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Port Requests

Discussion in 'General Discussions' started by mmielke, Nov 11, 2010.

  1. ptitSeb

    ptitSeb Serial Porter

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    I finaly got a working hack to fake 1280x720 resolution (the hack needs both libGL and SDL2 to work). There are a few visual artifacts because some texture are slightly compressed, but nothing too serious.
    I then had some issues with save, but I fixed it by removing bundled mono libs...
    It seems to work fine, speed is ok (exept the launch, that take a long time, the Loading screen too).

    stardewvalley06.png stardewvalley07.png stardewvalley08.png stardewvalley09.png stardewvalley10.png stardewvalley11.png

    I'll probably create some package tomorrow for it...
     
    sebt3, Wally and lukey like this.
  2. Silent-Hunter

    Silent-Hunter Advanced Member

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    Woo-hoo! This is awesome.
     
  3. elvissteinjr

    elvissteinjr Very Active Member

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    That's really neat and you have my respect for doing this stuff... but distorted pixel art still makes me cry inside a little.
     
  4. ptitSeb

    ptitSeb Serial Porter

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    Yeah, I understand, but there is no way to make a texture 2332 pixels tall fit in 2048 pixel constraint without altering game data (and so touching to the sources, wich I don't have). It's minor, and not all atlas are touched (only 2 I think, and 1 is used on GUI stuff). In fact, the isue is more the rouding error that's the compression introduce in the limits of the sprites in the Atlas then the actual pixel removing that bother me (look at the slider in the GUI "make your avatar" screenshot to see what I mean).
     
  5. Silent-Hunter

    Silent-Hunter Advanced Member

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    It looks fine to me, based on those screenshots!
     
  6. shaddim

    shaddim Member

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  7. ashdjones

    ashdjones o_O

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    I
    I'd like to remind people that Pandora had the first ARM port of a NES assembler. It worked perfectly but unfortunately we lacked a sprite editor so was pointless.

    Due to brainwashing from Exophase however, i went away and started devving in C. Initially it was a sprite engine for framebuffer that was faster than SDL due to being tiny. And you know, C has no default string or file system so... To make my life easier, i mashed up the old Newton database fs and the nes ppu in there. Ok, so this was way faster than Debian (x600), uh. But tbh it lacks any security or fail checks whatsover and i based it on cisco packet switching. Sounds complex but the model is simple, thus quick. So eventually i mash this up with emu type loops - virtual machine ... Learn arm assembly and gba progs ftw, and then cross convert the arm to this new vm. It's sdl... But a gba nes newton amiga n64 lua mutant. Way easier to use than actual nes assembler anyway. The issue now is writing masses of libraries in my vm code, all the way up to... Whatever. I'm at the atari/nes stage nearing early amiga. Something like Workbench is at least a few years work.
     
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  8. sm0kew0n

    sm0kew0n Very Active Member

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    A wip for now, I might have to ask you about retroarch when the time comes as I don't use it. :)

    IMG_20180515_161329.jpg IMG_20180515_161226.jpg IMG_20180515_161250.jpg IMG_20180515_161302.jpg
     
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  9. PokeParadox

    PokeParadox Founder of Pirate Games - Penjin Coder Staff Member

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  10. ingoreis

    ingoreis Advanced Member

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  11. Stouffa

    Stouffa Member

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    I know I've said in on these forums before but I'm hoping a polished port of this appears on the Pyra, with hdmi out and a USB port, this would be a great way for multi player retro gaming!

    Sent from my F5121 using Tapatalk
     
  12. shaddim

    shaddim Member

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  13. ptitSeb

    ptitSeb Serial Porter

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    Yes indeed, it build and launch

    But it's not playable yet. But it's a very good progress and a milestone acheived very quickly!

    (for the record, I used the Enhanced Edition data, and speed was very good)
     

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