Release Streets of Rage Remake


TrashyMG

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Updated with latest source of bennugd on a production Pyra, Full screen is as of yet is not working, but believe this is an issue with SDL environment on the Pyra currently and not the game itself.

As SoRR is a bit odd with legalities, you will need to source the data files yourself.

Repo Link to the DBP: https://pyra-handheld.com/repo/apps/2



For Devs

I Attached my build script and dbp_includes in a tarball in this post, this script will make a functional DBP package after compiling, just copy this into the official bennugd-code source directory.
 

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Hi all :)

@TrashyMG : thanks for sharing your DBP scripts !

If I understand correctly, a DBP is roughly similar to a PND. It's a "simple" SquashFS with some meta.zip archive (containing an *.desktop file and a PNG icon) appended to it, plus a Bash script launching the application, right ?

Cheers, Magic Sam
 
If I understand correctly, a DBP is roughly similar to a PND. It's a "simple" SquashFS with some meta.zip archive (containing an *.desktop file and a PNG icon) appended to it, plus a Bash script launching the application, right ?
That is essentially the gist of it.
 
This game is fun on the pyra :) It workes with the new SDL but it works better on not widescreen. I run it via gl4es but Im not sure if that does anything does it run via mesa otherwise? Havent tried the difference.
 
This game is fun on the pyra :) It workes with the new SDL but it works better on not widescreen. I run it via gl4es but Im not sure if that does anything does it run via mesa otherwise? Havent tried the difference.
Yeah it likely doesn't do anything ,it's a pure software only game. The widescreen mode seems to force a 3x scalar that doesn't perform well. What we likely need is a version of SDL 1.2 that makes use of hardware scaling.
 
I can confirm the behaviors of 5.0 working ok in window mode but with broken fullscreen
and 5.2 with working fullscreen but slow performance.

I didn't try with gl4es because I'll need to find the command to use

EDIT:
Corrected the versions I tried
 
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I can confirm the behaviors of 5.0 working ok in window mode but with broken fullscreen
and 5.1 with working fullscreen but slow performance.

I didn't try with gl4es because I'll need to find the command to use
I've tested sdl12-compat to get fullscreen working properly, but there is a bug where it will work properly on first run, but on exit it updates the binary config file and corrupts something that causes it to crash on start up. I can clear the config file and get it working again, but you lose all configuration changes. So haven't found a solution around that yet.
 
I've tested sdl12-compat to get fullscreen working properly, but there is a bug where it will work properly on first run, but on exit it updates the binary config file and corrupts something that causes it to crash on start up. I can clear the config file and get it working again, but you lose all configuration changes. So haven't found a solution around that yet.
If you know which function writes during/after execution, you might be able to disable that function. Settings wouldn't be saved thought but the game would be playable.
Maybe playing with the written config could reveal what causes the crash?
 
How do I use sdl12-compat ? Do I need to steal it from some other DBP ?

I didn't found it in the default DEB repos.

EDIT:

By the way I tried gl4es with 5.2 but didn't see improvements.
 
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How do I use sdl12-compat ? Do I need to steal it from some other DBP ?

I didn't found it in the default DEB repos.

EDIT:

By the way I tried gl4es with 5.1 but didn't see improvements.
It's bundled in never versions of debian, but for what comes default with the Pyra I had to compile it myself. Then just:

LD_PRELOAD=/path/to/compiled/sdl12-compat; executable command
 
If you know which function writes during/after execution, you might be able to disable that function. Settings wouldn't be saved thought but the game would be playable.
Maybe playing with the written config could reveal what causes the crash?
Yeah I'll need to dig into that a bit more....
 
I stolen from OpenTyrian the sdl12-compat folder and put all the files in the "lib" folder of SORR, that was already preloaded from the bash script, then I added "gl4es" before the executable.

Is there something I did wrong ?

I didn't see so much improvement, and also in the initial log I can't see anywhere that the sdl12-compat lib are being used.

Oh, I tried revision 5.2, fullscreen.

I also added the two symlinks for the same library with different names, like it was in OpenTyrian.
 
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@PowerGod

Likely need to preload the libraries to ensure they get loaded before default SDL libraries...

so LD_PRELOAD=/path_to_sdl12compat/ SoRR

In my prior post I put a semi-colon in the command, that is wrong...

Edit I'm also not 100% sure gl4es is needed and I think sdl12-compat does all the work.
 
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I'll do some other try, but I'm also trying to understand why the dbp is working so weird in the internal memory ... it doesn't create a menu entry, the appdata is put in a different dragonbox location than the one with the dbp, etc ...

In the SD card it works almost exactly as a PND on the Pandora, but I can't use it in this case because it has not a linux partition and I can't create symlinks for the libraries there.
 
gl4es is required for the speedup, it is indeed faster this way but still the game can`t reach the nomal speed it should have.

I used the game for a week with gl4es and sdl12-compat for a week without issue, except slowness, then I removed gl4es and the game didn`t start, so I readded it, but now after every play the savegame seems corrupt... I can´t understand why it was working at the beginning...
 
gl4es is required for the speedup, it is indeed faster this way but still the game can`t reach the nomal speed it should have.

I used the game for a week with gl4es and sdl12-compat for a week without issue, except slowness, then I removed gl4es and the game didn`t start, so I readded it, but now after every play the savegame seems corrupt... I can´t understand why it was working at the beginning...

I don't recall any real slowness when doing this combination, but if I recall it may be caused by the widescreen mode as it seems to not have a very optimized scaler. I think if you use the traditional 4:3 mode it will be faster.
 
The 4:3 mode doesn't work with version 5.2 and gl4es, it becomes stretched to fullscreen (I just can't look at the game this way o_O).

At the beginning the game is only a bit slower, but sometimes becomes super slowmotion, depending on quantity of enemies and background effects.

I also see that when the game doesn't start, the desktop where i tried to run it becomes glitched or don't refresh anymore.
 
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