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xeRAbora is alpha software, and the chain it runs on is long: the image, OPL, our code inside the running game, the IOP module that sends the frames, the network adapter, your router, the client on a PC or a phone, and RetroAchievements itself. Any link can fail, and so far most reports turned out to be a link that was not ours: an old ELF left on a stick, two clients running at once, a dump the set was not made for, a game OPL itself cannot run from USB.
Some games work, some do not, and a game that worked for one person can hang for another. Before writing, get everything to one known state, run the five steps below, and collect the two logs. A report with those takes an evening to act on. A report that says "nothing works" takes a week of questions.
1. One version everywhere
Take OPL-RA.ELF and the client from the same release, the latest one. Delete every older OPL-RA*.ELF from the stick and the share, and every conf_apps.cfg line that points at one. Older builds hang on sets that newer ones handle, and the console does not say which build it is running.
After "RA: test PC connection" the console shows the client's version (xerabora/0.1.0-alpha.N). If it is not the one you just installed, another client is answering: see the next step.
2. One client
Only one client can listen on UDP 18194. A second copy notices the first and opens its page instead of starting, so a page that opens does not mean a new client started: the old one, with the old version or the old key, is still the one talking to the console.
Windows: Task Manager (Ctrl+Shift+Esc) → Details → end every xerabora.exe, then start one.
Linux, macOS: pkill xerabora, then start one.
Android: Quit in the notification or on the page, then open the app again.
One client on the whole network, too: with the PC and the phone both running, the console talks to whichever answered first.
3. Reset the client
Close the client, then delete its folder:
Windows
%LOCALAPPDATA%\xerabora (Win+R, paste, Enter)
Linux, macOS
~/.config/xerabora
Android
Settings → Apps → xeRAbora → Storage → Clear data
It holds the saved login (credentials), the Web API key (apikey), the games the client has identified (games: serial and hash pairs), the follow and network switches, custom sounds and xerabora.log. After deleting you sign in and paste the key again.
games is the one that bites: the client remembers which image hash belongs to a serial. Replace the image with another dump and the console keeps getting the old answer until the file is gone.
4. Reset the console
On the stick (and on the share, if you use one) open the RA folder and delete everything in it: *.wl, launch.txt, hashes*.txt.
Each SERIAL.wl is the watch list the PC wrote when you ran "RA: check game support". It is what makes the console stream, and a list written by an older client, or for another dump, points the console at the wrong addresses. After deleting, run the check once more for every game you play.
5. Check the image
A plain .iso in DVD or CD. "RA: check game support" tells you in one line whether RetroAchievements knows this exact dump. "Does not know this image" means the set was made for another version or region: nothing to report, the game plays without achievements. ZSO, UL/split images and HDL partitions are not hashed.
Then test in this order
Step
If it fails here
RA: test PC connection shows the PC's address
Network: same subnet, Windows firewall allowing xerabora.exe on private networks, one client running. Not us yet.
RA: check game support says supported, with counts
"Did not answer": network again. "Does not know this image": the dump. "Could not open a network socket": OPL's ETH settings or the cable.
The game starts on plain OPL from the same device
If plain OPL cannot run it, neither can we. Report it to OPL, not here.
The game starts on OPL-RA and LIVE shows snapshots arriving
Stuck on the loading screen with the client silent: this is ours. Collect the logs below.
An achievement unlocks and the TV flashes
Unlock on the page, no flash: look for console acknowledged unlock notice in xerabora.log. Present means the console got it.
Collect before writing
Use the debug build for the run you report: OPL-RA-debug.ELF from the same release, next to the other one. It plays the same and writes two extra files into RA, on the share when one is mounted and otherwise on the game's device: launch.txt, one line per step of the launch, and hashes*.txt, what the console hashed.
Then gather:
console: model (SCPH-xxxxx), fat or slim, which network adapter;
where the game is: USB stick, internal HDD, MMCE, disc; the image's file name;
the release tag you installed, and the client's version as the console showed it;
the client: Windows, Linux, macOS or the Android app;
the game and its serial (SLUS_xxx.xx, from the OPL game list);
what you did, step by step, and what the screen showed. If it hangs,at which second after the launch;
xerabora.log from the client's folder (step 3), or on Android the Back button → Send log;
RA\launch.txt from the stick or the share;
whether the game runs on plain OPL from the same device.
Writing the issue
One issue per game or per problem, in the tracker. Name the game and its serial in the title. Say what happened and what you expected, attach the two logs as files, and list the points above. Keep it to facts: a log line is worth more than an adjective. For a quick question there is the Discord; for a bug, the
tracker, so the next person can find it.
The known limits are in USAGE.md and the FAQ on the project page; read them first, a few of the symptoms above are listed there as not-yet-supported.
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Before you report a problem
xeRAbora is alpha software, and the chain it runs on is long: the image, OPL, our code inside the running game, the IOP module that sends the frames, the network adapter, your router, the client on a PC or a phone, and RetroAchievements itself. Any link can fail, and so far most reports turned out to be a link that was not ours: an old ELF left on a stick, two clients running at once, a dump the set was not made for, a game OPL itself cannot run from USB.
Some games work, some do not, and a game that worked for one person can hang for another. Before writing, get everything to one known state, run the five steps below, and collect the two logs. A report with those takes an evening to act on. A report that says "nothing works" takes a week of questions.
1. One version everywhere
Take
OPL-RA.ELFand the client from the same release, the latest one. Delete every olderOPL-RA*.ELFfrom the stick and the share, and everyconf_apps.cfgline that points at one. Older builds hang on sets that newer ones handle, and the console does not say which build it is running.After "RA: test PC connection" the console shows the client's version (
xerabora/0.1.0-alpha.N). If it is not the one you just installed, another client is answering: see the next step.2. One client
Only one client can listen on UDP 18194. A second copy notices the first and opens its page instead of starting, so a page that opens does not mean a new client started: the old one, with the old version or the old key, is still the one talking to the console.
xerabora.exe, then start one.pkill xerabora, then start one.One client on the whole network, too: with the PC and the phone both running, the console talks to whichever answered first.
3. Reset the client
Close the client, then delete its folder:
%LOCALAPPDATA%\xerabora(Win+R, paste, Enter)~/.config/xeraboraIt holds the saved login (
credentials), the Web API key (apikey), the games the client has identified (games: serial and hash pairs), the follow and network switches, custom sounds andxerabora.log. After deleting you sign in and paste the key again.gamesis the one that bites: the client remembers which image hash belongs to a serial. Replace the image with another dump and the console keeps getting the old answer until the file is gone.4. Reset the console
On the stick (and on the share, if you use one) open the
RAfolder and delete everything in it:*.wl,launch.txt,hashes*.txt.Each
SERIAL.wlis the watch list the PC wrote when you ran "RA: check game support". It is what makes the console stream, and a list written by an older client, or for another dump, points the console at the wrong addresses. After deleting, run the check once more for every game you play.5. Check the image
A plain
.isoinDVDorCD. "RA: check game support" tells you in one line whether RetroAchievements knows this exact dump. "Does not know this image" means the set was made for another version or region: nothing to report, the game plays without achievements. ZSO, UL/split images and HDL partitions are not hashed.Then test in this order
xerabora.exeon private networks, one client running. Not us yet.console acknowledged unlock noticeinxerabora.log. Present means the console got it.Collect before writing
Use the debug build for the run you report:
OPL-RA-debug.ELFfrom the same release, next to the other one. It plays the same and writes two extra files intoRA, on the share when one is mounted and otherwise on the game's device:launch.txt, one line per step of the launch, andhashes*.txt, what the console hashed.Then gather:
SCPH-xxxxx), fat or slim, which network adapter;SLUS_xxx.xx, from the OPL game list);xerabora.logfrom the client's folder (step 3), or on Android the Back button → Send log;RA\launch.txtfrom the stick or the share;Writing the issue
One issue per game or per problem, in the tracker. Name the game and its serial in the title. Say what happened and what you expected, attach the two logs as files, and list the points above. Keep it to facts: a log line is worth more than an adjective. For a quick question there is the Discord; for a bug, the
tracker, so the next person can find it.
The known limits are in USAGE.md and the FAQ on the project page; read them first, a few of the symptoms above are listed there as not-yet-supported.
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