Homebrew Homebrew game Chrono Trigger - Switch port

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For the field / map zoom, it is only recommended right now to use values of 2.0 (default) and 1.75. 1.5x zoom still needs more work to get all the alignments corrected, as well as 1x zoom. Other zoom values will create weird visual pixel glitches, like the default behavior.

This should be the final release version imo for what i wanted this version to include. I can still try to get 1.5x zoom working properly at some point, but it will take me more time.
Ok although I'm not sure how you did it I was really not expecting for the improper pixel scaling to be fixed, 2x zoom looks great and seems to have 4x pixel size but since you gave the option to change it I tested other values to get other integer pixel sizes, with 0.5, 1 and 1.5 zoom being 1, 2 and 3 pixel size respectively, with 1.5x zoom being the most accurate to the original SNES camera (on 720p it has a 48px black border on top at fields because it only renders 432x224 pixels for field sprites but it's fine).

I love all the changes you did, but now my curiosity is, what do you mean by 1.5x zoom not working properly? Because it really looks the best to me. Pictures are 0.5x and 1.5x zoom
 

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Last edited by Bruszan,
Ok although I'm not sure how you did it I was really not expecting for the improper pixel scaling to be fixed, 2x zoom looks great and seems to have 4x pixel size but since you gave the option to change it I tested other values to get other integer pixel sizes, with 0.5, 1 and 1.5 zoom being 1, 2 and 3 pixel size, with 1.5x zoom being the most accurate to the original SNES camera (on 720p it has a 48px black border on top at fields because it only renders 432x224 pixels for field sprites but it's fine).

I love all the changes you did, but now my curiosity is, what do you mean by 1.5x zoom not working properly? Because it really looks the best to me. Pictures are 0.5x and 1.5x zoom
Ive stated this before. The only values worth testing are 1.75 and 2 right now. 1.5 and 1.0 still have alignment issues. The game was not setup to do this, so creating the patch was pretty tricky. I'd have to spend more time to get 1.5x working without issues. It was something i wanted to fix though. 1.75 is just about the right size to not cause noticeable pixel shimmer / warping, but yes 1.5 would be the most ideal. The issue is what you are showing on your second image. I have not yet got the scaling alignments to work properly for sizes smaller than ~1.6 - 1.65 quite yet, but i do have some ideas i can test later. By default the game natively uses a weird decimal scaling value, which distorts the entire images on our displays.
Post automatically merged:

For anyone that wants to test it. I've improved video playback performance a tad. Also some of the text for buttons have been changed from "(BUTTON)" to "[BUTTON]". I also made some slight corrections for other languages in the generate text ctp patch script.
 

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Last edited by ppkantorski,
These recent android-switch ports are amazing.
I wonder if the Android versions of Ducktales Remastered or Mortal Kombat Komplete could run on the Switch?
 
Very nice work so far, but the buttons are off. Y opens the menu instead of X, for example.
Also, config.ini makes reference to a "font" folder
Code:
game_font_path = /switch/ct/font/ChronoType/ChronoType.ttf
But that "font" folder simply doesn't exist in the game
 
Very nice work so far, but the buttons are off. Y opens the menu instead of X, for example.
Also, config.ini makes reference to a "font" folder
Code:
game_font_path = /switch/ct/font/ChronoType/ChronoType.ttf
But that "font" folder simply doesn't exist in the game
I'll let naga know. The makefile was specifically changed to support sdout.zip generation via make sdout.

As for Y opening the menu, it may be how the android port of the game handles the mappings (I'd have to look more into it). I can probably create a patch at some point to fix it.

Since the code on the repo is the same as the version I last shared, you can just use that one for now since it includes the font. It is still recommended to patch the languages with generate_text_ctp.py however (if you are not already doing so).
Post automatically merged:

Naga has now updated the repo to include the zip file.
 
Last edited by ppkantorski,
Very nice work so far, but the buttons are off. Y opens the menu instead of X, for example.
Also, config.ini makes reference to a "font" folder
Code:
game_font_path = /switch/ct/font/ChronoType/ChronoType.ttf
But that "font" folder simply doesn't exist in the game
Post automatically merged:

Wait a minute isn’t the game on the playstation
 
Last edited by jjack_jones,

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