Code Monkey home page Code Monkey logo

nxengine-libretro's Introduction

nxengine-libretro's People

Contributors

alcaro avatar aliaspider avatar andwn avatar blacklotus avatar bskari avatar catalystg avatar cl0v3rdev avatar crocket avatar crystalct avatar ehmry avatar fetzerch avatar fighter19 avatar fjtrujy avatar fr500 avatar hizzlekizzle avatar hunterk avatar inactive123 avatar jdgleaver avatar leomontenegro6 avatar libretroadmin avatar mprobinson avatar mudlord avatar natinusala avatar robloach avatar salvacam avatar themaister avatar toadking avatar vanfanel avatar webgeek1234 avatar yoshisuga avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

nxengine-libretro's Issues

Cave Story + content support?

Is it possible to support the expanded content (graphics, sound) from the Cave Story+ version of the game? Or is that an incompatible fork of the NX Engine?

Enemies are glitched on switch port

I tried to play through the opening of the game on my modded switch, but the enemies are stuck in place and unkillable, but i still take damage running into them.

Segfaults if started from command line without content

Description

nxengine-libretro will segfault if started from the command line while failing to specify any content.

This may be related to this RetroArch issue which should now be fixed (As seen with other cores) except nxengine-libretro is still broken.
libretro/RetroArch#4493

Expected behavior

nxengine-libretro should not segfault and should fail safely.

Actual behavior

Thread 1 "retroarch" received signal SIGSEGV, Segmentation fault.
0x00007fffeb1a576d in Object::DisconnectGamePointers (this=0x0)
    at nxengine/object.cpp:66
66      if (o == player->riding) player->riding = NULL;
(gdb) bt
#0  0x00007fffeb1a576d in Object::DisconnectGamePointers (this=0x0)
    at nxengine/object.cpp:66
#1  0x00007fffeb1a54d8 in Object::Destroy (this=0x0) at nxengine/object.cpp:38
#2  0x00007fffeb1a8d0d in Objects::DestroyAll (delete_player=true)
    at nxengine/ObjManager.cpp:307
#3  0x00007fffeb1a013c in Game::close () at nxengine/game.cpp:128
#4  0x00007fffeb1943bc in post_main () at nxengine/main.cpp:147
#5  0x00007fffeb194013 in retro_unload_game ()
    at nxengine/libretro/libretro.cpp:284
#6  0x0000000000412819 in core_unload_game () at core_impl.c:406
#7  0x0000000000419b27 in command_event_deinit_core (reinit=true)
    at command.c:1201
#8  0x000000000041ba2d in command_event (cmd=CMD_EVENT_CORE_DEINIT, data=0x0)
    at command.c:2260
#9  0x0000000000414b75 in retroarch_main_init (argc=3, argv=0x7fffffffe1b8)
    at retroarch.c:1114
#10 0x0000000000428a33 in content_load (info=0x7fffffffe080)
    at tasks/task_content.c:278
#11 0x0000000000429be4 in task_load_content (content_info=0x7fffffffe080,
    content_ctx=0x7fffffffdff0, launched_from_menu=false, mode=
    CONTENT_MODE_LOAD_FROM_CLI, error_string=0x7fffffffdfe8)
    at tasks/task_content.c:832
#12 0x000000000042a431 in task_push_content_load_default (core_path=0x0,
    fullpath=0x0, content_info=0x7fffffffe080, type=CORE_TYPE_PLAIN, mode=
    CONTENT_MODE_LOAD_FROM_CLI, cb=0x0, user_data=0x0)
    at tasks/task_content.c:1253
#13 0x00000000004113af in rarch_main (argc=3, argv=0x7fffffffe1b8, data=0x0)
    at frontend/frontend.c:113
#14 0x0000000000411440 in main (argc=3, argv=0x7fffffffe1b8)
    at frontend/frontend.c:148

Full GDB log - http://pastebin.com/Bjn57tZZ

Steps to reproduce the bug

  1. retroarch -L nxengine_libretro.so
  2. Segfault...

Version/Commit

RetroArch-2017.01.25_31fab1979_master-x86_64-1_git
nxengine-libretro-2017.01.24_20f6aac_master-x86_64-1_git

Environment information

  • OS: Slackware64-current
  • Compiler: gcc-5.4.0

State support

I've played through the game on the Genesis port and have noticed the game is kinda fun when you can rewind. Makes it more like Braid. ;) I recognize the difficulty in adding stateful support but it would make some moments of the game a tad less frustrating when trying to explore the whole game and discover all the side quests.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Controller mapping doesn't work correctly.

I'm running retroarch on Windows 10. Using a dualshock 4. No matter what key the square button is bound too, it also triggers the X button binding.

For example, with this configuration:

  • Cross (btn), (Key: z) is set to "jump"
  • Square (btn), (Key: a) is set to "fire"

In gameplay, pressing square will fire and jump simultaneously as if both keys are being pressed at once.

Changing either to any other command results in the square button triggering both actions simultaneously. This does not seem to be the case for any other buttons.

I don't have any other types of controllers handy to test unfortunately, but I can verify that the issue is not with my dualshock 4 as it works fine with other cores and games.

Button swap

Please add a core option to swap the a and b buttons

Music doesn't play, game crashes at various points

I found these issues when coming back to the game, did further testing on a fresh install of Retroarch and NXEngine + CaveStory. Music doesn't play in any instance from the title screen to mimiga village, sound effects work fine (once got glitched sounds upon picking up the health item)
Game crashes upon certain conditions: After about 16 seconds in mimiga village after the cutscene,
on the not-fresh install, game crashed after the end of the cutscene before the balcony misery boss fight and also twice in the waterways which I'm not sure why
Note: the crashes completely shut down Retroarch, and running Doukutsu.exe directly seems to not have these issues.

use nxengine-libretro play game but gibberish

Hello!Friend,
I‘m a Chinese,My little daughter loves this game so much.
When I use nxengine-libretro of Retroarch (Emuelec) play Chinese Version .
but a few characters appear as black squares, or gibberish
The English version is very difficult for her now.

the chinese version download:
https://pawism.com/sp/doukutsu/pub/dou_sc102.zip

it maybe about the file named "Cave Story.rdb"?
but i don't know what kind of Datebase.
MySQL ? Oracle ? MongoDB ? PostgreSQL and so on?

pls help me !thank you very much.

Non english translations

Hello! NXEngine do not print non latin chars (I'm interested in russian). All because of what used bitmap fonts. Support is planned for ttf fonts in the near future?

Sorry for my english :)


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

textbox overflow

Doukutsu-211026-205107

"fish" steps outside textbox.

In nxengine-evo,

2021-10-30 11:23:29

In cave story md,

Cave Story (en) 0 7 0-211030-112644

In cave story for nintendo ds v0.3a by rain

Cave Story for DS v0 3a (en)-211030-113756

Eventual support for modded Cave Story games?

Notice i'm a complete noob at programming... But I was trying to make work some modded versions of Cave Story (like WTF Story or Jenka's Nightmare) but they don't seem to work on this core.

After inspecting the logs, I noticed it doesn't work because the core is expecting a file named Arms.pbm. And this file is not a pbm on these mods but a jnb

Again, i'm a complete noob, but are those file formats really different? Is it possible to make these modded games compatible with the NX engine? Or would they need a completely different core to work, or a fork of it?


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

nxengine/extract-auto/sprites_sif.h should become a plain text file.

Currently, the binary data of sprites.sif resides in nxengine/extract-auto/sprites_sif.h which is not readable by human or sifedit.

https://github.com/andwn/cave-story-md/blob/master/res/resources.res looks like the plain text equivalent to sprites.sif

sifedit from the upstream nxengine project may stop working in the near future.
https://github.com/nxengine/sifedit is also fragile and is hated by nxengine-evo's maintainer.
Plain text configuration is the way forward.

sprites.sif should become a plain text file such as sprites.txt. Makefile can compile the plain text file into a C header during compile time.
nxengine/sprites.txt in retroarch systems folder may override the built-in sprites configuration.

sprites.txt should be well documented with comments so that anyone can edit it.

An event not working in a non-english version

(thanks to github for erasing my message while i was writing it btw! :D )

One particular event doesn't work on the french version of Cave Story: The event #1000 in Barr.tsc (when the player shoots Toroko at the beginning and speaks to her to talk to her about the pendant and trigger the fight with Balrog) Toroko doesn't reply when she is down. Quote doesn't display a ? at it but no dialog triggers, making the player stuck there forever.

I believe it comes from the NX Engine because:

  • I tried to directly start the exe of this french version, the event works fine
  • I tried the english version on the NX engine, the event works fine
  • I triple checked Barr.tsc, and except for the translated text, there's no typo or anything in the code.

For those who want to try, here's the french translation made ready for NX engine and having this strange glitch. This happens in the Linux and Windows versions of the engine.

(Is there a way to have a debug log of this core so maybe i can provide more info about this? Because RetroArch doesn't report any log at this point)


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Visual glitch while fighting Misery.

I'm on the latest stable version of Retroarch, and installed the nxengine core from the updater a couple of weeks ago.

The game works flawlessly, the only issue I've had is the following: the Misery boss fight starts properly...

bug_report_1

As you can see I drew a red circle around a block; after a while, Misery will try to drop a block just like that one above the player. After she does so, her sprite gets replaced by the one you can see in the next picture:

bug_report_2

That block I circled is, in fact, Misery. The difference is only aesthetic, as she'll keep fighting and taking damage as usual; sometimes during her attacks (when she'd otherwise be raising her arms) the block sprite will glitch out, but otherwise the fight can go on normally, with Misery reverting to her normal sprite as soon as her health bar is depleted.

3DS RetroArch port - Unresponsive sprites

The NPC characters don't move, and float in the air as well, along with the gun's bullets not disappearing after it hits a wall and the blocks allowing access past the First Cave not breaking.

Game broken on android

It seem that the lasts build broke NX Engine on my device.
When I'm trying to start a new game, the background of the title screen doesn't change (clouds are still here), but the game hud become visible in the upper left corner of the game screen... then nothing happen.

GPDXD Plus, Android 7.0.

Wrong physics in water

Quote jumps too high with the nx engine.
You can test this in mimiga village in the pond with the fish on the left side.
In the original you can't jump high enough to get air with nx engine no problem.
FYI he really jumps too high the actual code that checks when he gets air is correct.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

[WiiU] Enemies frozen in place.

I believe its the same issue as seen here:
#74 and #66
The last working Stable Version was 1.9.0 on WiiU

Looking at closed issues it appears it happened on 3DS too but was fixed:
#22

cave story in other lang?

hello i have download the Cave story in italian and Portuguese but the games crash after a few second of intro...

LibNX - Title Screen Crash

Issue:

NXEngine fails to progress beyond the (mandatory) introduction sequence leading to the title screen.

Steps to reproduce:

  1. Load NXEngine.

After the introduction sequence, attempting to load the title screen will result in a system-level crash (2168-0002, a generic LibNX error) that cannot be recovered from without rebooting the system.

Tested on:

RetroArch: 1.7.5 (LibNX version)

Notes:

This only applies to the LibNX version of RetroArch for Nintendo Switch, and is not a core issue acknowledged on other platforms (I.E. x86_64, ARM, etc.). This has been tested using Homebrew Launcher as a system application, meaning RetroArch has a total ~400MB available RAM to use. This issue has been noted since before the official RetroArch for Nintendo Switch release (formerly known as "RetroNX").

nxengine segfaults when built with clang-7.0.0

OS: Slackware64-current
Compiler: clang-7.0.0
nxengine: 51cf8a1
RetroArch: libretro/RetroArch@c9cccfb

When nxengine is built with clang-7.0.0 it will crash immediately after the title screen.

Here is a backtrace.

Thread 1 "retroarch" received signal SIGILL, Illegal instruction.
0x00007fffebd95434 in run_main () at nxengine/main.cpp:250
250     freshstart = false;
(gdb) bt
#0  0x00007fffebd95434 in run_main () at nxengine/main.cpp:250
#1  0x00007fffebd94576 in retro_run () at nxengine/libretro/libretro.cpp:222
#2  0x00000000004375df in core_run () at core_impl.c:448
#3  0x000000000043d6c4 in runloop_iterate (sleep_ms=0x7fffffffe028)
    at retroarch.c:3494
#4  0x0000000000579b48 in ui_application_qt_run (args=0x0)
    at ui/drivers/qt/ui_qt_application.cpp:158
#5  0x0000000000435bd7 in rarch_main (argc=4, argv=0x7fffffffe198, data=0x0)
    at frontend/frontend.c:157
#6  0x0000000000579bb2 in main (argc=4, argv=0x7fffffffe198)
    at ui/drivers/qt/ui_qt_application.cpp:182

https://pastebin.com/J3GMr7fZ

I went back to nxengine commit 7beb56a without finding a working build.

Weapon does not select from menu with the menu button

OS: Linux Mint 17.2
RetroArch version: 1.2.2
nxengine-libretro version: 1.0.0.4

Steps to reproduce:

  1. Have two or more weapons in the player's inventory.
  2. Enter the menu using the menu button.
  3. Select a different weapon.
  4. Press the menu button again to leave the menu.

Instead of selecting the new weapon, the previous weapon remains selected. A new weapon may be selected from the menu only by using the fire or jump buttons, but this causes a side effect of leaving the menu and performing the fire or jump action, which affects gameplay especially during boss fights.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

game exits when using the map

This is a very strange error: if you push the map button (it happens in the staring point of the game or in any other posotion) sometimes the game exits back to the system.
Other times, you can look at the map and then the game exits back to the system as soon as you enter a door.

NOTE: This error ONLY happens in non-X setups. It happens in my X86 laptop using KMS/EGL, but it does NOT happen if using the same RetroArch build under X11 (X11 GL backend).
It also happens on Raspberry Pi, which uses dispmanx/gles2 and dispmanx/vg.

I know it's strange that the error only happens in non-X systems, because the way I understand it, the core's core doesn't know about the rendering context, but that's how it goes.
Simply try to run nxengine core in a KMS/EGL setup to reproduce.

Incorrect behavior for blue critters in Grasstown

OS: Linux Mint 17.2
RetroArch version: 1.2.2
nxengine-libretro version: 1.0.0.4

In the original Cave Story game and Cave Story+, the blue critters in Grasstown (Bushlands) attempt to approach the main character by spinning their ears like helicopter blades and stomping the ground where the player is standing.

In nxengine-libretro, the blue critters simply hop at a short distance without shaking the ground. This affects gameplay by reducing the challenge of getting through the first part of Grasstown.

Crash on x86_64 with non debug build

Arch Linux
RetroArch GIT with debug enabled (ef4d24600e)
Nxengine from Core Downloader and compiled myself without debug crash with this error

[parker@stealth ~]$ retroarch
[CDROM] No sg devices found and sg kernel module is not loaded.
munmap_chunk(): invalid pointer
Aborted (core dumped)
           PID: 78871 (retroarch)
           UID: 1000 (parker)
           GID: 1000 (parker)
        Signal: 6 (ABRT)
     Timestamp: Fri 2019-12-20 23:14:53 EST (47s ago)
  Command Line: retroarch
    Executable: /usr/bin/retroarch
 Control Group: /user.slice/user-1000.slice/session-2.scope
          Unit: session-2.scope
         Slice: user-1000.slice
       Session: 2
     Owner UID: 1000 (parker)
       Boot ID: 621e0b87ac334aa185cc3a058c674c50
    Machine ID: 175eb21d26bc4b75a833309c038d32c8
      Hostname: stealth
       Storage: /var/lib/systemd/coredump/core.retroarch.1000.621e0b87ac334aa185cc3a058c674c50.78871.1576901693000000000000.lz4
       Message: Process 78871 (retroarch) of user 1000 dumped core.
                
                Stack trace of thread 78871:
                #0  0x00007f4cf9933f25 raise (libc.so.6 + 0x3bf25)
                #1  0x00007f4cf991d897 abort (libc.so.6 + 0x25897)
                #2  0x00007f4cf9977258 __libc_message (libc.so.6 + 0x7f258)
                #3  0x00007f4cf997e77a malloc_printerr (libc.so.6 + 0x8677a)
                #4  0x00007f4cf997ea2c munmap_chunk (libc.so.6 + 0x86a2c)
                #5  0x00007f4cf17f6625 n/a (/home/parker/.config/retroarch/cores/nxengine_libretro.so + 0xb625)
                #6  0x0000000000000004 n/a (n/a + 0x0)

Nxengine with debug enabled works, so this may not be so helpful

#0  0x00007f4cf9933f25 in raise () from /usr/lib/libc.so.6
No symbol table info available.
#1  0x00007f4cf991d897 in abort () from /usr/lib/libc.so.6
No symbol table info available.
#2  0x00007f4cf9977258 in __libc_message () from /usr/lib/libc.so.6
No symbol table info available.
#3  0x00007f4cf997e77a in malloc_printerr () from /usr/lib/libc.so.6
No symbol table info available.
#4  0x00007f4cf997ea2c in munmap_chunk () from /usr/lib/libc.so.6
No symbol table info available.
#5  0x00007f4cf17f6625 in CreateObject(int, int, int, int, int, int, Object*, unsigned int) [clone .cold] () from /home/parker/.config/retroarch/cores/nxengine_libretro.so
No symbol table info available.
#6  0x0000000000000000 in ?? ()
No symbol table info available.

Cutscene retrigger during first Balrog fight

I found a cutscene retrigger bug. During the fight with Balrog (or simply in the room if you say you don't want to fight), if you press down where Sue was before taken away by Misery, you'll talk to her again and retrigger the cutscene.




Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.