Thanks for the quick update!Thx for the feedback!! Ofc I will fix it
Post automatically merged:
@wesslyr — you found a real one, thanks
v1.2.2 is up and fixes it.
The escape I shipped in v1.2.1 was broken twice over, so "I tried all key combinations" was you doing the right thing against code that wasn't listening: it read the controller once, at a single instant, and it ran after SDL had already taken over the HID session, so it almost never saw the buttons at all. My fault entirely.
How you get out now:
While playing, hold ZL + R3 for about a second. A prompt appears in the picture with a progress bar — when it fills, the renderer goes back to SDL and the game closes so it can reopen on the dual screen. Your shader choice is remembered.
I made it a hold rather than a tap on purpose. A tap can't trigger it by accident, and the second you spend holding is what gives the prompt somewhere to appear. The old version just exited silently, and you were right to call that out — even though it's a clean shutdown (your SRAM is flushed and the autosave is written, same as quitting normally), an app that vanishes with no explanation looks exactly like a crash.
The garbled text in 4:3 was another bug of mine, and your description pinned it: it was centred using the width the text would have at full size, then drawn smaller, so it slid out of its box. Only showed up in 4:3, where the box is narrow enough to force the shrink. Fixed.
To be clear about what hasn't changed: the OpenGL renderer still draws the game on its own, no companion screen. It bypasses the compositor completely — that's why there's an escape at all instead of just a menu. Getting shaders and the dual screen working together is the next real piece of work, and it's what I actually want. Glad crt-easymode already looks that good on the first try.
I updated though the app again successfully.
The behaviour I'm now seeing is that switching to opengl activated the shader. In Opengl mode ZL+L3 won't work to go to the settings, but holding L+R3 does work to deactivate opengl and go back to SDL (where ZL+L3 does work).
My question: how would one be able to save/load a save state slot (though settings->saves while being in Opengl?






