#Stardew Valley 1.6.x update
1319 messages · Page 2 of 2 (latest)
sim
ok
ligando
to tentando abrir o jogo
direto pela aba ports
vou deixar o console aqui abrindo
vou jantar e retorno
ok
Just confirming the analog triggers bug is present in 1.6.8 as well.
Since there is no keyboard combo for this (on mkb it's mousewheel), we can't just bypass it with gptokeyb.
@analog parcel Any ideas?
The context: When using analog triggers there's a continuous scrolling for the toolbar. Digital shoulder buttons don't have this issue.
bora ir para #🐄|stardew-valley pra poder ver melhor
ah
gamebug me thinks
It's been present, just haven't had many devices with analog triggers.
happens on gfe too
IIRC this game is using mono. I haven't yet been able to hook SDL2 in this case (I even don't know if that is doable). There is also the gamecontrollerdb config, I don't remember if analog triggers can be transformed into button using this
#1220473853172514911 message Tried here, they just don't work.
can you try
export SDL_GAMECONTROLLERCONFIG="0300f353202000000130000001000000,Retroid Pocket Gamepad,platform:Linux,x:b2,a:b1,b:b0,y:b3,back:b6,guide:b8,start:b7,dpleft:b13,dpdown:b12,dpright:b14,dpup:b11,leftshoulder:b4,lefttrigger:a6~,rightshoulder:a5,righttrigger:a7~,leftstick:b9,rightstick:b10,leftx:a0,lefty:a1,rightx:a3,righty:a4,"
?
I've got a similar gamepad controller where it has analog for the trigger
030000006b14000001a1000013010000,Orange Controller,platform:Mac OS X,a:b0,b:b1,x:b2,y:b3,back:b8,guide:b10,start:b9,leftstick:b6,rightstick:b7,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a5,righty:a2,lefttrigger:a3~,righttrigger:a4~,
it works like this
Dead right trigger, left trigger bugged
btw, you were setting b7 for two button (start and righttrigger)
default conf on my rp mini is
0300f353202000000130000001000000,Retroid Pocket Gamepad,a:b1,b:b0,dpdown:b12,dpleft:b13,+lefty:+a1,-leftx:-a0,+leftx:+a0,-lefty:-a1,leftshoulder:b4,leftstick:b9,lefttrigger:a6,dpright:b14,+righty:+a4,-rightx:-a3,+rightx:+a3,-righty:-a4,rightshoulder:b5,rightstick:b10,righttrigger:a7,back:b6,start:b7,dpup:b11,x:b2,y:b3,platform:Linux,
Yeah no dice.
I'm getting closer to something with this
export SDL_GAMECONTROLLERCONFIG="0300f353202000000130000001000000,Retroid Pocket Gamepad,a:b1,b:b0,dpdown:b12,dpleft:b13,+lefty:+a1,-leftx:-a0,+leftx:+a0,-lefty:-a1,leftshoulder:b4,leftstick:b9,lefttrigger:-a6~,dpright:b14,+righty:+a4,-rightx:-a3,+rightx:+a3,-righty:-a4,rightshoulder:b5,rightstick:b10,righttrigger:-a7~,back:b6,start:b7,dpup:b11,x:b2,y:b3,platform:Linux,"
If you push half it does like a button
I am testing on MiniDoom II
Yeah not here
I dunno what magic is used in SDV. I can never get the controls to do what I want.
I could tweet my short clip at Eric and see if he'll bite :v
I think only the LSB of the the analogue value is considered for the button state
So it switches like like 30 to 60 times per sec as soon as you move the trigger
Welp, unplayable sadly.
I got it to work on Mini Doom II with hacksdl
let me do another test
ok now it works without hacksdl XD
I'll test SDV I think
Do you not own the funny farming game?
😂
man, this game takes a life before you can play something
Mini Doom II doesn't make me wait that long 😄
lol
You didn’t tick the skip intro box
here is your fix
export SDL_GAMECONTROLLERCONFIG="0300f353202000000130000001000000,Retroid Pocket Gamepad,a:b1,b:b0,dpdown:b12,dpleft:b13,+lefty:+a1,-leftx:-a0,+leftx:+a0,-lefty:-a1,leftshoulder:b4,leftstick:b9,lefttrigger:a6,dpright:b14,+righty:+a4,-rightx:-a3,+rightx:+a3,-righty:-a4,rightshoulder:b5,rightstick:b10,righttrigger:a7,back:b6,start:b7,dpup:b11,x:b2,y:b3,platform:Linux,"
- means only consider positive value
Remind me to try it tomorrow after work
I've tried it on SDV
I think Rocknix needs to use this globally
we don't need negative trigger
We can edit our own db file though
Should apply it to any device with analog triggers tbh
on Rocknix on the RP Mini you can change this globaly in /storage/.config/PortMaster/mapper.txt line 91 (just add the + before a${ID}):
map_x_result="${TR_NAME}:${map_x_result}+a${ID},"
(or remove the if block and keep only the line with the +)
latest patch with r36s arkOS - Stardew 1.6.12 working with 10 mins of play for me
1.6.13 update, not sure if anything in there will help us, not sure if it will work again hahaha
It still works
Can confirm this works, but is it the right solution I wonder?
The mapperfile and control.txt is a hot mess that nobody's wanted to poke for a while.
Oh I didn’t want to say it is a solution for all ports on RP mini (I haven’t tested on other devices). I was just sharing what I have found. I have done this modification on my RP mini. I’ll see in the time what happens in the ports
What does this do? Have alague triggers map as button presses? Worth PRing to rocknix?
I think it only listens to the absolute value of the triggers. None of our ports depend on analog controls as far as I know.
It does resolve this particular Stardew valley bug.
It remove the negative range of the triggers on the RP mini (and 5 I guess). So instead of reading a value between -2^16 adn +2^16, it reads between 0 and +2^16. However, I feel that until you reach half pressure on the triggers it reads 0
I need to test more
maybe there is another option in SDL gamecontroller config to modify this
case EMappingKind_Axis:
(void)SDL_snprintf(buffer, sizeof(buffer), "%sa%i%s",
mapping->half_axis_positive ? "+" :
mapping->half_axis_negative ? "-" : "",
mapping->target,
mapping->axis_reversed ? "~" : "");
break;
That could also work on ace I suppose, the same problem
I think so, is it rocknix as well ?
just have in mind that it seems that you lose the first half of range
Yeah it’s harder to light tap the analog trigger, has to be almost a full press
exactly
Most games won’t care. Racing games might.
an sdl hack could fix this but I can't get my LD_PRELOAD working with mono games
Applying this on a per game basis seems like the better option though
the SDL loading logic is here https://github.com/libsdl-org/SDL/blob/761ea32b74bb466055b3455c2d2241b3a2d89aa9/src/joystick/SDL_gamecontroller.c#L933
if (half_axis_output == '+') {
bind.output.axis.axis_min = 0;
bind.output.axis.axis_max = SDL_JOYSTICK_AXIS_MAX;
Youre right, this was mostly just a quick fix for the people having issues. I looked into the assembly yesterday. Its actually quite an easy and funny change to account for :p
They moved the function from regular options to advanced options
Let me know if this is the appropriate fix, so i can pr the changes after the people here have tested for a bit longer.
Compiled fine and tested on rp5/rocknix
I found how to hook the SDL calls
Intercepted SDL_GameControllerGetAxis call with axis: 4
Intercepted SDL_GameControllerGetAxis call with axis: 5
Intercepted SDL_GameControllerGetAxis call with axis: 0
Intercepted SDL_GameControllerGetAxis call with axis: 1
Intercepted SDL_GameControllerGetAxis call with axis: 2
Intercepted SDL_GameControllerGetAxis call with axis: 3
Intercepted SDL_GameControllerGetAxis call with axis: 4
How much input delay does that have? 😮
I'm just at the beginning, experimenting
but that's easier than I thought
Original SDL_GameControllerGetAxis returned: 0
Intercepted SDL_GameControllerGetAxis call with axis: 5
Original SDL_GameControllerGetAxis returned: 0
Intercepted SDL_GameControllerGetAxis call with axis: 0
Original SDL_GameControllerGetAxis returned: -1118
Intercepted SDL_GameControllerGetAxis call with axis: 1
Original SDL_GameControllerGetAxis returned: 418
Intercepted SDL_GameControllerGetAxis call with axis: 2
Original SDL_GameControllerGetAxis returned: 139
Intercepted SDL_GameControllerGetAxis call with axis: 3
Original SDL_GameControllerGetAxis returned: 2094
Intercepted SDL_GameControllerGetAxis call with axis: 4
Original SDL_GameControllerGetAxis returned: 0
Intercepted SDL_GameControllerGetAxis call with axis: 5
Original SDL_GameControllerGetAxis returned: 0
Intercepted SDL_GameControllerGetAxis call with axis: 0
Original SDL_GameControllerGetAxis returned: -1118
Intercepted SDL_GameControllerGetAxis call with axis: 1
Original SDL_GameControllerGetAxis returned: 418
Intercepted SDL_GameControllerGetAxis call with axis: 2
Original SDL_GameControllerGetAxis returned: 139
Intercepted SDL_GameControllerGetAxis call with axis: 3
Original SDL_GameControllerGetAxis returned: 2094
Intercepted SDL_GameControllerGetAxis call with axis: 4
😄
let's hack !
-1118 when it’s not pressed at all? That seems overkill.
it's not hacked yet
I think the analogue stick need some tuning
calibration is the word I was looking for
now axis 4 and 5 values are 0 and MAX (32767)
axis 0: -210
axis 1: -1
axis 2: 139
axis 3: 2094
axis 4: 0
axis 5: 0
axis 0: -210
axis 1: -1
axis 2: 139
axis 3: 2094
axis 4: 32767
axis 5: 0
axis 0: -210
axis 1: -1
axis 2: 139
axis 3: 2094
axis 4: 32767
axis 5: 0
axis 0: -210
axis 1: -1
axis 2: 139
axis 3: 2094
axis 4: 32767
axis 5: 0
threshold is at 2048, it seems ok
wanna test @pallid dawn ?
At work
oh then later 🙂
Yes
@analog parcel What am I testing
they added some other calls to postWindowSizeChange, but im unsure what it does at this moment in time
but yeah, on the right path
test a bit and when you're happy feel free to pr
if no issues arise this seems more than good enough
Seems to be working fine on RG353V with SDV 1.6.13
Thanks for the feedback and help johnny. Im going to wait just a little bit more to see if anyone has issues. Then ill update the dll 🙂
Multiple people have started issues on github haha, theyre eager😄
Shouldn't this be updated to the portmaster website? I've been trying to get this working all morning but had to dive deep down the github issue rabbit hole before I even thought of checking for a discord channel (as someone not in the discord channel). Regardless, thank you for this, I am so grateful! It worked for me on SV 1.6.13 on my RG35XX SP running MuOS Banana
ahh, no, my apologies, I hadn't seen the reddit post either, I guess I will be joining the playtesters. thank you
All good, have fun
Let's say I wanted to pull the game's code and assembly up to look at it and mess around, could you point me in the right direction toward documentation or instructions on how to do so?
im having a really hard time running stardew valley on my rg35xxsp, i have the mono runtime and downloaded the linux 32bit compat files from steam depot and no matter what i do i get a black screen and the back to the library screen. im running the latest version of MuOS, and all my other portmaster games like balatro and celeste work just fine pls help
get dnspy, change things around until they do what you expect
decompile the new binary and the old one and compare
when you're done you create a patch with monomod or harmony, that's about it
there are plenty of patch samples here: https://github.com/JohnnyonFlame/FNAPatches
they should give you an idea on how to solve just about any of the problems you might run into
I start a new game and don't see any bugs, only in bus intro scene, have with some grafic glitches. I'm in 15th spring day.
Rocknix last update on RG503
I'm reading all of this and confused on what is needed outside of the latest compatibility files to get the latest version running.
Can I just reinstall the latest files from PortMaster with the Stardew compat files or do I need to do something with the zip files from up this chat?
You want the zip file Jantrueno posted (check the pins) along with this dll file update: #1220473853172514911 message
Thank you. Is the dll already in that zip or do I have to add it?
I'm guessing I have to add it, but In what folder? Just gamedata?
I want to test on a RGB30 on ArkOS
In the dlls folder
Stardew Fix works on Crossmix OS 1.2.1 TrimUi Smart Pro.
Thanks 🙂
So how does the DLL file work?
Johnny will be able to explain better but the patch does some stardew specific fixes that need to be adressed when running XNA directly with Mono: https://github.com/JohnnyonFlame/MonoGame/blob/v3.6_streamed_audio/Patches/StardewPatches.cs
The issue here is that they moved some settings and this made the patch fail ^^
So I made some minor changes according to the new update and recompiled with the latest Mono/Linux version of the game.
The 1.6.9+ update with the dll is working for me so far on the Anbernic RG35XXSP, I've at least been able to start a game which has been more than I've been able to do with any other method! 🙂
does the dll file need to be in the gamedata folder?
Some changes were made to monogame to load that patch file on boot. That file then will make changes to the game's code to fix incompatibilities and otherwise just improve the game's handling of low resolution and low memory devices
Jans patch is basically ensuring these changes are compatible with newer builds
Got it, thanks
When is this going live? Seeing more and more people in the wild asking about it especially since it’s tricky to get 1.6.8 compat.
Just wanted to say thank you guys for your work! Can't wait for the patch to go live
cant wait for update! cz i want ply with new version and crash🥹
Have you tried the zip thats pinned?
does anyone know a fix for the infinite loading screen?
Infinite loading screen?
In game? What version of the game? Did you use the zip from this thread?
v1.6.14 working just fine here
A new Stardew Valley patch for the Switch is out, please update your game. You can put hats back on pets now. It also fixes the bomb crash, disappearing chickens, and more. There will be further patches on console to fix additional bugs and get it in sync with where PC is at.
This advice saved me, I was really struggling to find a clear answer on how to do all this. ty!
Which Beta version did you get from Steam? I'm seeing 1.5.6 / compatibility for 32 bit / 1.6.8 / 1.6.13 and I'm not sure which files to download for the TSP. Thanks!
Compatibility
And no i used the zip from the website
already but cant running stuck black screen and back to menu
can u tell us which step first must do? i just update go v1.6.14 but stuck
Can anyone of you confirm having problems with the game not starting in fullscreen?
With the latest versions, game and port
This is probably in reference to my message this morning, but I just did a complete wipe and redownloaded/installed knulli with the same results. Sorry for the spam, just wanted to mention
idont know but if i install portmastr from website i can open stardew, but if from Apps in anbernic cant
but now can run i just download from website
What firmware are you running?
Muos banana
It's running on my rg35xx h w/banana no problem, it was a fresh install. It did have a blank screen for a more than a few seconds, but it did work once it got into the game
btw can we try stardew SMPI? like mod stardew extend?
No compat version doesnt support it
ahh i see, anyway thanks guys for advice and update
has anyone gotten the latest update working on arkOS?
I'm trying to get the compatability version of stardew going with portmaster on amberelec. It was working before the update, now it just crashes. Are there aditional files that have to be installed now?
i'm looking in the pins and i'm not exactly sure what I need
or is there a version i can roll back to so it works?
Just back up your saves and update the port via the app🙂
Then use the latest version of stardew compat
Linux or windows version?
windows
Can you send over a screenshot of your gamedata folder 🙂
Yeah that would do it😄
Its complaining about your files being broken
Uninstall the port from steam
Reinstall, make sure youre on the compatibility branch
yeah it says compatibility. i guess something must've happened when copying the files to the SD card
I do IT for a living I should notice when files are empty
Happens to everyone😄
Is there a way I can fix the button mapping? somehow A and B have swapped in stardew and portmaster...
Im assuming it works again?
It's working now that I actually copied the files, but the A and B buttons have swapped and its kind of annoying, but still playable
No clue where that happened😄 Good to hear its working.
idk what happened, the controls are completly borked now
anyway u can use XNB mod for stardew valley in portmastr
ʕ•ᴥ•ʔ ✿ open me for coupon code and timestamp
Thank you for watching this tutorial. I know I have delayed it for quite a while. In this tutorial, MuOS is required for certain handhelds. There are handhelds that supports portmaster outside of muOS, which also allow you to install mods to stardew valley. (I mean they are all xnb files, you can al...
ETland mentioned 
Twas a postmaster issue. Downgrading a couple versions fixed the control issues
Go into PortMaster, Options -> Release channel: stable, change to beta.
We broke something. I still have a few things to fix before I release another stable. 😄
Hrmmmm, seem to be getting this:
Unhandled Exception:
System.TypeInitializationException: The type initializer for '<>c' threw an exception. ---> System.BadImageFormatException: Invalid method header format 0
--- End of inner exception stack trace ---
Server stack trace:
at StardewValley.Program.Main (System.String[] args) [0x0002b] in <52660d78552647a895f0290a73916b72>:0
at (wrapper managed-to-native) System.AppDomain.ExecuteAssembly(System.AppDomain,System.Reflection.Assembly,string[])
at System.AppDomain.ExecuteAssemblyInternal (System.Reflection.Assembly a, System.String[] args) [0x0002c] in <232d2ec5aa2f429a82060c0ba99debd7>:0
at System.AppDomain.ExecuteAssembly (System.String assemblyFile, System.String[] args) [0x00008] in <232d2ec5aa2f429a82060c0ba99debd7>:0
at (wrapper remoting-invoke-with-check) System.AppDomain.ExecuteAssembly(string,string[])
at (wrapper xdomain-dispatch) System.AppDomain.ExecuteAssembly(object,byte[]&,byte[]&,string,string[])
Exception rethrown at [0]:
at (wrapper xdomain-invoke) System.AppDomain.ExecuteAssembly(string,string[])
at (wrapper remoting-invoke-with-check) System.AppDomain.ExecuteAssembly(string,string[])
at MMLoader.Main (System.String[] args) [0x00177] in <39d40de4227e47d4b0774f0a8caa7a17>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.TypeInitializationException: The type initializer for '<>c' threw an exception. ---> System.BadImageFormatException: Invalid method header format 0
--- End of inner exception stack trace ---
Server stack trace:
at StardewValley.Program.Main (System.String[] args) [0x0002b] in <52660d78552647a895f0290a73916b72>:0
at (wrapper managed-to-native) System.AppDomain.ExecuteAssembly(System.AppDomain,System.Reflection.Assembly,string[])
at System.AppDomain.ExecuteAssemblyInternal (System.Reflection.Assembly a, System.String[] args) [0x0002c] in <232d2ec5aa2f429a82060c0ba99debd7>:0
at System.AppDomain.ExecuteAssembly (System.String assemblyFile, System.String[] args) [0x00008] in <232d2ec5aa2f429a82060c0ba99debd7>:0
at (wrapper remoting-invoke-with-check) System.AppDomain.ExecuteAssembly(string,string[])
at (wrapper xdomain-dispatch) System.AppDomain.ExecuteAssembly(object,byte[]&,byte[]&,string,string[])
Exception rethrown at [0]:
at (wrapper xdomain-invoke) System.AppDomain.ExecuteAssembly(string,string[])
at (wrapper remoting-invoke-with-check) System.AppDomain.ExecuteAssembly(string,string[])
at MMLoader.Main (System.String[] args) [0x00177] in <39d40de4227e47d4b0774f0a8caa7a17>:0
Corrupted files?
Macos version?
Windows
Running it in whiskeyapp 😄
Checkout the PWD: /Users/kloptops/Library/Containers/com.isaacmarovitz.Whisky/Bottles/EE96EEE8-A42E-48AE-B63D-F211B7A00E61/drive_c/Program Files (x86)/Steam/steamapps/common/Stardew Valley

😄
What changed though, did you update the game, port, both?
No clue how whiskey works, allows you to use the compat version?
Its running steam in wine
so i can download the compatibility version
On device:
# Delete Stardew Valley
rm -fR stardewvalley/
# Install Stardew Valley
~/.local/share/PortMaster/harbourmaster --no-check install stardewvalley.zip
On macOS:
# Copy gamefiles
scp -O -r * root@192.168.67.140:/userdata/roms/ports/stardewvalley/gamedata/
AH
i think i know the problem 😄
AHA
got it 😄
what was the problem?
What was it😄
Retroid Pocket 5 - REGLinux
DEVICE_INFO_VERSION=0.1.12
PM_VERSION=2024.11.23-0069
CFW_NAME=REGLinux
CFW_VERSION=24.11-dev-c78f652c4c-o
DEVICE_NAME=Retroid Pocket 5
DEVICE_CPU=SD865
DEVICE_ARCH=aarch64
DEVICE_RAM=7
DEVICE_HAS_ARMHF="N"
DEVICE_HAS_AARCH64="Y"
DEVICE_HAS_X86="N"
DEVICE_HAS_X86_64="N"
DISPLAY_WIDTH=1920
DISPLAY_HEIGHT=1080
ASPECT_X=16
ASPECT_Y=9
DISPLAY_ORIENTATION=0
ANALOG_STICKS=2
cd ~/.local/share/PortMaster/
cp libgl_Batocera.txt libgl_REGLinux.txt
cp mod_Batocera.txt mod_REGLinux.txt
😄
Does reglinux have opengl?
The libgl_REGLinux.txt wasnt ever getting loaded, which sets up gl4es and whatnot
Yeah that makes sense then
So is this reglinux the next big thing? Never heard of them😄
Joined the discord, will probably just tag along😄
Not the biggest fan of rocknix, so if they can do something decent for the rp5 they got me locked in 🙂
#932342873733619722 message

I was just reading that haha
lmao
Hm, hacksdl doesn't work on the rp5, but does on the rpmini
Can anyone send the mono file
Use the full portmaster installer
Can't since it crashes on me with the wifi one so I have to use the offline ver
what's the latest version of SDV that runs on PM?
Just the latest compatibility version of the game
Windows version has been tested most
1.6.14?
No clue but anything 1.6.9+ should work
thanks for confirming. Now I'm discovering that the manifest can't be downloaded on Steam Console anymore? Installing DepotDownloader I guess
Are you not a windows/linux user?
Edit: These may not be working in Steam console. Will test myself - apologies.
You dont need the console, right click the game on steam, betas, compatibility
Yep - works fine and manifest ID matches (5538941793102260869 for Windows 1.6.14 compatibility). A little strange it cannot be fetched from console - might be some select servers.
Yup. Mac first, user.
I got 1.6.8 fine from console but I guess something changed in the last few months and it says “Access Denied” and even steamDB has changed to add a DepotDownloader UI
Thanks for checking! I also got 1.6.14 to work on the RGB20Pro
Now I’m going to see if my Portmaster SDV can do CoOp with my Konami code unlocked Android SDV~
1.6.8 doesn’t work with 1.6.14 mobile, so I wanted to update to match and test~
Nice!
can you try the new patch ? #1301518910079893524 message
Ping me about it in 5 hours 😂
no hurry
I am... Going to see if this connects with winlator on the Odin 2. It is technically just a windows on the same network
i got .14 running on 353m and V on jelos(lastworking), v10(arkos) and rg28xx (muos)
On the Retroid Pocket 5 with Rocknix, every time I press R2/L2 the command keeps repeating over and over again and doesn't stop, has anyone had the same problem?
It's already fixed and will be in the next rocknix release.
TKS.
Anyone know how to get 1.6.14 compatibility? Using depot downloader with the right manifests doesn't seem to work.
Nvm seems to work now strange
I think this is the latest depot and manifest, but it's 1.6.15 i think https://steamdb.info/depot/413153/history/?changeid=M:3983657410305550278
This works for me and it's Windows. I'm going to try to update to 1.6.15 with the Windows instead of Linux cuz it's been working so far
https://steamdb.info/depot/413151/history/?changeid=M:4848991934266309406
This one worked for me
hello... a quick question, is it normal for the game to take a while to load? (using batlexp)
yes, that's completely normal
(tho "take a while" is a bit vague, but the game is a bit slow to load)
ok, thanks!