Port Requests


I wonder if this means Stardew Valley will work too?
I got it to boot (using Linux Steam version). Not sure it's really usable, it seems to not scale correctly on the 800x480 screen of the Pandora, and I do have some black texture (or at least lot correctly transparent) in some places (and it take a long time to start, like a minute, converting some sounds, on each start).
stardewvalley01.png


So, black texture where in fact some Texture Atlas too big for Pandora (more then 2048 pixels height).
Using some Shrink command, all texture loads (they are a bit blocky of course).
stardewvalley02.png

Now, the game just doesn't work on the 800x480 screen:
stardewvalley03.png


Not sure if I can find some workaround here (I have to try something with SDL2, as the game use that).
[doublepost=1525701125,1525693828][/doublepost]I added a new downscaler method for games like StarDew that use use a bit to big textures...
Result is the textures are much better now.
stardewvalley04.png

stardewvalley05.png


Still need some workaround to get a virtual screen of 1024x600...
 
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...
 
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)

I'll probably create some package tomorrow for it...
Woo-hoo! This is awesome.
 
That's really neat and you have my respect for doing this stuff... but distorted pixel art still makes me cry inside a little.
 
but distorted pixel art still makes me cry inside a little.
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).
 
I
Not sure our Pandora is fast enough for an accurate NES emulator, but this one might be interesting:
https://github.com/SourMesen/Mesen/releases

It supports HD Packs, so you could spice up your games (there's a nice Castlevania and Mega Man HD Pack available).

Also, here is something similar for the GB:
https://github.com/shonumi/gbe-plus

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.
 
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
 

Attachments

  • systemshock01.png
    systemshock01.png
    91 KB · Views: 453
  • systemshock02.png
    systemshock02.png
    112.6 KB · Views: 474
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)


https://github.com/DanielGibson/systemshock/commit/048a95852dcab468d6eecfe24d3d35188be89610
"Linux: Use fopen_caseless() instead of fopen() => I can actually play!"

(newest https://github.com/Interrupt/systemshock/commit/f53046ef782dc5e13cea2b94a1a3a5f70c8942f5)
 
I tried latest shockolate build, and yes, it's much better now. It is indeed playable, you can walk, interact with stuff, equip with weapon, fight ennemies... The Gui/Keymap is a bit clunky on the Pandora (for example strafe key is ALT, as usual for this period game, but that's not the best choice on Pandora's keymap). There are some work on the sound side it seems, but for me, it's still silent (not sure why). Maybe I'll do a beta pnd later (if there is some demand for this). Oh, and speed is still very good, with 40fps roughly on my gigahertz model.
 
Last edited:
Back
Top