Homebrew RELEASE OpenBOR

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Pity FF LNS (https://fflnsultimate.firebaseapp.com/home) made some changes to original engine, so the latest switch version did not work.

Still, thank you for your great work.

--------------------

Trying to merge and compile fflns code with Cpasjuste's port, playable, but analog and digital direction buttons were separated, only one set of them can be bound, don't know why, maybe I made some mistake on code merging.
 
Last edited by Sylphia,
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Last edited by Sylphia,
----------------------------- edit -------------------------------

Hack fixed, real cause unknown.
The phrase 'god's work' gets thrown around alot, but in this case its totally just. Ive waited so long hoping this port would happen for the full version. Any plans to fix it so that we can have dpad and analog controls simultaneous fixed? Thanks for your work on this
 
Last edited by BlackSunshine,
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The phrase 'god's work' gets thrown around alot, but in this case its totally just. Ive waited so long hoping this port would happen for the full version. Any plans to fix it so that we can have dpad and analog controls simultaneous fixed? Thanks for your work on this
It's already done in the link above. fflns-switch-v7127-2
 


So SoRX is in open beta, I've tried using the openbor from this thread however it just boots me back to the homebrew menu when I try to load the sorx.pak

other pak files work fine. including the much older sor2x.pak

any thoughts on this?
 
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So SoRX is in open beta, I've tried using the openbor from this thread however it just boots me back to the homebrew menu when I try to load the sorx.pak

other pak files work fine. including the much older sor2x.pak

any thoughts on this?

Hi, I believe the new build of SoRX is using an up to date build of openbor for some of its features and isn't compatible with older openbor builds like the one we use for switch. I'm sure I heard the SoRX dev mention that in the recent past. Which sucks. I have an older build that's great for the switch and with all the SoR1 content getting added, I think we're going to miss out for the switch.
 
Hi, I believe the new build of SoRX is using an up to date build of openbor for some of its features and isn't compatible with older openbor builds like the one we use for switch. I'm sure I heard the SoRX dev mention that in the recent past. Which sucks. I have an older build that's great for the switch and with all the SoR1 content getting added, I think we're going to miss out for the switch.
yeah, I really hope the OpenBOR for switch gets updated to support these new features.

I do have a work around though.. Install Android on your switch as there is an apk version of SorX, which looks like it's getting supported going forward.
 
https://github.com/SylphiaWindy/openbor/releases/tag/fflns-switch-v7127

Just put here in case someone want to test it. download FF LNS pak from link in

https://gbatemp.net/threads/openbor.499075/post-10059246

It's buggy. Cannot advance to next stage

----------------------------- edit -------------------------------

Hack fixed, real cause unknown.

https://github.com/SylphiaWindy/openbor/releases/tag/fflns-switch-v7127-2
Hi Sylphia, I'm a little lost, how do I install this? Which file am I supossed to download?
 
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Openbor works no more on latest switch firmware, will there be a new release ?

New release available: https://github.com/SylphiaWindy/openbor/releases

Hi Sylphia, I'm a little lost, how do I install this? Which file am I supossed to download?

For most of OpenBOR games, download OpenBOR.nro from https://github.com/SylphiaWindy/openbor/releases/tag/openbor-switch-v7543

For FFLNS, download FFLNS.nro from https://github.com/SylphiaWindy/openbor/releases/tag/fflns-switch-v7177

Try v7540/v7174 if you encounter problem.
 
Last edited by Sylphia,
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New release available: https://github.com/SylphiaWindy/openbor/releases



For most of OpenBOR games, download OpenBOR.nro from https://github.com/SylphiaWindy/openbor/releases/tag/openbor-switch-v7543;

For FFLNS, download FFLNS.nro from https://github.com/SylphiaWindy/openbor/releases/tag/fflns-switch-v7177

Try v7540/v7174 if you encounter problem.


Thx. I tested openbor.nro and it's working fine. the loading speed is really impressive. my problem is that the controls are mapped incorrectly, up and down are swapped with left and right, and vice versa. also, why does OpenBOR for Final Fight LNS have its own dedicated .nro?"
 
Yeah, I noticed key binding issue, I'll check it later.

The reason OpenBOR and FFLNS use different NRO files is that the FFLNS team made low-level modifications to the OpenBOR engine to support their specific features, resulting in incompatibility with the original engine.
However, this is nothing unusual for the OpenBOR engine; different versions of OpenBOR itself are frequently incompatible with one another. For instance, the 75xx build I compiled belongs to a later iteration of v3.0 and is incompatible with earlier versions (such as the v66xx builds from around 2018).
Consequently, the best way to play a specific game is to use the engine provided with that game—though doing so on the Switch is quite a hassle.

The issues affecting load times are likely bugs or design flaws in the original engine; however, they are not particularly noticeable on modern PCs. Furthermore, since the Switch is not on the official support list, it is highly probable that these issues will be ignored. Compounded by the problem of version divergence, even if a fix were implemented in the new engine (v4.0), the older game version would not receive the update.
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So SoRX is in open beta, I've tried using the openbor from this thread however it just boots me back to the homebrew menu when I try to load the sorx.pak

other pak files work fine. including the much older sor2x.pak

any thoughts on this?

I might try compiling one to run SoRX.

SoRX uses the v4 engine, but it appears to be an early version; I tested it, and it wouldn't run even with the latest v4 release (v7533).
 
Last edited by Sylphia,
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Yeah, I noticed key binding issue, I'll check it later.

The reason OpenBOR and FFLNS use different NRO files is that the FFLNS team made low-level modifications to the OpenBOR engine to support their specific features, resulting in incompatibility with the original engine.
However, this is nothing unusual for the OpenBOR engine; different versions of OpenBOR itself are frequently incompatible with one another. For instance, the 75xx build I compiled belongs to a later iteration of v3.0 and is incompatible with earlier versions (such as the v66xx builds from around 2018).
Consequently, the best way to play a specific game is to use the engine provided with that game—though doing so on the Switch is quite a hassle.

The issues affecting load times are likely bugs or design flaws in the original engine; however, they are not particularly noticeable on modern PCs. Furthermore, since the Switch is not on the official support list, it is highly probable that these issues will be ignored. Compounded by the problem of version divergence, even if a fix were implemented in the new engine (v4.0), the older game version would not receive the update.
i see, its like Street of Rage X modded openbor engine. btw since you're already updating also the openbor for FFLNS,can you also, port the SorX? tnx. the loading is really fast, i think there's no problem on that.

anyway for other user, temporary fixed.
first time boot. change the controls on the settings of any openbor games then save that on system as default cfg. so next time you open the openbor it's already fixed.
 
I worked on porting the Double Dragon release by MaggAs to the Vita, and I don't think I've ever really mentioned this before: if you take the .pak file from the Vita version and drop it into the Switch OpenBOR structured folder, it actually runs better and is fully compatible with the Switch!

That being said, I'm really glad to see OpenBOR being updated for the Switch. Oh, and the reason why some games aren't compatible usually has nothing to do with the engine itself. In the case of Double Dragon, I documented that it had to do with the way the game loaded too many objects at once. Tweaking when assets are loaded per stage—or right when launching the game—can completely make or break it.

For example, in Double Dragon, it was the 3rd or 4th stage (I can't quite remember) that would crash the game because a background had a parallax effect with a really large image. Most PCs can handle that easily, but the Vita couldn't, so I had to remove the parallax effect, which made the game 100% playable again.

If anyone is interested, here are the links to the Double Dragon release for both the Vita and the Switch:

 

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