ptitSeb
Serial Porter
Here is Stardew Valley launcher.
Stardew Valley use mono, so you'll need the monort PND somewhere on your pandora. The game OpenGL, so here using gl4es. The game use shaders and some large textures and a lot of memory.
You need data from the Linux full version of the game. It can be from Steam or GoG. The windows version of the game will not work. If you have the gog version, you can put the gog_stardew*.sh setup file in appdata/stardewvalley for autoextraction (untested).
When starting (and before showing any window), the game seems to load all music in memory (in uncompressed form), so you have to wait a long time before playing (1min or so).
A massive swap is needed: 1.8GB on CC model!
Also, some texture are larger than what the Pandora can handle, so some shrink of gl4es is used. The method used for Rebirth or Gigahertz model reduce as less as possible the quality, so the shriking is not really visible most of the time. Unfortunatly, during my testing I have seen that CC model still can't handle all the texture so I had to force the use of 16 bits textures, and shrink more aggressively large texture. On CC the effect of shrink is visible.
Anyway, the game is barelly playable on CC due to the constant swap (maybe it's better without the music).
You can force 16 bits textures (or not) by creating a file named .force16bits in appdata/stardewvalley and put 1 inside (to force) or 0 (to not force).
Also, you can change shrink mode with a file named .shrink in same folder with the shrink mode (11 for rebirth/gigahertz, 7 for CC).
With build 02, you can resample the sound and music of Stardew Valley. When untouched, all sounds and music are loaded in memory and at 44kHz with most sounds beeing stereo, that make around 1.4GB sounds in memory. When launching the build 02 for the 1st time, you will have some zenity dialog to allow you to resample the sounds. Compression to 22kHz, 16kHz and 11kHz, with the option of forcing mono will be proposed. Also, the option to store the new sounds as simple PCM instead of MS ADPCM will also be propose. I suggest you use 11kHz, mono and PCM. Like this, a swap will probably not be needed anymore on Rebirth and Gigahertz, and the sound quality is still fine. So unles you plan to play on headphone, it should be ok.
If you are not happy with the settings, you will need to copy again the wave bank data (hint: it's "Content/XACT/Wave Bank.xwb"). Also, removed the file named "converted" from appdata/stardewvalley to have the resampling wizard again.
A video of it running on my Gigahertz Pandora.
/!\ The Multiplayer version of Stardew Valley is slow on the Pandora (too slow to be enjoyable). If you can, use the previous (without Coop) version /!\
History log
=========
Build 06
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The sources for the resampling tool can be found on my github here: https://github.com/ptitSeb/rexwb
Stardew Valley use mono, so you'll need the monort PND somewhere on your pandora. The game OpenGL, so here using gl4es. The game use shaders and some large textures and a lot of memory.
You need data from the Linux full version of the game. It can be from Steam or GoG. The windows version of the game will not work. If you have the gog version, you can put the gog_stardew*.sh setup file in appdata/stardewvalley for autoextraction (untested).
When starting (and before showing any window), the game seems to load all music in memory (in uncompressed form), so you have to wait a long time before playing (1min or so).
A massive swap is needed: 1.8GB on CC model!
Also, some texture are larger than what the Pandora can handle, so some shrink of gl4es is used. The method used for Rebirth or Gigahertz model reduce as less as possible the quality, so the shriking is not really visible most of the time. Unfortunatly, during my testing I have seen that CC model still can't handle all the texture so I had to force the use of 16 bits textures, and shrink more aggressively large texture. On CC the effect of shrink is visible.
Anyway, the game is barelly playable on CC due to the constant swap (maybe it's better without the music).
You can force 16 bits textures (or not) by creating a file named .force16bits in appdata/stardewvalley and put 1 inside (to force) or 0 (to not force).
Also, you can change shrink mode with a file named .shrink in same folder with the shrink mode (11 for rebirth/gigahertz, 7 for CC).
With build 02, you can resample the sound and music of Stardew Valley. When untouched, all sounds and music are loaded in memory and at 44kHz with most sounds beeing stereo, that make around 1.4GB sounds in memory. When launching the build 02 for the 1st time, you will have some zenity dialog to allow you to resample the sounds. Compression to 22kHz, 16kHz and 11kHz, with the option of forcing mono will be proposed. Also, the option to store the new sounds as simple PCM instead of MS ADPCM will also be propose. I suggest you use 11kHz, mono and PCM. Like this, a swap will probably not be needed anymore on Rebirth and Gigahertz, and the sound quality is still fine. So unles you plan to play on headphone, it should be ok.
If you are not happy with the settings, you will need to copy again the wave bank data (hint: it's "Content/XACT/Wave Bank.xwb"). Also, removed the file named "converted" from appdata/stardewvalley to have the resampling wizard again.
A video of it running on my Gigahertz Pandora.
/!\ The Multiplayer version of Stardew Valley is slow on the Pandora (too slow to be enjoyable). If you can, use the previous (without Coop) version /!\
History log
=========
Build 06
------------
- Update libs (gl4es and openal).
- Added a few option to gl4es in launcher
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- Fixed Saves that was crashing
- Needs Mono RunTime PND build 09
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- Removed 8kHz option in resample tool (game don't accept that)
- Added option to remove biggest sounds
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- Added 8kHz option in resample tool
------------
- Added tool to resample sounds and music
- Fixed monort that didn't unmount at exit
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- Initial build
The sources for the resampling tool can be found on my github here: https://github.com/ptitSeb/rexwb
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