Homebrew Homebrew game Plants vs Zombies Fusion - Switch Port

Game have many crash at launch, just keep re-open it and wait for about 2 or 3 minutes. Game will run normally. Any, tysm for the port, could you consider porting mini dayz and Six-Guns?
Is this in handheld or docked with or without forwarder can you send me AMS crash log and crash dump please?
 
Is this in handheld or docked with or without forwarder can you send me AMS crash log and crash dump please?
i only test in on handheld, with forwarder created by DBI, i mean not AMS crash, it showing up unable to start message, then i just keep trying to re-open the game, it will load but need to take 2 or 3 minutes to actually get into the game.
Post automatically merged:

Download a new nro forwarder I just posted, and create a new link.
i already did brother, and yes your method worked. Ty.
 
add
override_address_space_0=39_bit
on override_config.ini (atmosphere/config/override_config.ini
It will also allow the game to be opened from the HB menu
 
Thank you! FYI-make sure you name the folder as required as it seems to crash if it's not named correctly.

Pro controller support possible in docked mode? I know USB mouse is supported, but not sure if it's possible to add support for bluetooth controllers like the Wii U Pro Controller or the official switch pro controller.
 
Thank you! FYI-make sure you name the folder as required as it seems to crash if it's not named correctly.

Pro controller support possible in docked mode? I know USB mouse is supported, but not sure if it's possible to add support for bluetooth controllers like the Wii U Pro Controller or the official switch pro controller.
That's weird official Pro Controller was supported on my other ports and it uses the same codebase I'll have to take a look.
 
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Thanks for all the work on this port! It's great to see people sharing fixes instead of just reporting problems. Before I started changing Atmosphere settings, I made sure I was using the latest PvZ Fusion build because older files can sometimes create confusion when you're trying to troubleshoot. I found the newest PvZ Fusion mod while comparing different releases, and after updating it was much easier to tell which issues were actually related to the Switch port. Looking forward to seeing how controller support and docked mode improve in future updates.
 
Last edited by gaming-mater231,
That's weird official Pro Controller was supported on my other ports and it uses the same codebase I'll have to take a look.
thank you! I am trying your other ports(can you confirm one that definitely works?)

and again thank you for all your work on the ports! :)

EDIT: Ok tried again:

1) If docked and booted=crash
2) Game boots fine if in handheld mode, controller works fine too
3) If booted in handheld and controller used it's fine BUT if the switch if then put back in the dock, everything works fine APART from confirm/action button (cannot select, just cancel) cursor works fine.

Hope that is helpful.
 
Last edited by DarkerForce,
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Can you give me source code or send a pull request to repo so I can merge the fix?
Just testing a V2 fix (V1 had to limit docked mode to 720p) so will post the source here(small fix inside main.c), thanks for all your work btw :)

Edit: attached, V2 works,

Info below,
Scroll all the way down to around line 527, right before the while (appletMainLoop() && !jni_quit_requested) render loop starts.
You need to add a tracker for the console's docking state, and trigger the Unity_nativeSendSurfaceChanged event whenever it changes.

/* Watchdog re-enabled (fbstub88) with the snapshot-ordering fix: stacks are
* now walked while the target thread is PAUSED (the fbstub86 self-crash came
* from resuming first and walking a live stack). 6s thresholds. Its job now:
* catch the first-present hang and dump the thread blocked in eglSwapBuffers. */
diag_watchdog_start();

int frame = 0;

/* --- TRUE 1080p FIX: Track dock state --- */
AppletOperationMode current_op_mode = appletGetOperationMode();

while (appletMainLoop() && !jni_quit_requested) {
diag_frame(frame); // heartbeat: lets the watchdog see progress (or its absence)
nx_time_tick(); // advance our managed-Time clock once per frame

android_native_update_mode();

/* --- TRUE 1080p FIX: Alert Unity when you dock/undock --- */
AppletOperationMode new_op_mode = appletGetOperationMode();
if (new_op_mode != current_op_mode) {
current_op_mode = new_op_mode;
// This forces Unity to update its UI boundaries to 1920x1080 mid-game!
Unity_nativeSendSurfaceChanged(fake_env, fake_unityplayer_thiz);
}
/* -------------------------------------------------------- */

android_native_feed_hid((uint8_t (*)(void*,void*,void*,int))Unity_nativeInjectEvent,
fake_env, fake_unityplayer_thiz);
if (!Unity_nativeRender(fake_env, fake_unityplayer_thiz)) break;
 

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Last edited by DarkerForce,

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