#PortMaster - TrimUI Beta
2283 messages ยท Page 3 of 3 (latest)
I dont advertise it as it is useless..
At least I see that you've thought of everything ๐
The screen on this device is really nice ๐
Yes, it's a device funny to tinker even with the limitations ๐
/mnt/SDCARD/Emus/PORTS/../../Roms/PORTS/Owlboy.sh: line 67: mono: not found
Oh nevermind i found the fix
Portmaster crashing on start
I deleted and pasted the portmaster folder in apps and it's working again
May be a corrupted file ? I was about to suggest you to replace your app with trimui.portmaster.zip ๐
maybe it was since just replacing the files worked
Hi @drifting turret , @zinc oriole It seems that ROOT has some success in the TrimUI community, I start to see many TSP with saturated internal storage.
As quick workaround we could make a if ! [ "${DEVICE_NAME}" = "TrimUI Smart Pro" ]; then to avoid to create the swapfile in ROTT and duke3dawo. (I think that it is a little emergency, I can make a PR if you need)
And it's probably also interesting that I set set XDG_DATA_HOME in CrossMix to avoid other problems. Imo everything from PortMaster should stay on the SD card but if necessary we also have /mnt/UDISK/ with 6GB of free storage on the TSP.
#1260853201461055539 is already on its way ๐
I do that too now but not every port does adhere to xdg specs so we manually link to the port folder
Hi, TSP users are asking where they have to open their issues about ports on TSP ?
On github ? Here on this discord ?
Best on discord #๐ฉบ๏ฝport-help
or in here ๐
[?25l[?1cSegmentation fault
/mnt/SDCARD/Emus/PORTS/../../Roms/PORTS/Apotris.sh: line 34: systemctl: not found
what did i need for Apotris?
Normally you don't need anything but Apotris is crashing after the title screen, I don't know why.
I'm starting a global review of all the "Ready to Run" ports, the objective is to improve the compatibility "out of box" on CrossMix OS.
I remark that games which requires gmloader are not present. This requires 32bit libs too ?
This is a good goal, once you start fixing ports other ports will usually get fixed also.
gmloader is 32bit
========================================================================
So, after a full day of testing the "ready to run" ports, I have tested more than 300 games, checked the logs one by one and reported the behvior of each in a spreadsheet ! Now I have some stats for the TSP!
Of the 300 games tested, 54 require gmloader (which cannot work because it requires 32-bit libraries).
So my real pool of games is more based on 246 if we remove gmloader ones.
On 246 games:
- 172 are running correcly (I haven't deeply tested it, sometimes it requires some tuning on controls for example, but it runs)
- 36 have a bad path, generally due to the lack of
source $controlfolder/control.txtline - 15 have problems with libs (fewer than I was expecting)
- 23 have more complex problems (libc version, segfaults and different crashs)
I will fix the libs problems directly in CrossMix and I'll make a PR on PortMaster to fix bah path problems. We can therefore expect 223 out of 246 compatible games which is not bad.
Now the same effort should be done on ports which requires external assets but it's a lot more difficult to achieve ๐ .
========================================================================
The 36 having a bad path is weird.
Generally when I add source $controlfolder/control.txt if fixes the problem
The 32 bit ones should not have been visible right? Unless you installed the manually ๐
I have installed manually from a local copy of the repo (otherwise it would have taken 3 days to install everything)
Wonder when we missed that control.txt was not being added
Have to do some greps when I'm home
Thanks for checking
When I got my teaspoon I started doing that for all my ports but on the 4th game with control problems i stopped
But now is a good time to resume
Here the list (for "ready to run") where the path is not good (missing control.txt or sometimes other stuffs) :
Alchemy Quest
battalion
Blake Stone Aliens of Gold
Cosmo-Engine
Dave Gnukem
F1 Race
Freegemas
frozen bubble
GNU Robbo
Heboris C7-EX
Kobo Deluxe
Laser Kombat
Mighty Mike
Mirror Magic
Miss Driller
Mr Boom
Multris
Nanosaur
Nanosaur 2
Nebulus
Neverball
neverputt
Nonny
NPuzzle
open alchemist
Open Great Giana Sisters
OpenBlok
OpenSupaplex
OpenSyobon
Planet Waves
Raptor
Retro Time
ROTA
SDL Sopwith
Shippy
Simple Sokoban
SuperTuxKart
Waternet
xkcd Hoverboard
Zelda Oni Link Begins
ZGloom
7 "Ready to Run" ports fixed by adding missing libs :
https://github.com/cizia64/CrossMix-OS/commit/755c65a790a382b51ba96c61308cb013a4441889
For minetest / mineclonia there are a bunch of missing libraries but it seems that it requires same libs as "meandmyshadow" so may be it's better to add them in the port directly instead of the system ?
For Apotris (which is crashing at title screen), flgr made more generic compilation flags for aarch64 and it seems more stable like this: https://gitea.com/akouzoukos/apotris/issues/90
As per the title, running the current PortMaster build on a TrimUI Smart Pro results in a segfault after idling for a few seconds, or starting the game. Since the PortMaster build is not compiled with debug symbols, all I've been able to find out so far is
Thread 1 "Apotris.aarch64" receiv...
For retroarch bad paths, I will fix it directly in CrossMix with a little script in /usr/bin/retroarch
I don't understand anything of this game ๐ After a longer test, it runs but also crash when launching due to a lack of memory (it uses a lot of memory!). A swap file allows to launch a game (after a long loading)
Thanks for that https://github.com/PortsMaster/PortMaster-New/pull/558 @zinc oriole ๐
(RA path fix done, will be ready for next CrossMix update)
The game If on winters night the four travellers is not working on trimui smart pro, anyone with a solution? Press B to proceed then closes
Have you tried pressing a?
yes i tried pressing A then i can navigate ng close tab then app closes if i press B or Start button
i can't get pass this menu
Log
DISPLAY_WIDTH: 1280
Setting dpad_mouse_step and deadzone_scale to 6
'//.local/share/ags/If On A Winter's Night Four Travelers' -> '/mnt/SDCARD/Data/ports/ioawn4t/savedata'
ln: //.local/share/ags/If On A Winter's Night Four Travelers: No such file or directory
sh: setterm: not found
sh: setterm: not found
Game controller mappings loaded
current_mode 1280x720
MALI_CreateWindow:0x559cba7ac0 done.
./ags: error while loading shared libraries: libcairo.so.2: cannot open shared object file: No such file or directory
/mnt/SDCARD/Emus/PORTS/../../Roms/PORTS/If On A Winter's Night, Four Travelers.sh: line 78: systemctl: not found
DISPLAY_WIDTH: 1280
Setting dpad_mouse_step and deadzone_scale to 6
'//.local/share/ags/If On A Winter's Night Four Travelers' -> '/mnt/SDCARD/Data/ports/ioawn4t/savedata'
ln: //.local/share/ags/If On A Winter's Night Four Travelers: No such file or directory
sh: setterm: not found
sh: setterm: not found
Game controller mappings loaded
current_mode 1280x720
MALI_CreateWindow:0x559cba7ac0 done.
./ags: error while loading shared libraries: libcairo.so.2: cannot open shared object file: No such file or directory
/mnt/SDCARD/Emus/PORTS/../../Roms/PORTS/If On A Winter's Night, Four Travelers.sh: line 78: systemctl: not found
Okay delete "libtheora.so.0" in data/ports/ioawn4t/libs.aarch64
That will do it ๐ @vivid quarry
Thank you so much! its now working๐
Awesome, do you have controls working too?
but sadly the controls are not working
no worries theres a fix for that too
This replaces your current sh files in roms/ports
Wow the controls are now working! Thank you so much for your time and effort๐ I'm so glad i can now play this game on Trimui Smart Pro. @JanTrueno your amazing Thank you ๐
Good to hear, that control fix should be on crossmix soon. Have fun๐
Anybody tried watch Youtube with TSP? (with JukaTubeEx)
Hi regarding Finding Paradise anyone who manage it to work i check the log file it gives an error
sed: gamedata/mkxp.conf: No such file or directory
/mnt/SDCARD/Data/ports/finding_paradise/gamedata/falcon_mkxp.bin: error while loading shared libraries: libspeex.so.1: cannot open shared object file: No such file or directory
/mnt/SDCARD/Emus/PORTS/../../Roms/PORTS/Finding Paradise.sh: line 66: systemctl: not found
It seems that this error is the same with Rakuen, anybody who manage to make it work, the game Rakuen and Finding Paradise on TSP
It gives me an error
sed: gamedata/mkxp.conf: No such file or directory
sh: setterm: not found
current_mode 1280x720
FAILED to open Game.ini
RGSS version 1 (XP)
Failed to symlink /mnt/SDCARD/Data/ports/finding_paradise/conf//pulse/814c4a4f8067d65cffcee43866ab3c4f-runtime to /tmp/pulse-PKdhtXMmr18n: Operation not permitted
MALI_CreateWindow:0x558fbe1c50 done.
ALC_SOFT_pause_device present
GL Vendor : Imagination Technologies
GL Renderer : PowerVR Rogue GE8300
GL Version : OpenGL ES 3.2 build 1.19@6345021
GLSL Version : OpenGL ES GLSL ES 3.20 build 1.19@6345021
Failed to load libfluidsynth.so.1. Midi playback is disabled.
EventThread termination requested
RGSS thread ack'd request after 0 ms
Shutting down.
sh: setterm: not found
/mnt/SDCARD/Emus/PORTS/../../Roms/PORTS/Finding Paradise.sh: line 66: systemctl: not found
Wow even more๐
Like a ton of other games on the trimui, its just adding libs until it stops complaining
Did you use cross mix os?
No, I'm using the stock OS
Try using cross mix he added tons of libs for portmaster compatibility
Try using cross mix he added tons of libs for portmaster compatibility
twice?
I still prefer the stock OS since its more simple to navigate
Isn't cross mix mostly the same just added stuff?
Did you try it?
Yes, I tried it, but a lot of changes have been made I'm actually more comfortable with using the Stock OS with less stuff
Hi, @obtuse fractal is using box64 to run shovel knight on TSP : #1054333456928219167 message there's still some work but the experimentation is very interesting ๐
So minetest issues: some libraries missing, but anyway binary is bugged so gonna rebuild it. Also as we can't see the mouse + i don't understand buttons, hard to start a game to test gameplay x/
I would like to know if it work on others devices ^^'
@drifting turret @zinc oriole Hi, I think we are going to have more participation from motivated people on PostMaster + TSP.
What's the process when we fix a port for the TSP ?
I mean we have to determine each time if the missing libs should be integrated in the lib folder from the port or in CrossMix directly.
Then if we build a new binary, how can we validate that this one is working with all the devices compatible with PortMaster ? Do we make a PR first and then wait that all the device owners validate this PR ?
If a new binary or new lib is added to a port it needs revalidation on the different cfws. We make a thread for that and call our port navigators for testing.
The thread is created by the dev himself or it comes from you ?
Whoever updates the port
I suppose that if we find an existing old thread for this port under 'testing-n-dev" we use it.
Yeah for example
But does not happen a lot that a port is updated ^^
But we try to keep compile instructions in the ports readme
I think that most of the modifications will be libs and launch script indeed, but a new binary could happen time to time.
It could be nice to have a kind of listing of all the libs available on all compatible OS, like that we could know if the lib should be added in the port itself or now (I know I know, I have dreams).
Thanks for the clarification !
I'm afraid its not as simple as that
each cfw may have the same lib but still compiled in a different way
and each library may have their own dependencies
So it is really necessary to test the individual cfws
If i add one lib too many it may lead to 10 new needed libs on a cfw
Latest SOH and SOH 2 from Port master started working when libpng16.so.16 and libz.so.1 are added
In SOH I can't make controls to work and SOH 2 slows down
does anyone have SOH 2 configuration file that makes game less demanding ?
I managed to enter configuration menu and reduce resolution but but game is just to slow
Switch to soh thread, we are actually working on it for tsp ^^
Hey! Recently got a TSP and been trying out Portmaster using CrossMix. I tried to run VCMI (Heroes of Might and Magic 3) and out of the box it did not work. However with a bit of tweaking to the bash file, I managed to get it running (turns out we can't use bash arrays). I'd really like to submit this fix so other users can benefit, but I'm not sure the best way to do this! Can I get some guidance?
Hero, thank you! I'll make a PR
First of all, thank you Kloptops and anyone else who is involved in developing Portmaster - it's a really great app! Also, thank you to cizia64 and the other community members for development of CrossMix OS - I'm absolutely loving it on my new TrimUI Smart Pro.
I just finished setting up and testing all the games and stuff and found a few things that I'd like to share with the hope of continued improvement of this great combo. I'll share them here in little sections.
Game Testing Issues
- Mojotron fails upon launch on my device. Here is a picture of the log.
- Hex-A-Hop: Controls aren't mapped to the device, with the exception of the up and down arrows to the d-pad. The tutorial states that this game uses qwe, add, zxc, for directions. I couldn't find a way to re-map the controls
- Eity: Controls on the main menu screen aren't mapped - however you can still use the left analog stick as a mouse and one of the push buttons to select the menu item to start the game.
However the in-game controls are handled through the right analog stick. This might be intentional or it might be an oversight/too complicated to adjust.
There are no main menu controls in eity beside mouse
Its often that case for games
so mouse is mapped
If you check the gptk files you can see the control schemes
Always check the gptk file most ports use gptokeyb and a custom gptk file
ingame key will almost never match since we have abxy keys and not keyboard control
check the readmes on the website for control mappings also
At the beginnging of portmaster we didn't add them to readmes but now we do
- BYTEPATH: The game description and image on portmaster.games.html shows that this game is a retro-style shooter. However upon launching the game, it seems that it is a command-prompt puzzle game.
Perhaps this is intentional and the game design is meant to lock the retro-shooter behind a puzzle game? However if that is the case, perhaps the description should give some kind of a heads up or hint about it that so people aren't confused.
check the steam readme
simiilar to ours
I think you just mean the starting skill menu
Bytepath on steam - budget shmup with easy controls/autoshooting.
soundtrack is tight as you can hear.
GPU: GeForce GTX 1060 6GB
CPU: Intel(R) Core(TM) i5-2320 CPU @ 3.00GHz
Memory: 16 GB RAM (15.98 GB RAM usable)
Current resolution: 1920 x 1080, 60Hz
Operating system: Microsoft Windows 10 Pro
Huh, the game starts with a command line interface? I selected start without any success. I guess it's just a weird interface but working as intended.
yeah rather weird
File Structure/Getting Started
So I chose to start with a blank SD card for my installation. After some tinkering I made the following discoveries, which were not documented on the Port master website or the CrossMix-OS GitHub.
- The zip files from Port master come with a folder and an .sh file. Within the folder is at least one image file, which can be used as the game art within the Port emulator in the Smart Pro. However the folder, .sh file, and image file all need to go in different places.
The folder goes in Data/ports
The .sh file goes in Roms/Ports
The image file goes in Imgs/PORTS
- The image file must match the exact naming convention of the .sh file, not the folder file, and the image files found in the folder aren't named by this convention already - rather they are named "screenshot" or "cover"
The image name is case-sensitive
This is handled automatically by installing a game trough the Portmaster App. If you don't have internet you need to drop the game.zip in the Portmaster autoinstall folder and run Portmaster. Since trimui does not have emulationstation this is very early and experimental
But this is an OS thing not really pm thing. Some time ago we didn't have images for the frontends at all ๐
- The image file must be a .PNG, however the following games have a . jpg included in the game folder, which doesn't work. (There may be more, these are just the ones I tested/installed)
Alchemy Quest
Open Alchemist
Beat (aka PixelHeat)
Bugscraper
Cliff hanger
DomeRomantik
Eity
Heboris-sdl
Wide lands
Strange Adventures in Infinite Space
Good to know. I do have Internet on the Smart Pro, however I decided to install the files ahead of time on a SD card while waiting for the smart pro to arrive from China.
There is a section on portmaster.games/faq entitled "Do I have to use Port master to install ports?" where it mentions that you just unzip the download contents to /Roms/ports. There is no mention of moving the main folder to data/ports, or of moving images to Imgs/ports.
Perhaps there could be a section here clarifying the correct procedure if you are using a smart pro.
yeah that some old info need to update that
Also, using the port master app within Crossmix OS doesn't update the game art images within the Ports emulator on the smart pro, so the manual option seems to be the only way
this was mainly for the main cfws amberelec/rocknix/arkos before trimui and muos
There is a refresh metadata option in pm
The images thing is a pure os thing with its quirks
Gotcha! I know Crossmix for smart pro is new and in development - I hope this doesn't come off as being critical or anything. I really appreciate the option and want to report what I've found here as you continue developing
Mind trimuis is still not supported by Portmaster so not having the info on the website
Got it, should I get in touch with the Crossmix person to share any of this info?
@ionic vortex is right here ๐
I did try this option however the game images did not update for me.
yeah then not implemented. ๐
trimui stock is a clusterf* tbh ๐
Needs some improvement
so did not help when we tried to add initial support
needs more work
Miscellaneous
- There are some random folder files showing up in the "port" emulator that I didn't put there.
- Likewise there are some .zip files in the Data/ports folder that I didn't add. The only thing I've dropped into this folder are the .sh files. Trying to open the .zip files yields an error
That's trimui os for you ๐
names?
But whats the name of the zip files?
They are names of some of the game zip files, which I didn't add
And opening them gives this error
I can navigate through the uncompressed folders with no problem - but again I didn't add these. Maybe the metada refresh or Roms refresh added them somehow
how big?
Never heard of this
well we have some ports that have compressed folders inside the port itself
but no zip
you can check with portmasterapp / pugwash log file
to see if these names are mentioned there
The zips are;
LABYRI~1 : 48,996 kb
maximilien_adventure 21,781 kb
Mojotron 2,367 kb
Mrrescue 13,914 kb
Strangeadventures 8,370 kb
widelands 454,886 kb
wizardchase 37,118 kn
Okay, searching the pugwash log for "Maximilien" I find 3 entries:
All dated 2024-08-18 | DEBUG| main:update_gamelist_xml:1386 - -
yeah that does not get downloaded from "update metadata" or something
for 400 mb you would have been in the gui downloading for 20 mins or so
you would have noticed
Skipping maximilien_adventure/cover.png
Skipping maximilien_adventure/screenshot.png
Skipping maximilien_adventure/gameinfo.xml
Some different messages for the other games. Let me switch to a PC, easier to just copy paste some of this stuff
Also, the port master app currently crashes after "loading sources" but I can still play games with the port emulator. One moment
Back
Here's what I found in the pugwash log for c-dogs:
2024-08-18 00:21:23.953 | DEBUG | harbourmaster.harbour:load_ports:898 - Dumping /mnt/SDCARD/Data/ports/cdogs/port.json: {'version': 3, 'name': 'c-dogs.zip', 'items': ['C-Dogs.sh', 'cdogs/'], 'items_opt': None, 'attr': {'title': 'C-Dogs', 'desc': 'C-Dogs is a classic overhead run-and-gun game', 'inst': 'Ready to run.', 'genres': ['action'], 'porter': ['Christian_Haitian'], 'image': {}, 'rtr': True, 'runtime': None, 'reqs': [], 'arch': ['aarch64'], 'exp': False}, 'status': {'source': 'Unknown', 'md5': None, 'status': 'Broken'}, 'files': {'port.json': 'cdogs/port.json', 'cdogs/': 'cdogs/'}}
- Dumping /mnt/SDCARD/Data/ports/cdogs/port.json: {'version': 3, 'name': 'c-dogs.zip', 'items': ['C-Dogs.sh', 'cdogs/'], 'items_opt': None, 'attr': {'title': 'C-Dogs', 'desc': 'C-Dogs is a classic overhead run-and-gun game', 'inst': 'Ready to run.', 'genres': ['action'], 'porter': ['Christian_Haitian'], 'image': {}, 'rtr': True, 'runtime': None, 'reqs': [], 'arch': ['aarch64'], 'exp': False}, 'status': {'source': 'Unknown', 'md5': None, 'status': 'Broken'}, 'files': {'port.json': 'cdogs/port.json', 'cdogs/': 'cdogs/'}}
Happens if you're not connected to the Internet
2024-08-18 00:22:48.799 | DEBUG | main:update_gamelist_xml:1393 - - Adding cdogs/screenshot.jpg
2024-08-18 00:22:48.802 | DEBUG | main:update_gamelist_xml:1393 - - Adding cdogs/cover.png
2024-08-18 00:22:48.805 | DEBUG | main:update_gamelist_xml:1390 - - Updating cdogs/gameinfo.xml
2024-08-18 00:22:53.246 | DEBUG | harbourmaster.platform:gamelist_add:757 - Processing /mnt/SDCARD/Data/ports/cdogs/gameinfo.xml
2024-08-18 00:22:53.249 | DEBUG | harbourmaster.platform:gamelist_add:774 - Cant find ./C-Dogs.sh
sure thing
How many ports have you installed?
about 32
So as I said wide lands is 450mb big
That does not get downloaded in 1 min over pm
Did you try to install it?
Yes, and it is working. When I was still figuring out which files went where, I did have all of the zips in the rom folder. However I have since deleted them and put the right files in the right folders. Perhaps these zips are some kind of left over?
Yeah
It seems like all I need in the roms/PORTS folder are the .sh files. So maybe I could just delete the zips and the folders in there. Just wasn't sure if they had been added by some kind of update and didn't want to bork anything
One last thing - also thank you so much for your responses! Right now PortMaster is crashing upon launch, would you like me to share any logs for that before I reinstall?
Pugwash
The whole log ๐
''''''
Fez running on Trimui Smart Pro
https://youtu.be/P0wksTa7dOc?si=fc5D3AtKMN6ppSEe
FEZ, Salt and Sanctuary, Celeste and Chasm running natively on Trimui Smart Pro Stock OS Firmware 1.0.4 via Portmaster
RAKUEN, To The Moon, Finding Paradise and Impostor Factory Trimui Smart Pro
https://youtu.be/wJueKXdMcQI?si=Zva0Hd9qjBS9nvhG
#trimui
#retrogaming
#emulation
#retrogame
#retrohandheld
#retrogames
#retrohandhelds
#emulator...
@ionic vortex can i know the location of Bluetooth in what folder? Cuz my TrimUI Crossmix 1.2.1 bluetooth controller got delayed, the older vesion isn't. So is it possible for me to patch the old Bluetooth version to 1.2.1 version?
Is there a way to get the TSP to run at lower clocks? I've been trying to edit the cpufreq.sh and performance.sh files (based on GUIOpen's findings), but the device seems to keep running at max frequency. I've set my LEDs to change color based on CPU speed (from CrossMix system tools), and they turn red (speed >1900 MHz) when starting a game (plus the device starts feeling noticeably warm) on any emulator.
Nope, I move the switch to the opposite site from FN, and unchecked all options in the FN-key menu. I did everything GUIOpen said in the guide.
Actually no
Turns out I had mistakenly pressed the A key when messing around in that menu. So the only option that was deactivated was the "Disable LED" one. Performance mode was still on
Could've sworn I had it off.
Hi, does anyone have the Ship of Harkinian or Render96Ex working on their Triumi Smart Pro? I've been trying for two days, but I can't launch these apps on my TSP. Here's my log. Thanks!
We can only use compatibility version of ship of arkinian ( which is really slow (unplayable))
Don't remember if I got any missing lig with render i'll check when I'll be able to.
Thank you for your response! I appreciate you checking on that. Iโll wait for a fix or update.
bash: you need to specify whom to kill - "whom" makes this a bit too ominous
Youโre right, 'whom' does sound a bit ominous! Maybe the next game to be integrated into Portmaster should be GoldenEye 007โafter all, Bond knows a thing or two about targets!
kinda not relevant but which version should i put in to run Brotato port? linux, window, steam?
We dont have a brotato port
Games: Brotato
Platform: PC
Emulator: Portmaster
Device: TrimUI Smart Pro
Firmware: StockOS Portmaster Mod by Smok
Settings:
โข Check Video for Full Settings
Mods:
โข None
Cheats:
โข None
curious when this guy can
i think he is using the Godot Megapack
cuz the name is BrotatoV2, same with the folder in Godot_Megapack
Some unofficial port. I put a lot of effort into the game but it ended up not running well enough.
i think this is kinda worth to test, which version should i use for it?
I used the windows steam one, but it needs to be patched so no clue what theyre using. Probably just illegally distributing the patched version. Were not affiliated with these people and their ports.
A bit off-topic, but has anyone found a way to remove the menu tabs (favorites and recent) on the Trimui Smart Pro?
the person who posted this video routinely provides no info. the trimui subreddit had to add new rules specifically aimed at this annoying individual (https://www.reddit.com/r/trimui/comments/1fm4zkl/two_new_rules_has_been_added_rule_5_and_rule_6/)
best to just ignore people like this, and don't share anything they post ๐
[?25l[?1c[?25h[?0c
Welcome to... >> OpenTyrian v2.1.20221123-1-g9750f8c <<
Copyright (C) 2022 The OpenTyrian Development Team
This program comes with ABSOLUTELY NO WARRANTY.
[email protected] is free software, and you are welcome to redistribute it
under certain conditions. See the file COPYING for details.
current_mode 1280x720
MALI_CreateWindow:0x5589520710 done.
joystick detected: Xbox 360 Controller (6 axes, 11 buttons, 1 hats)
assuming mouse detected
initializing SDL audio...
My OpenTyrian didnt work on TSP Crossmix, dkw
I can enter the game but when choosing something it got crashed
I canโt find portmaster under emulator for some reason, anyone know how to fix it
I tried looking for port master under emulator section, but it is not there
The issue is I canโt find ports under emulator tab for some reason, I have the port folder under the emu folder
Wrong tab ๐
How do I play the games, is it not through the emulator tab?
I can open portmaster under apps but I canโt play the games lol ๐
Personally, I've had issues with port installation on TSP (Crossmix) that I avoid Apps > Portmaster and do it all via PC. Launching ports is indeed from Emulators > Ports menu on TSP.
/sdcard/Data/Ports/ for all game files/folders
/sdcard/Roms/PORTS/ for all .sh files
You are using cross mix right? And did not previous install tomato stuff right?
I changed the setting in portmaster, the games are under the ports tab now
Another issue, I tried to copy the game files from steam game to the data folder, but it is giving me error, is the SD card corrupted?
What error? Are you using stock China SD cards?
Gonna share the gptokeyb2 issue here too, has it happen on tsp for me :
#๐น๏ฝaarch64 message
until fix, if a game use gptokb2, just switch to gptokeyb if the mapping allow it.
Else rename the lib file and you may also need to add portmaster path to LD_LIBRARY_PATH in the game launcher
Did anyone managed to make Ion Fury working ?
@hidden wharf Just looked back at your PR https://github.com/PortsMaster/PortMaster-New/pull/865 as i was wondering if the libs was already added to portmaster-gui repo and noticed you expect libraries to be in controlfolder.
Tho, on TSP, the control folder is in internal memory ( which is pretty limited in size and only contain the control.txt file for us) as i am wondering if it is the better location for the libs.
Thatโs a work in progress, feel free to comment on it ๐
^^ sure, i'll think about it. Just though that discussion will be faster on discord than gthrough github comments. Mainly want to point you to potential issue for tsp ( internal memory fullfilled by libs even if i don't know how heavy will be the libs folder)
( my tsp rootfs is actually 46% fullfilled for ~250Mo total space so i think we have some place but that still some less space available in rootfs ^^)
hey guys, trying to gun Gravity Circuit on Knulli, version is 1.2.0c, it starts fine but crashes hard after showing a fullscreen grid background
no error message
Running in UINPUT output mode.
../Gravity Circuit.sh: line 51: 10436 Killed ./bin/love ./gamedata
../Gravity Circuit.sh: line 54: systemctl: command not found
[root@BATOCERA /userdata/roms/ports/gravitycircuit]#```
it justโฆ dies, apparently
If you're still working through this - I've had prior issues with unzip through PM and have done it manually for most titles. I have not tested on Knulli, either. May also just be a failed patch. If you self-extract, will need to edit Gravity CIrcuit.sh to let PM patch the game on initial launch.
I'm using PortMaster on CrossMix-OS and I'm finding that the A and B buttons are swapped. Which GUID does this device use in gamecontrollerdb.txt?
Planning on buying Brick, would I just be ok to install Portmaster if I just use MUos?
Brick does not support muos
Also brick has the same compatibility issues as tsp in regards to pm
Hi, I cannot run Celeste on Trimui Smart Pro and CrossMixOS, the game starts and crashes after a while with an ALSA error
Anyone can help me?
2025-05-18 16:58:38.864 user.notice procd: /mnt/SDCARD/Roms/PORTS/Sonic Time Twisted.sh: source: line 16: can't open '/roms/ports/PortMaster/control.txt': No such file or directory Wonder why it's looking in here on the Brick
But not on the SmartPro
Oh ik why
# from ex_update.sh
mkdir -p /roms/ports/PortMaster/
cp /mnt/SDCARD/Apps/PortMaster/PortMaster/control.txt /roms/ports/PortMaster/control.txt
Trying to find the best way to do it without writing to flash
Could use XDG_DATA_HOME but not sure if any ports use that to store stuff
tons
Yea i just had to manually copy over
It also look here on smart pro
Hi, I've installed the TMNT Shredders Revenge game. But I haven't been able to get it to display in full screen; it only appears in the lower left corner of my TRIMUI. I wanted to ask if you know what I should change to get it to display correctly. I have CROSSMIX installed, and I'm having this problem. Thanks.
Jagged Alliance 2 (stracciatella) just showed up on the portmaster games list for TSP. I tried to install using gog install exe and install directory, no luck on either. Screen glitch showing the portmaster loading jagged alliance 2 present throughout and had to restart the TSP to stop the screen glitching.
I had this same problem. Changing ingame display mode to Exclusive Fullscreen and resolution to 1280x720 did the trick for me ๐
i have this same problem with windows game ports (for example Balatro & GTA VC). A&B buttons and Y&X buttons. In Balatro.sh there is line:
if [ "${DEVICE_NAME}" = "TrimUI Smart Pro" ] || [ "${DEVICE_NAME}" = "TrimUI Brick" ]; then
sed -i 's/self.F_SWAP_AB_BUTTONS = false/self.F_SWAP_AB_BUTTONS = true/g'
sed -i 's/self.F_SWAP_XY_BUTTONS = false/self.F_SWAP_XY_BUTTONS = true/g'
But that doesnt seem to do anything. No matter how i tweak it. I also tried to edit gamecontrollerdb.txt without success. Did you find any solution for this?