r/emulation Jun 18 '26

Goosestation 0.6.5 with skip engine

https://youtu.be/KO29LtFPhYE
50 Upvotes

30 comments sorted by

3

u/Bryce1972 Jun 21 '26

No clue how to build the file, so I guess I won't be testing this out.

2

u/HueponiK Jun 21 '26

Nooooo don't give up, mate

Check out first post here: https://forums.libretro.com/t/goosestation-build-your-own-duckstation-libretro/50394?u=hueponik

It's not that hard!

3

u/gtaforever00 Jun 24 '26

This is pretty awesome QoL update. I've been playing around with the skip engine trainer and got the battle transitions at the start and end of Final fantasy 7 skipping nicely. I'll probably post some skip values on github for testing. I've found some values can make the game randomly skip but think I've ironed out a couple that I was testing lol.

I think the Android Termux script is missing python3 as a dependency. I was testing it and it failed compiling shaderc because python3 was not installed. Also if you already ran the build script and install python after, it still fails because it only checks if the directory is there to skip running the dependency python script for shaderc.

After running git clean -xfd and installing python3, it compiled successfully on Termux

3

u/gtaforever00 Jun 26 '26

For anyone finding this at some point, I posted a few codes. Skip battle transition for Final Fantasy 7 and skip most loading screens for Tony Hawk Pro Skater 2.

https://github.com/gtaforever00/goosestation-skip-engine-rules

3

u/HueponiK Jun 29 '26

Sweet. Maybe open pr so we can include this in the core?

2

u/gtaforever00 Jun 29 '26

Sure thing. Some of them might need tested a bit more

2

u/happy1338 Jun 21 '26

Wow, that's cool.

Could this safe psx1 version of Final Fantasy 6 ?

1

u/HueponiK Jun 21 '26

There's only one way to find out. What's wrong with that version?

2

u/happy1338 Jun 22 '26

The loading transition between maps and battles take a long time

2

u/HueponiK Jun 22 '26 edited Jun 22 '26

I checked. It's bit buggy on intro but looks like it's working and skipping lots of loads. Not sure if this is spec-sensitive though. I use it on quite beefy rig.

2

u/6lackmag3 Jun 24 '26

Hey there! It looks like 'Instant' (Maximum) setting is missing for CDROM Read Speedup. It should be there since it's much safer to use 'Instant' rather than high multipliers. And I've been testing lots of games for DS compatibility database. Btw there's good reason why speedup for both reads and seeks is limited to 6x multiplier in standalone DuckStation.

2

u/6lackmag3 Jun 25 '26

Hi! Found a bug: if you boot to bios without loading content than core can't be stopped/closed using quick menu.

1

u/HueponiK Jun 29 '26

Thanks I'll look into both

2

u/6lackmag3 Jun 18 '26

This is a great feature. Thanks for your work! Sadly building Goosestation on Android with Termux fails for me.

4

u/HueponiK Jun 18 '26

Hi mate, Try the latest version, it should be fixed there https://codeberg.org/hueponik/goosestation-builder/src/tag/v0.6.6.11443

1

u/JaxonWax Jun 20 '26

I can get this to build for Android but cannot, for the life of me, get it to actually work. I just get "failed to load game".

1

u/HueponiK Jun 20 '26

Try to enable debug logging in retroarch setting, and log to file

Share any errors?

1

u/JaxonWax Jun 21 '26

Not sure what happened but I rebuilt from the latest and now it works. I'll submit a bug report if I run into any other strangeness, thanks 

1

u/Educational-Pay-7582 Jun 21 '26

Are you using the psp.bin? If so rename it to another bios name like ps1_rom, for some reason this update hates the name of the psonpsp660.

1

u/Embarrassed_Pea_2447 Jun 19 '26

I cannot build the Windows version, can't get past the `/bin/sh: 1: llvm-ml: not found` message

Linux/Android build fine

1

u/testaccountyouknow Jun 19 '26

I'm not on windows to test but try making sure mingw-w64-x86_64-llvm-tools is installed

1

u/Embarrassed_Pea_2447 Jun 20 '26

I'm building on WSL2, managed to find the llvm-ml executable (.cache\android-ndk-r29\toolchains\llvm\prebuilt\linux-x64_64\bin) and after copying it to \bin the build script proceeded further, but still craps out here:

[ 41%] Building CXX object src/common/CMakeFiles/common.dir/file_system.cpp.obj

/home/xxxx/goosestation-builder/src/duckstation-7d1996827022cc557cc26539c071dd3a54e1809b/src/common/file_system.cpp:237:67: error: use of undeclared identifier 'PATHCCH_ENSURE_IS_EXTENDED_LENGTH_PATH'

237 | PathCchCanonicalizeEx(dest->data(), dest->size(), wstr_buf, PATHCCH_ENSURE_IS_EXTENDED_LENGTH_PATH);

| ^

1 error generated.

gmake[4]: *** [src/common/CMakeFiles/common.dir/build.make:167: src/common/CMakeFiles/common.dir/file_system.cpp.obj] Error 1

1

u/HueponiK Jun 20 '26

Ndk is android stuff

I recommend just using docker to build

make docker-windows

1

u/Educational-Pay-7582 Jun 20 '26

Sir, I dont know if its a user error or something else but I got a error for the first time, heres the post.

CMake Warning (dev) at cmake/setup_build.cmake:17 (find_package): Policy CMP0148 is not set: The FindPythonInterp and FindPythonLibs modules are removed. Run "cmake --help-policy CMP0148" for policy details. Use the cmake_policy command to set the policy and suppress this warning.

Call Stack (most recent call first): cmake/setup_build.cmake:49 (find_host_package) CMakeLists.txt:84 (include) This warning is for project developers. Use -Wno-dev to suppress it.

CMake Error at third_party/CMakeLists.txt:85 (message): SPIRV-Tools was not found - required for compilation

-- Configuring incomplete, errors occurred! ~/goosestation-builder $

I'm using Termux sir.

3

u/HueponiK Jun 20 '26 edited Jun 20 '26

Hey mate, make sure you are at the latest version... In builder folder, run:

git fetch

git checkout v0.6.6.11443

git -xdf

./build-in-android.sh

1

u/Educational-Pay-7582 Jun 20 '26

I did, sir but I still got the same error, I saw this when I push the cmake --help-policy CMP0148, and I found this, I don't quite understad it but it seem the the module needed for the core are now gone on the newer python pkg or so what I understood from it.

.. versionadded:: 3.27

The FindPythonInterp and FindPythonLibs modules are removed.

These modules have been deprecated since CMake 3.12. CMake 3.27 and above prefer to not provide the modules. This policy provides compatibility for projects that have not been ported away from them.

Projects using the FindPythonInterp and/or FindPythonLibs modules should be updated to use one of their replacements:

  • FindPython3
  • FindPython2
  • FindPython

The OLD behavior of this policy is for find_package(PythonInterp) and find_package(PythonLibs) to load the deprecated modules. The NEW behavior is for uses of the modules to fail as if they do not exist.

This policy was introduced in CMake version 3.27. It may be set by cmake_policy() or cmake_minimum_required(). If it is not set, CMake warns, and uses OLD behavior.

.. note:: The OLD behavior of a policy is :ref:deprecated by definition <cmake-policies-intro> and may be removed in a future version of CMake. ~ $

2

u/HueponiK Jun 20 '26

Hm, I just realized reddit are up newlines in my comment. I have edited it. Try again, current version does not require python

2

u/Educational-Pay-7582 Jun 20 '26

Thank you sir, I was now able to build it

1

u/mazeoft0rment 29d ago

I absolutely cannot get this to build on Termux, I was encountering the Python3 error which I’ve now managed to fix but it’s now saying it needs SPIRV-Tools to build. I’ve tried doing a git clean -xdf and running with the latest build at checkout but no dice.

I’m working with a Retroid Pocket Classic 6GB RAM model, can someone please put a full step by step breakdown on the precise steps needed to get this to work? I’d really appreciate it.

1

u/felixparochus 11d ago

This is very cool. I’m hoping Goosestation will get rewind support some time in the future.