Beta ptitSeb's Beta Lair


ptitSeb

Serial Porter
Joined
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Location
France, near Lyon
I tried to center the picture, but meh... It's slow anyway, so I don't think it's worth spending too much time on it. At least not on the Pandora.
 

ingoreis

Advanced Member
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I do understand that Tapir would be too slow for Fun.
It is like the Opensource Playstation2 Emulator from Purei.org which i wished for us.

It could run but unplayable.
..but it would be fun to have one..
..maybe you can See about it for a PND?

I am happy to have compiled Things for experimenting with it.

Also i will try with Tapir other Commando Line Setting and maybe i find a Way with experimenting and a little Luck.
Maybe i ca try to run it with OmapDSS vor GL or other Methods.

The Opensource PlayStation Emulator from Purei.org named Play!

Work Fine in my Mobile Phone here.

Btw.. Die anyone tried just for Fun PCSX2 Linux Version with Box86 ?

I do not expect that it Work..but it shure would be fun :)
 

Magic Sam

Forever Homebrew
Joined
Aug 10, 2007
Messages
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Last edited:

Magic Sam

Forever Homebrew
Joined
Aug 10, 2007
Messages
2,306
Age
38
Location
Innsmouth, MA
Hi all,

@ptitSeb : looks like "To The Moon" has been updated on GOG. The Linux installer file's name is no longer gog_to_the_moon_2.1.0.3.sh. I renamed the file to gog_to_the_moon_2.1.0.3.sh for your data extractor to work, and data extraction completed successfully. The main menu seemed normal enough, but in game it didn't make any sense. The two doctors appeared to be floating above some weird background, and text was not displayed at all...

Could you please have a look ?

Cheers, Magic Sam
 

ptitSeb

Serial Porter
Joined
Aug 15, 2012
Messages
8,803
Age
48
Location
France, near Lyon
Hi all,

@ptitSeb : looks like "To The Moon" has been updated on GOG. The Linux installer file's name is no longer gog_to_the_moon_2.1.0.3.sh. I renamed the file to gog_to_the_moon_2.1.0.3.sh for your data extractor to work, and data extraction completed successfully. The main menu seemed normal enough, but in game it didn't make any sense. The two doctors appeared to be floating above some weird background, and text was not displayed at all...

Could you please have a look ?

Cheers, Magic Sam
Ok, I'll give it look later.
 

dronn

Newbie
Joined
Oct 22, 2020
Messages
7
Not sure to post in the correct thread..
I managed to compile Godot 3.2 but got:

IBGL: Initialising glshim
ERROR: make_dir_recursive: Method failed. Returning: err
At: core/os/dir_access.cpp:185.
Godot Engine v3.2.3.stable.custom_build - https://godotengine.org
libGL:loaded: libGLES_CM.so
libGL:loaded: libEGL.so
glXCreateNewContext(0x1e71f80, 0x4081705c, 32788, (nil), 1)
libGL: built on Jul 15 2016 17:32:45
LIBGL: Current folder is:/media/mmcblk1p1/zeux/metaa/MetaStrokeTestPandora/MetaStrokeTest
glXGetProcAddress: glEdgeFlagv not found.
glX stub: glColorMaterial
glX stub: glMaterialiv
glX stub: glFeedbackBuffer
glX stub: glSelectBuffer
glX stub: glPassThrough
glX stub: glClearAccum
glXGetProcAddress: glClearIndex not found.
glXGetProcAddress: glIndexMask not found.
glX stub: glAccum
glXGetProcAddress: glEvalCoord1dv not found.
glXGetProcAddress: glEvalCoord1fv not found.
glXGetProcAddress: glEvalCoord2dv not found.
glXGetProcAddress: glEvalCoord2fv not found.
glX stub: glPixelMapfv
glX stub: glPixelMapuiv
glX stub: glPixelMapusv
glX stub: glGetClipPlane
glX stub: glGetLightiv
glX stub: glGetMaterialiv
glX stub: glGetPixelMapfv
glX stub: glGetPixelMapuiv
glX stub: glGetPixelMapusv
glX stub: glGetPolygonStipple
glX stub: glGetTexGendv
glX stub: glGetTexGeniv
glX stub: glAreTexturesResident
glX stub: glPrioritizeTextures
glX stub: glCopyTexSubImage3D
glXGetProcAddress: glMultiDrawArrays not found.
glXGetProcAddress: glMultiDrawElements not found.
glXGetProcAddress: glPointParameteri not found.
glXGetProcAddress: glPointParameteriv not found.
glX stub: glFogCoordPointer
glXGetProcAddress: glBlendColor not found.
glXGetProcAddress: glGenQueries not found.
glXGetProcAddress: glDeleteQueries not found.
glXGetProcAddress: glIsQuery not found.
glXGetProcAddress: glBeginQuery not found.
glXGetProcAddress: glEndQuery not found.
glXGetProcAddress: glGetQueryiv not found.
glXGetProcAddress: glGetQueryObjectiv not found.
glXGetProcAddress: glGetQueryObjectuiv not found.
-center -title Unable to initialize Video driver Your video card driver does not support any of the supported OpenGL versions.
Please update your drivers or if you have a very old or integrated GPU upgrade it.

it opens a window with GL4ES.. and crashes :)
 
Last edited:

ptitSeb

Serial Porter
Joined
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Messages
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Age
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Location
France, near Lyon
I think godot needs at least OpenGL 2.x. So use `LIBGL_ES=2` to use GLES2.0 backend (because GLES 1.1 is default on Pandora). Also, your wrapper seems super old. It's glshim? Better use gl4es. (the GLES2.0 backend exist only in gl4es, not in glshim).

Also, you may want to build godot for native GLES2.0 instead?
 

dronn

Newbie
Joined
Oct 22, 2020
Messages
7
I think godot needs at least OpenGL 2.x. So use `LIBGL_ES=2` to use GLES2.0 backend (because GLES 1.1 is default on Pandora). Also, your wrapper seems super old. It's glshim? Better use gl4es. (the GLES2.0 backend exist only in gl4es, not in glshim).

Also, you may want to build godot for native GLES2.0 instead?
Thanks! I switched from glshim to GL4ES, used LIBGL_ES=2 I get a black window and it cashes:
LIBGL_ES=2 ./godot.x11.opt.32
LIBGL: Initialising gl4es
LIBGL: v1.1.5 built on Jan 4 2021 19:41:27
LIBGL: Using GLES 2.0 backend
LIBGL: loaded: libGLESv2.so
LIBGL: loaded: libEGL.so
LIBGL: Using GLES 2.0 backend
LIBGL: Hardware Limited NPOT detected and used
LIBGL: FBO are in core, and so used
LIBGL: PointSprite are in core, and so used
LIBGL: CubeMap are in core, and so used
LIBGL: BlendColor is in core, and so used
LIBGL: Blend Substract is in core, and so used
LIBGL: Blend Function and Equation Separation is in core, and so used
LIBGL: Texture Mirrored Repeat is in core, and so used
LIBGL: Extension GL_OES_mapbuffer detected
LIBGL: Extension GL_OES_element_index_uint detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_multi_draw_arrays detected
LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
LIBGL: Extension GL_OES_depth_texture detected and used
LIBGL: Extension GL_OES_texture_float detected and used
LIBGL: Extension GL_OES_texture_half_float detected and used
LIBGL: Extension GL_OES_fragment_precision_high detected and used
LIBGL: Max vertex attrib: 8
LIBGL: Extension GL_OES_standard_derivatives detected and used
LIBGL: Max texture size: 2048
LIBGL: Max Varying Vector: 8
LIBGL: Texture Units: 4/8 (hardware: 4), Max lights: 8, Max planes: 6
LIBGL: Max Color Attachments: 1 / Draw buffers: 1
LIBGL: Hardware vendor is Imagination Technologies
LIBGL: EGLImage to Texture2D supported
LIBGL: EGLImage to RenderBuffer supported
LIBGL: Targeting OpenGL 2.1
LIBGL: Forcing NPOT support by disabling MIPMAP support for NPOT textures
LIBGL: Not trying to batch small subsequent glDrawXXXX
LIBGL: try to use VBO
LIBGL: FBO workaround for using binded texture enabled
LIBGL: Force texture for Attachment color0 on FBO
LIBGL: Hack to trigger a SwapBuffers when a Full Framebuffer Blit on default FBO is done
LIBGL: glX Will try to recycle EGL Surface
LIBGL: Current folder is:/media/mmcblk1p1/zeux/metaa/MetaStrokeTestPandora/2/MetaStrokeTest
Godot Engine v3.2.3.stable.custom_build - https://godotengine.org
LIBGL: Enable LIBGL_VSYNC=1 if you want to use vsync.
OpenGL ES 2.0 Renderer: GL4ES wrapper
OpenGL ES 2.0 Batching: ON

Segmentation fault
 

ptitSeb

Serial Porter
Joined
Aug 15, 2012
Messages
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Age
48
Location
France, near Lyon
Well, I don't know. You can try to update the SGX driver. If can use 4.10 for example (but than, you need to use also `LIBGL_FB=1` and windowed mode will not work).
 
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