yes thats the last updateWas that the last update? Thanks for archiving it.
You're the MVP for backing this + reVC up, for real. I kept trying to give Definitive Edition a chance but it's just so unbelievably bad even with the current patches, re3+VC is really where it's at.i made backup of the file in case
re3
https://www.mediafire.com/file/6grs1bzo2a2tjf8/re3-nx_12072021.zip/file
There really needs to be more updates. AM2R still gets updates, despite a C&D... These cowards need top do it too.yes thats the last update
thats entitled .There really needs to be more updates. AM2R still gets updates, despite a C&D... These cowards need top do it too.
Ran into the same problem on "Last Requests" mission at the end of the first island, but changing re3.ini value didn't help, still freezes and crashes after ten seconds of running on a new island, weird. Could someone upload a save made on switch on the second island, after Last Requests mission?I found a fix for this.
In the re3.ini file change "NoIslandLoading = 1" value to 0 (NoIslandLoading = 0)
No more crashing...and weirdly I was expecting there to be a loading screen between the islands...but there wasn't.
Cheers lads. Have fun.
I obviously can't share the source code but I've been able to build it from source with the new libnx update (shouldn't be a real difference between the latest binaries but if you like changing the code yourself to do whatever you want you might need to do that). It doesn't work straight out of the bat you need to fix some cmake files in order to work but it can be done. I'd be glad to explain how to to anyone interested in mp.
Does recompiling with the latest libnx fix the docked issues?I obviously can't share the source code but I've been able to build it from source with the new libnx update (shouldn't be a real difference between the latest binaries but if you like changing the code yourself to do whatever you want you might need to do that). It doesn't work straight out of the bat you need to fix some cmake files in order to work but it can be done. I'd be glad to explain how to to anyone interested in mp.
No the docked issues are still hereDoes recompiling with the latest libnx fix the docked issues?
Sure I'll do that I'll make a patch file. The thing is I didn't really do it in a clean way (as I directly modified the cmake files automatically generated and not the files that generated the cmake files). I'll do it in a cleaner way and I can indeed post a .patchYou could make a diff file.
From ffb4abcdd3a92a83cc9872e6d9c57e4f87dc15fa Mon Sep 17 00:00:00 2001
From: dogty <[email protected]>
Date: Sun, 24 Jul 2022 14:20:38 +0200
Subject: [PATCH] Ignore video preference in the ini file
---
src/core/re3.cpp | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/src/core/re3.cpp b/src/core/re3.cpp
index a721c238..b1dc8583 100644
--- a/src/core/re3.cpp
+++ b/src/core/re3.cpp
@@ -474,13 +474,15 @@ bool LoadINISettings()
if (!ini.read(cfg))
return false;
-#ifdef IMPROVED_VIDEOMODE
+#if defined(IMPROVED_VIDEOMODE) && !defined(__SWITCH__)
+
ReadIniIfExists("VideoMode", "Width", &FrontEndMenuManager.m_nPrefsWidth);
ReadIniIfExists("VideoMode", "Height", &FrontEndMenuManager.m_nPrefsHeight);
ReadIniIfExists("VideoMode", "Depth", &FrontEndMenuManager.m_nPrefsDepth);
ReadIniIfExists("VideoMode", "Subsystem", &FrontEndMenuManager.m_nPrefsSubsystem);
// Windowed mode is loaded below in CUSTOM_FRONTEND_OPTIONS section
-#else
+
+#elif !defined(__SWITCH__)
ReadIniIfExists("Graphics", "VideoMode", &FrontEndMenuManager.m_nDisplayVideoMode);
#endif
ReadIniIfExists("Controller", "HeadBob1stPerson", &TheCamera.m_bHeadBob);
--
2.36.0.windows.1
Legend, thank you for sharing.I have modified the code so that the game doesn't read the resolution display in the .ini file when launching the game. It allows to automatically detect the current switch resolution and you don't have to delete the .ini file each time you want to launch the game. You still need to restart the game if you go from docked to handheld mode while you're playing.
I found in the code where you can switch resolutions but the main problem is that you're not supposed to change the resolution when you've already loaded the game (the option is normally disabled when you're ingame). I don't know what it will do if I enable this option. I might try next week.
I have added a link to the binary files with the modified code and a .patch explaining what I did (it's really nothing) for everyone to use. I resolved my compilation problems it was an error on my end the project can be compiled without needing to modify a file (if you guys want to know the dependencies you need to install tell me)
Code:From ffb4abcdd3a92a83cc9872e6d9c57e4f87dc15fa Mon Sep 17 00:00:00 2001 From: dogty <[email protected]> Date: Sun, 24 Jul 2022 14:20:38 +0200 Subject: [PATCH] Ignore video preference in the ini file --- src/core/re3.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/src/core/re3.cpp b/src/core/re3.cpp index a721c238..b1dc8583 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -474,13 +474,15 @@ bool LoadINISettings() if (!ini.read(cfg)) return false; -#ifdef IMPROVED_VIDEOMODE +#if defined(IMPROVED_VIDEOMODE) && !defined(__SWITCH__) + ReadIniIfExists("VideoMode", "Width", &FrontEndMenuManager.m_nPrefsWidth); ReadIniIfExists("VideoMode", "Height", &FrontEndMenuManager.m_nPrefsHeight); ReadIniIfExists("VideoMode", "Depth", &FrontEndMenuManager.m_nPrefsDepth); ReadIniIfExists("VideoMode", "Subsystem", &FrontEndMenuManager.m_nPrefsSubsystem); // Windowed mode is loaded below in CUSTOM_FRONTEND_OPTIONS section -#else + +#elif !defined(__SWITCH__) ReadIniIfExists("Graphics", "VideoMode", &FrontEndMenuManager.m_nDisplayVideoMode); #endif ReadIniIfExists("Controller", "HeadBob1stPerson", &TheCamera.m_bHeadBob); -- 2.36.0.windows.1
https://1fichier.com/?31dd9qhsvuzlnqi936cv
Yee I have done the same thing and it worked. Didn't feel like it was appropriate to share it on this thread though since this is re3 related.Legend, thank you for sharing.
Have you done any playing with the re-vc code?
Yee I have done the same thing and it worked. Didn't feel like it was appropriate to share it on this thread though since this is re3 related.
This project had so much potentiel it is a shame that it has been shut down really, the possiblities were endless.
Yeah, we could have done so much with this I mean I cannot imagine the work these people did to reverse engineer this game it is huge and their hard work has been thrown out of the window while not being a threat for Take Two at all.I definitely feel the same. The original look and feel of these games is far superiour to the remakes, which obviously have huge issues. The only good thing about the remakes on the switch is being able to play san andreas without installing android.
I think re-3 and re-vc are related enough to be relevant, would you mind sharing your work on the re-vc branch?
All so they could release their half baked “remastered” version. Such a shame, especially seeing what other decompilation projects (sm64, ocarina of time) have achieved.Yeah, we could have done so much with this I mean I cannot imagine the work these people did to reverse engineer this game it is huge and their hard work has been thrown out of the window while not being a threat for Take Two at all.
I'll share what I did when I get back home tonight.
Good shit.Ran into the same problem on "Last Requests" mission at the end of the first island, but changing re3.ini value didn't help, still freezes and crashes after ten seconds of running on a new island, weird. Could someone upload a save made on switch on the second island, after Last Requests mission?
Ok I think I figured it out: I also needed to change the option "IslandLoading" to 0, weirdly enough, in the same re3.ini
Now it loaded up and everything ok