Jokiz

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Fantastic work!

Can I just ask, and I get that this might get asked a lot, but what kind of knowledge is needed for creating ports like these?
I'm not talking about reengineering the original game, but the port process itself for games like Doom, Mario 64 and now this where source code is available.
I guess the process would be different for each game and what console you are porting it to, but what general topics should one look into with for example the Switch?
Not saying I'll "just read a few tutorials and be ready to port some games", but as a software engineer I'm just curious how people approach projects like this!
 

masagrator

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Fantastic work!

Can I just ask, and I get that this might get asked a lot, but what kind of knowledge is needed for creating ports like these?
I'm not talking about reengineering the original game, but the port process itself for games like Doom, Mario 64 and now this where source code is available.
I guess the process would be different for each game and what console you are porting it to, but what general topics should one look into with for example the Switch?
Not saying I'll "just read a few tutorials and be ready to port some games", but as a software engineer I'm just curious how people approach projects like this!
Knowledge about one of APIs supported by platform (for example OpenGL), knowledge how to implement interactions with hardware on platform (in Switch you need to understand libnx) and how compiling works on base level for platform you want it to run. Everything else is related to that - programming skills, etc.
 
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Here's the latest build (24.09.2020) with "Version 1.0" text removed
Update : File removed .. Needs further testing.

is this v1.1 patched or v1.0.. regardless, this file breaks transitions between certain missions and cutscenes
went back to stock v1.0 for now, since I never had crashes with default framelimitter anyway

confirmed.. v1.1 from GitHub works.. so something with this patch breaks it I guess

Wait, what ? Remove "Version 1.0" from screen break the game ? You mean removing the debug text (line 770 to 784 in main.cpp by the way)? It cannot effect frame limiter since it just remove a debug text from screen. Unless further modification was done I am not aware.
 
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TheDvd3000

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Thank you so much for this, @Graber! Youre insanely talented! So grateful !

--------------------- MERGED ---------------------------

Also, i know its reverse engineered for GTA 3 specificly, but Vice City is quite similar to GTA 3 in any way. I tried to put all the Vice City gamefiles in the switch/re3 folder instead of the GTA 3 files, and it actually manages to boot up and load the coverphoto. But then it crashes, obviously not meant for Vice City. But looks like a few additional codes would make it load the right files and play as well !

What you have created here, will open so many doors for future ports ! I'm so grateful ! Thanks so much for sharing your hard work with us, Graber!
 

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Awww, so much of a tease!.. :ninja:

It seem that the original repository have a branch named "miami". I don't know for what it is, but there are some work ahead of the main branch here... so maybe they work on it.

It is not yet ready.
--

I share the build I run right now with version code removed.
also
-ONE_THREAD_PER_CHANNEL (Loading faster using more thread ?) - turn out it change nothing.
- EXTENDED_COLOURFILTER + EXTENDED_PIPELINES - Make the game slower

I don't know if it make the game more or less stable.

EDIT: This version is outdated and was based on the very first release of re3-nx.
 

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TheDvd3000

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Yeah :)
And for some reason, after the crashes and me trying to delete the re3 vicecity testfolder, i actually got an error from deleting the folder.
Device was still connected, so im assuming it's just the game crashing/not responding :)
 

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masterchan777

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Wait, what ? Remove "Version 1.0" from screen break the game ? You mean removing the debug text (line 770 to 784 in main.cpp by the way)? It cannot effect frame limiter since it just remove a debug text from screen. Unless further modification was done I am not aware.

It seem that the original repository have a branch named "miami". I don't know for what it is, but there are some work ahead of the main branch here... so maybe they work on it.

--

I share the build I run right now (from the main branch) with additional tweaks enabled :

ONE_THREAD_PER_CHANNEL (Loading faster using more thread ?)
EXTENDED_COLOURFILTER (Only for mobile ?)
EXTENDED_PIPELINES (Seem to change car reflexion and other things ?).
+ Debug text removed.

I don't know if it make the game more or less stable.

I don't think removing the text is the issue here, rebuilding the nro seems to cause a few gfx issues with some effects especially in cutscenes, I think it could be related to the librw port to Switch. Start a new game with your nro and you can see it in action, I had the exact same results with my compiled file so I had to take it down till I figure out a fix.

Maybe @Graber can give an insight on why this is happening ? Another thing I noticed with all the builds is that the text message when trying to reload a failed mission is kinda messy :

pWeRWcL.jpg
 
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masterchan777

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I just tested the original build with and without the debug text and shame on me, removing the text cause this weird issue with cutscene. I'll investigate a bit for my own entertainement because it's just a "print" and I dunno why it broke the render state.
My first guess is that we're using an outdated librw Switch port maybe ?
 
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My first guess is that we're using an outdated librw Switch port maybe ?

It's really the text "Version 1.0" the problem.
If I don't draw any text, the cutscene glitches. If I write even a single character it show no glitches. If I try to write an empty string, it glitches too. I ended up writing it with the alpha color at 0.0 so the text print on screen, but it is not visible, and the cutscenes works. I updated the post with the linked NRO. Think it like a alternate build because I will not hijack the author work any further :) He already do a great job :P
 
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cucholix

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It seem that the original repository have a branch named "miami". I don't know for what it is, but there are some work ahead of the main branch here... so maybe they work on it.

--

I share the build I run right now (from the main branch) with additional tweaks enabled :

ONE_THREAD_PER_CHANNEL (Loading faster using more thread ?)
EXTENDED_COLOURFILTER (Only for mobile ?)
EXTENDED_PIPELINES (Seem to change car reflexion and other things ?).
+ Debug text removed.

I don't know if it make the game more or less stable.
This fix is based on first realese? Because exiting through the game crashes atmosphere
 

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