#RLVM - Testing
195 messages · Page 1 of 1 (latest)
Currently broken on armhf, but it works on aarch64. 😄
Will have to check it out when i get home.
LD_LIBRARY_PATH="$PWD/libs.armhf" ./rlvm.armhf --font $PWD/fonts/msgothic.ttc "$PWD/game
s/xclannad/"
LIBGL: Initialising gl4es
LIBGL: v1.1.5 built on Mar 2 2024 19:47:45
LIBGL: Using GLES 2.0 backend
LIBGL: loaded: libGLESv2.so
LIBGL: loaded: libEGL.so
LIBGL: loaded: libdrm.so
LIBGL: Using GLES 2.0 backend
LIBGL: warning, /home/klops/Source/gl4es/src/glx/hardext.c line 251 function GetHardwareExtensions: gles_glGetString is NULL
LIBGL: warning, /home/klops/Source/gl4es/src/glx/hardext.c line 252 function GetHardwareExtensions: gles_glGetIntegerv is NULL
LIBGL: warning, /home/klops/Source/gl4es/src/glx/hardext.c line 253 function GetHardwareExtensions: gles_glGetError is NULL
Segmentation fault
works on OGS JELOS if I add
export LIBGL_DRIVERS_PATH=/usr/lib/dri:/usr/lib32/dri
and delete GL libs from /libs folder
actually cursor is broken, sometimes it thinks that it is inside small box and can not come out of it
there is sdl2 fork that might work better
then no clannad, no tears
well, now I understand that it seems that it forgets where is X:0 Y:0 position.
it was a horrible hack to get it even running tbh
I tried to compile myself and failed at scons setup:D anyway it is more than enough for me to play clannad and air. thanks
did you checkout my repo?
nope, I tried a1batross's repo with sdl2
is this still being tested?
managed to get clannad working but the image in the text box is sliced and transitions shrink lmao
Yeah its a mess 😦
whats that?
cfw
dang i don't have another sd card to flash another os
Well what device / cfw are you using?
arkos
it only really works at 640x480
rg353vs arkos
i am using the 2008 version
i mean it works its just the visuals are buggy
The sdl2 pr wouldn't compile?
This makes it unplayable imo, would like to try the sdl2 build
Got it built
The sdl2 version has issues also.
Yeah but maybe not as extensive.
Only clannad has issues, the others started up and appear to run ok.
With sdl2 rlvm, clannad lacks bgm and the screen flickers when moving the cursor.
Oh I guess the steam clannad is incompatible?
Correct
Finding the older version is a nightmare.
But that explains why clannad is the only one having an issue atm.
So the steam version still "works" but it's broken.
Ok this is a mess and I'm not happy about it.
The readme's like "haha good luck finding the right game data", it's kind of a weird setup...cleanup time.
https://github.com/JeodC/PortMaster-RLVM
@faint hamlet
Since it's open source, I'm hopeful we can resolve the two issues and get this port updated. I made it into multiple ports like solarus and turned rlvm into a runtime.
Thanks to the steam sale I was able to purchase and test clannad's steam data.
Was able to resolve part of the screen issue, still has some bugs.
Nice!
So, Kanon and older games don't have a proper pause menu. They use a mouse context menu instead, which of course we can't display.
So for the moment, my rlvm update will only cater to clannad and tomoyo after, which do have the needed pause menus.
In fact, Kanon can't even load a saved game.
At least, the old editions. Haven't tried the steam versions of these things.
Note to self: sdl2 fork needs to revert this commit to fix sound issue
Note to self: check isNPOTsafe() function to determine if being erroneously set to false due to check occurring before gl4es loads.
You and kloptops really putting in the work for this one.
Clannad was one of my first animes and currently my all time favorite anime
First I saw was fullmetal alchemist brotherhood. Caught an ep on adult swim one night and it was so good I looked it up to start from the beginning.
Need to build sdl2 rlvm again and test later
Do you have a joystick?
teehee it's the 35xx plus
Or just dpad?
just dpad
Open the .gptk file and all the mouse movement lines, change those to the dpad
Up down left right
Any text editor will work
That’s on my list for the update
?
like
I essentially just swapped the names
And it lives!
ooooo the menu in-game is busted but it's definitely playable
Yeah
I tested on a rg552, anything with a 4:3 aspect ratio should be fine with the current version
The sdl2 update I’m hoping to get working will split each game into its own port, require less libraries, and run well on other aspect ratios.
Hrm, audio fix commit didn't work
@faint hamlet Trying your fork since I couldn't pinpoint the audio issue and looks like sdl2 fork has a lot unfinished. How did you build? I see a --puresdl and a --portmaster scons option. The former still wants glew.
Crap, I was going to try fixing this tonight but I can't get it to build without wanting glew.
Ah I see, fullstatic
Haha. I can’t recall.
Awesome. 🙂
...I can't locate where exactly the issue is XD
Yeah
I set the ini to 1920x1152 for easy testing and whenever I start the game the textures are 1024x1024.
It's using power of two scaling somewhere I think.
SDL Window is: 1920 x 1152
screen_text_width_ is 1920
screen_text_height_ is 1152
It's weird
Yeah I spent so long fucking around with it.
But if I adhere to the original internal res of 1280x960, it stretches to fit but the fades are way off and you get that split.
Welp Clannad HD runs in full, no need for the special branch
Still has the texture problem
Does it still do the weird scaling thing?
Yup
Yeah that’s a bug in the scripting engine. I couldn’t figure out how to fix it. :/
Well, gotta crawl before you can walk. I’m still learning what does what.
It’s motivating though that straight Clannad HD boots with no tricks.
I assume you just said it didn’t work because it was untested.
Got a hit
Allocated DC 0 surface: Size 1280x960
SDLRenderToTextureSurface size: 1280 x 960
Created new surface from RGBA data: Size 1280x200, MaskType 1
Loaded surface from file: smw00a, Size 1280x200
Created new surface from RGBA data: Size 1280x200, MaskType 1
Loaded surface from file: smw00b, Size 1280x200
Created new surface from RGBA data: Size 85x19470, MaskType 1
Loaded surface from file: smw00c, Size 85x19470
Created new surface from RGBA data: Size 24x24, MaskType 1
Loaded surface from file: smw01a, Size 24x24
Testing for specified font /storage/rlvm/fonts/msgothic.ttc - found
Maybe. Why's that surface so huge?
Allocated DC 0 surface: Size 1920x1152
SDLRenderToTextureSurface size: 1920 x 1152
Created new surface from RGBA data: Size 1280x200, MaskType 1
Loaded surface from file: smw00a, Size 1280x200
Created new surface from RGBA data: Size 1280x200, MaskType 1
Loaded surface from file: smw00b, Size 1280x200
Created new surface from RGBA data: Size 85x19470, MaskType 1
Loaded surface from file: smw00c, Size 85x19470
It's intentional. The entire thing looks fine at native res yet this is still the same size.
@warm pawn
So current rlvm has a weird thing going on with texture sizes. See #1213720067032879184 message -- I've been trying to nail down where exactly this happens, no dice so far.
looks to me like asset atlases
easiest way to check is just dumping the data and using a raw image viewer to check it out
I don't even know if a regular rlvm linux build (like desktop with real opengl) would have the same issue. :/
Yeah idk how to do that with this niche game format either unfortunately.
I'm sure it's code though because if I set the internal res to my native 1920x1152 it works fine
if you're making a surface from a file and you control how the buffer is made into a surface, you dont care what the file is at all
you just dump that buffer into a file wholesale
hm
well, I'm unfamiliar with the source code for this game, I would begin finding where those strings are, and then going backwards from there until I understood what the source for the sizes is
That's what I've been doing the past few days. Just messing around with it until I find what portion of code is relevant.
give me a minute, im off to breakfast
meanwhile, give me a breakdown of the issue, is it scaling only?
I think so.
glOrtho(0.0, screen_size().width(), screen_size().height(), 0.0, 0.0, 1.0);
I took away GLDouble here where it used to be glOrtho(0.0, (GLDouble)screen_size().width(), (GLDouble)screen_size().height(), 0.0, 0.0, 1.0); and now at the game's native res 1280x960 it renders to the bottom left of the screen without stretching to fit.
So I might be closer.
Oh is this going to turn out to be as easy as double vs float for odd aspect ratios...
Nope.
Another clue
Well, with this, at least, I've gotten it to render at its actual size and not stretch to fit, so less confusion I suppose. It still doesn't stretch to fill when the screen size is larger than the texture size though.
I would sincerely rewrite this to use SDL2/SDL_renderer if it was on me
unless you're using shaders and stuff, which doesn't seem to be the case - if all you're doing is blitting with fixed-pipeline commands, just rip the bandaid off
There is a sdl2 fork, but it's incomplete and has audio problems. Tried fixing those too.
In the end I thought the sdl1 which only has one problem would be better to use.
Textboxes work fine, if a specific option is toggled, but transitions are still wonky.
So, I still haven't figured out why internal res of 1280x960 is the only one that stretches to fill my widescreen window. But I have found the last function I need to look at.
It's hard to explain. For all intents and purposes, the game thinks it's 1280x960. So when it draws this subimage2d func, it can't scale it properly.
Done. New testing threads up soon.
I'll just use this one I suppose.
Clannad Side Stories tested, not working. Kanon HD tested, not working (no gameexe.ini file).
<@&1216123318122577972> If any of you happen to actually have any of these...rlvm got an update.
https://github.com/JeodC/PortMaster-RLVM
Refining and deliberating what to do about Kanon and Air which can't save/load games due to the context menu. If any newer versions of these games work better, I'll add them to the readme. I have not looked at the gptk files yet beyond adding dpad support for the mouse movement.
Here are the known issues preventing me from rushing to submit the other ports:
- Air Standard Edition
- Unable to find purchase location
- Can't save and load games due to missing right-click context menu
- Clannad HD
- Movie unable to play (unsupported by rlvm)
- Kanon (Both Editions)
- Can't save and load games due to missing right-click context menu
- Little Busters! (Ex)
- Many graphical glitches and blank screens during CG events, but all text displays
- Baseball minigame does not work
- Planetarian: The Reverie of a Little Planet
- Delisted from Steam
- Tomoyo After: It's A Wonderful Life
- Textbox rendering has some problems
- Dungeon crawling minigame does not work
Also:
The following games were tested and will _not_ currently run:
- Clannad Side Stories
- Kanon HD
- Planetarian HD
@dawn carbon runtimes need an entry into the runtimes.json, runtime file should be named rlvm.aarch64.squashfs on the repo, it will get renamed automagically:
"rlvm.squashfs": {
"name": "Real Live VM",
"default": "aarch64",
"arch": {
"aarch64": "rlvm.aarch64.squashfs"
}
},
It seems fucking jank, and thats because it 100% is, to keep shit backwards compatible. :/
Pushed it, thanks
Where to get rlvm.squashfs
Runtime manager in pm, automatically installs it if you download via pm
Unfortunately, the package said that zip was not found in pm, I uploaded it manually
@faint hamlet do we need to do a release?
What should be the folder structure for "Planetarian: The Reverie of a Little Planet"?
The gamedata
It's fairly simple
Got it working, thanks!
hello
is this normal?
Not ideal tbh
Follow the readme. Use the transparent dialog box option.
Rlvm itself hasn’t had activity in two years beyond minor pull requests. This is probably the best we’ll get.
Well first of all, thanks a lot for the port
I searched but didnt find a readme with such instructions in the tomoyo after portmaster zip or in your rlvm repos
also, I have switched it to transparency mode when the photo was taken. The opaque mode is even worse XD.
I am using the steam version of tomoyo after and running it on the RG35XXSP
Tackling level 7 in zelda nes but I'll check my copy in a few.
I think I may be using opaque mode.
I think the only issue I had with Tomoyo in opaque was the name box stretching.
did u also get the copy from steam?
Yes
damn ig i dont have much options then lol
i can try reinstalling
You can always open an issue with the rlvm github. The more people go to them and point it out the more chance they decide to revisit the project I think. If you do that just be sure to mention what you're playing on and that you're using gl4es.
I get this with filter mode checked
https://github.com/eglaysher/rlvm/issues/101
In fact I did just that
Alguém tem link jogos de Pc pro trimui
No y no pidas warez
yooo i managed to get my hands on the 18+ edition, and it works almost flawlessly 
well no tomoya voice for me ig
when i first got it on steam i almost completed it but had to drop it for reasons
guess im getting some extra scenes for this run 
That's cool, guess the steam version isn't so new after all. The art looks the same.
Steam has a few old depots, I guess I'll give those a try and update the readme if I need to.
Nope, the legacy depot has the same issue
So Gameexe.ini has some setup differences between these two versions. You can modify the ini file by replacing the lines in green (right) with the lines in red (left) to resolve the name box problem.
@severe gate Tysm for the nudge. I don't think I'd have looked into this or found the solution without your input.