How's the performance?
From personal experience, it's excellentHow's the performance?
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.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!
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
Awww, so much of a tease!..and it actually manages to boot up and load the coverphoto
Awww, so much of a tease!..
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.
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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 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.I don't think removing the text is the issue here
My first guess is that we're using an outdated librw Switch port maybe ?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 ?
This fix is based on first realese? Because exiting through the game crashes atmosphereIt 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.