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09-10 10:01:48:757 "################## ownCloud en_US () 1.4.0"
09-10 10:01:48:757 void Mirall::Application::setupTranslations() Using "en_US" translation
09-10 10:01:49:047 * Setup folders from "C:\Users\Andres\AppData\Local\ownCloud/folders"
09-10 10:01:49:047 ` -> setting up: "ownCloud"
09-10 10:01:49:047 -> file path: "C:/Users/Andres/AppData/Local/ownCloud/folders/ownCloud"
09-10 10:01:49:047 * Pending events for "C:\PortableData\CloudServices\OwnCloud" will be processed after events stop for 1000 milliseconds ( "10:18:29" ). 0 events until now )
09-10 10:01:49:047 ==> returning exclude file path: "C:/Program Files (x86)/ownCloud/sync-exclude.lst"
09-10 10:01:49:047 ==> returning exclude file path: "C:/Users/Andres/AppData/Local/ownCloud/sync-exclude.lst"
09-10 10:01:49:047 Checked local path ok
09-10 10:01:49:047 setting remote poll timer interval to 30000 msec
@andres-asm
andres-asm / gist:41aed3436d625a981175
Last active August 29, 2015 14:18
Outstanding / fixed issues
Outstanding issues:
==============================================================
[General]
- [all] archive support doesn't work in the commandline
- [all] some per-core settings don't override the global setting (unconfirmed) (#1541)
- [all] working shader preset is always retroarch.cgp so it's impossible to have per-core shader presets (unconfirmed)
- [all] laggy input on RGUI with real keyboards and with OSK
@andres-asm
andres-asm / pure-msys2-build.md
Created October 28, 2015 00:54
Pure MSYS2 Unix-like build on Windows

Pure MSYS2 Unix-like build on Windows

Author:       enygmata
Contributors: radius

This build is not supported by the RetroArch developers.

This little tutorial will help you build RetroArch for Windows bundled with most of the features available for this platform. The advantage of this build over the official ones is that it doesn't require tweaking anything and RetroArch will use more up to date libraries.

It is called pure MSYS2 and Unix-like because it uses the same build commands as the Unix-inspired systems and and the development files provided by MSYS2 instead of the ones available in the official compilation guide.

(gdb) thread 1
[Switching to thread 1 (Thread 8932.0x2880)]
#0 0x00007ffb7544c4cf in strchr () from C:\WINDOWS\system32\msvcrt.dll
(gdb) bt
#0 0x00007ffb7544c4cf in strchr () from C:\WINDOWS\system32\msvcrt.dll
#1 0x0000000000432880 in strip_comment (str=0x51eb15b "#")
at libretro-common/file/config_file.c:272
#2 parse_line (conf=conf@entry=0x51eb3e0, list=list@entry=0x51eb740,
line=line@entry=0x51eb140 "input_r_x_minus_axis = \"-2")
at libretro-common/file/config_file.c:319
New Features
- Undo Load State
Whenever a load state operation is triggered by the user we take a snapshot of the current state to memory so you can rever the
operation later.
- Undo Save State
Restores the last save state after it has been overwriten, it doesn't actually trigger a load of such savestate.
function downloadSave()
{
var data = FS.readFile('/home/web_user/retroarch/userdata/content/down.bin',{ encoding: 'binary' });
var blob = new Blob([data], {type: "binary"});
saveAs(blob, "down.bin");
}
it's rather simple, clone libretro-buildbot in a scripts folder.
create a buildbot folder with one clone of libretro-super for each platform
Setup the toolchains you need. Each recipe setups it's own environment. You can install the toolchains in any path you want and then alter the recipe configurations to match
Ex:
https://github.com/libretro/libretro-super/blob/master/recipes/android/cores-android-armv7-ndk.conf
Blackberry and Emscripten have some things that must be run prior to using the toolchains so those executed on the platorm buildbot script:
https://github.com/libretro/libretro-buildbot/blob/master/buildbot-blackberry#L24
https://github.com/libretro/libretro-buildbot/blob/master/buildbot-emscripten#L24
Kawakami: Alright, changing topics now, Mr. Iwata – you were originally a ‘Super Programmer’, weren’t you?
Iwata: Umm. Well, actually…I don’t feel like I can say that, I’ve never said that actually. I don’t think I was really ‘super’ by today’s standards(laughs).
Kawakami: Well, there was definitely a period when other people thought that about you, though, right? When you were at HAL Labs, for example.
Iwata: I guess there was. There was definitely a period of time after I began working at HAL when I sort of fancied myself to be the most proficient software engineer in the video games industry. Because I believed things like that I could write better NES code than even Nintendo’s (EAD) engineers or that I could write the fastest, most compact code.
Kawakami: But once you move from a engineering position to one of management or administration, you’re no longer writing code yourself, are you?
FNAME=$1
# 1. Somehow sanitize the file content
# Remove \r (from Windows end-of-lines),
# Replace tabs by \t
# Replace " by \"
# Replace EOL by \n
CONTENT=$(sed -e 's/\r//' -e's/\t/\\t/g' -e 's/"/\\"/g' "${FNAME}" | awk '{ printf($0 "\\n") }')
# 2. Build the JSON request
#include "shaders_common.h"
static const char* stock_fragment_xmb_snow = GLSL(
uniform float time;
uniform vec2 OutputSize;
void main(void)
{
float speed = time * 2;
vec2 uv = -1.0 + 2.0*gl_FragCoord.xy / OutputSize.xy;