions.

Chips
Posts: 195
Joined: Sat Aug 18, 2012 8:21 pm

Re: WIP: Playable Nintendo 64 Emulator Available

Fri Mar 11, 2016 11:11 pm

Just tried the github:
https://github.com/ricrpi/mupen64plus

It was on jessie for a fresh pi 3.

First on Jessie we have GCC 4.9 already installed so in build.sh I modified following lines:
  • if [ -z "$GCC" ]; then
    GCC=4.7
to
  • if [ -z "$GCC" ]; then
    GCC=4.9
Then ended with same error as many people here:
  • In file included from ../../src/api/vidext.c:38:0:
    ../../src/api/vidext_sdl2_compat.h:34:2: error: #error SDL is not build with OpenGL ES2 support. Try USE_GLES=0
    Makefile:630: recipe for target '_obj/api/vidext.o' failed
I modified the config used for SDL2 (as SDL2 doc for raspberry) in build.sh:
  • SDL_CFG="--disable-video-opengl --host=arm-raspberry-linux-gnueabihf --disable-pulseaudio --disable-esd"
cleaned the SDL2 directory (in SDL2 2.0.3 do "sudo make uninstall" followed by "sudo make distclean")

Then rebuild in mupen64 directory using "sudo ./build.sh"

No it works... but in small window only :lol:
But i didn't understand why i needed to change the SDL2 config :roll:
dennmtr wrote:

Code: Select all

Video: Initializing OpenGL Device Context.
Core: Setting 32-bit video mode: 640x480
Core Error: SDL_SetVideoMode failed: 0x5000000, Could not get EGL display
Video Error: Failed to set 32-bit video mode: 640x480
Core Status: Rom closed.
I get the same error if i compile SDL2 with X11 support on Raspbian Jessie... without X11 is goes further...

Return to “Gaming”