#theXtech game engine
1351 messages Β· Page 2 of 2 (latest)
Great. It looks like gptokeyb has been used since ddrsoul's very first build, so hopefully it should be unnecessary at this point. Thanks for the advice!
gptokeyb was necessary to properly control mouse cursor in rocknix cfw to avoid bug when cursor always returns to middle position as soon as you release analog stick
I can try again without gptokeyb in latest rocknix , maybe the bug is fixed already
Please let me know!
btw we can not remove gptokeyb completely, as I understand
we use it to kill any port with select+start
if you remove only "-c thextech.gptk" part - will this help to avoid select bug ?
$GPTOKEYB "thextech" &
this way
Should yeah π
I'll test this on my side shortly.
I'll check rocknix tomorrow, it is 1 AM, will have result in a morning during cup of coffee
Yes, this works fine on my muOS RG35xxSP
I remember we discussed the issue before and @old finch gave me example of solution but I do not understand it π
so the issue is both with sway and weston11 on rocknix
maybe we can just ignore it as cursor is needed only when you use editor and muos select bug has more priority here
Is the game set to full screen?
it was not, but now I tried with fullscreen on - same problem
@broken valve have you seen this problem? A mouse interfering with the games controller? No gptokeyb used and game is running full screen
Does it still have the option? I thought that one of the flags I added for the PortMaster build set the fullscreen option to be always on.
I have previous version on this device
It's possible that the desktop environment can't handle the SDL warp cursor hook that occurs when the cursor is moved by the gamepad. If you think that's a likely case I could help ddrsoul make a build that excludes it.
Yeah sway π
my cfw uses weston11
I can experiment with this for sure. Cebion, have you ever heard anyone else complain about SDL_WarpMouse on these minimal Wayland DEs?
To be fair, WarpMouse is a bit of a "dirty" call. I wouldn't be surprised if a DE just ignored it. But for a DE to ignore it and generate a mouse move event seems a bit cruel.
well, if you have ideas - we should try them π
Alright! You willing to make an engine-side change?
Do you have a text editor that allows for searching all files in a folder for a string?
Alright, that won't be quite enough. I was thinking of something like sublime π
Ill quickly search our codebase for the offending string and tell you what to change
alright, thanks, but no rush, I can't do it right now anyway
Alright π Whenever you're able to, go to src/core/sdl/window_sdl.cpp and stub WindowSDL::placeCursor (eg, by adding a return statement at the very top of the function).
It's definitely possible something else is the culprit but I think it'll be good for us to try this first
only on rocknix π
It's great news if so. They've complained about the WarpCursor call from SDL in particular, or just the cursor moving around?
Don't remember tbh, mainline with display-servers has all sorts of quirks vs just plain kms/drm
Alright, we'll find out when ddrsoul is at their workstation and able to try this out.
btw latest rocknix has ntfs bug that slows down reading of worlds SO MUCH! you archive support will cure this issue too
I'm excited for archive support to make it into the main branch soon (right after the final v1.3.7 release). It should make a big difference for load speeds and SD card space usage
Not this no. I have seen strange mouse cursor movement with gptokeyb (eg the Fallout ports), but nothing like this.
just to be sure, this was the right thing to do :
void WindowSDL::placeCursor(int window_x, int window_y)
{
return;
if(!this->hasWindowInputFocus())
return;
int old_window_x, old_window_y;
SDL_GetMouseState(&old_window_x, &old_window_y);
int o_sx, o_sy, n_sx, n_sy;
XRender::mapToScreen(old_window_x, old_window_y, &o_sx, &o_sy);
XRender::mapToScreen(window_x, window_y, &n_sx, &n_sy);
if(n_sx - o_sx < -2 || n_sx - o_sx > 2 || n_sy - o_sy < -2 || n_sy - o_sy > 2)
{
int window_w, window_h;
this->getWindowSize(&window_w, &window_h);
if(window_x >= 0 && window_x < window_w && window_y >= 0 && window_y < window_h)
SDL_WarpMouseInWindow(m_window, window_x, window_y);
}
}
@outer bison ?
if so - this doesn't help D:
That is a correct way to do it. Okay, that's unfortunate. There's definitely something wrong here. Maybe the window manager is generating mouse movement events every frame?
@mental moat, we just made our 1.3.7-beta release! Would you be able to update the PortMaster release also?
congratulations! great, I'll do it during next week ^^ we will exclude gptokeyb mouse control as fixing muos is more important than fixing rocknix mouse control
Will mario rainbow stars work with this? (its a game for xtech) https://superstarshi.github.io/smatrs/
afraid not. this won't support smbx2 https://github.com/TheXTech/TheXTech?tab=readme-ov-file#can-lunalua-work-on-this
1.3.7 beta binary compiled today
I`ll read new portmaster guidlines and pack full release soon (tomorrow?)
sick of business trips 
Great! Hope you get some well deserved rest.
π₯π₯π₯π₯
yep, stuck a bit with procrastinating and planning my Sjenzhen - Hunan - Shanghai trip
sounds like a great trip to buy some cheap handhelds 
exactly, mostly being busy deciding how much handhelds will pack into my bag
asked my friend to buy me rg405m, will pick it up at the airport
just blind buy, I know that it alluminium and has android 12
I made all needed changes and ready to PR
but let's test first π
works on rg35xxh with knulli
actually I don't see why it should not work anywhere
Awesome! I'll test on my own device shortly.
don't forget to replace .sh as it was reworked a lot π
Tested on my RG35XX SP / muOS Big Banana! It works perfectly, but, would you mind checking out tag v1.3.7-beta (instead of the top of the main branch)?
Also, you should be aware that we have frozen the stable-1.3.7.x and it will be receiving bugfixes only now. This is a great thing for testing and stability but it means that you'll need to check out a different branch (or tag) for future releases
In general, if you're making builds of releases, you should always check them out by tag
sure,you are totally right, I didn't think about it. I'll rebuild and we will update portmaster release
Tested and working great, thanks!
update is alive, btw π
Is this working for RG35xx-plus? For me it is just showing the start screen a few seconds and then autocloses.
Log file: /userdata/roms/ports/TheXtech.sh: Zeile 29: pm_platform_helper: Kommando nicht gefunden.
LogLevel 4, log file /userdata/roms/ports/thextech/logs/TheXTech_log_2025_01_16_12_45_30.txt
munmap_chunk(): invalid pointer
it should work 
what cfw you have?
pm_platform_helper: Kommando nicht gefunden.
maybe you have old portmaster?
not every cfw has that
amberelec doesn't for example
oh I see
@silver olive please post your portmaster version
The error munmap_chunk(): invalid pointer typically occurs in C or C++ programming when there's an issue with dynamic memory management. This error indicates that an attempt was made to free a memory block that is either not dynamically allocated, has already been freed, or is otherwise invalid.
we need to summon @outer bison
First let's find out what's in our log file. Can you please share the file that was created in /userdata/.../thextech/logs?
It may also be helpful for you to enable verbose logging, you can do that by opening the file /userdata/.../thextech/settings/thextech.ini and adding the logging clause mentioned here: https://github.com/TheXTech/TheXTech/wiki/thextech.ini---Fix-startup-issues
I am using Knulli firmware (40o-dev-d3b520f949), PM version: 2024.12.31-0311, HM: 2024-02-27
Thank you! I asked the #bato-knulli-dev channel for more information about the SDL2 version used there. We can try to get a more detailed log if you like. That would involve adding some text to your thextech.ini file.
I can't wait for GitHub to finally keep their promise to add arm64 CI runners; at that point, it would be easy for us to test lots of versions of TheXTech, but for now it's relatively time-intensive to make a new build.
i remember latest knulli release has some problems with sdl2 lib in some ports
as example #π©Ίο½port-help message
we can try to add libs manually but i can't find knulli bugfix thread right now
That'd be consistent with what I'm seeing here, which is that some SDL2 call went wrong. But it could also possibly be TheXTech's fault.
this github can contain some fixed libs, I'll research more later today
hello @silver olive can you try this solution? add the file into ./thextech/libs folder
and edit theXtech.sh
after line#25 that looks like
export SDL_GAMECONTROLLERCONFIG="$sdl_controllerconfig"
add another line:
export LD_LIBRARY_PATH="$GAMEDIR/libs:$LD_LIBRARY_PATH"
and tell us what is happening when you run it
I copied the file to libs folder and added the line exactly to theXtech.sh
still only the loading screen and then back to game selection
too bad, this sdl2 lib is from previous knulli release, i wonder why it is working for me and not working for you
The library was loaded successfully, but both SDL2 libs are v2.28.5. I wonder whether a newer or older build might work better.
If you can find us an SDL2 lib with debug symbols, we'll be much more able to figure this out. Or if you're up for it you could make a TheXTech build with debug symbols and that would also make this easy.
so I need to rebuild with "Debug" build type ? i can do it, i think it is easiest thing to do
With the RelWithDebInfo type specifically, that'll have all the information we need without sacrificing performance
Huge news: GitHub finally has arm64 runners! This means that we can use the GitHub CI to get PortMaster-compatible dev builds for testing on a regular basis. They'll show up here: https://builds.wohlsoft.ru/portmaster/ This is the binary only, I'll leave you in charge of the scripts and packaging.
good news, building on my machine is so slow
Fantastic. Our user doesn't need to put this file on their device, but I'll download it so I can understand their next stack trace.
I'll make a stripped version for @silver olive which includes all of the logic but not the debug symbols
Please replace your thextech binary with this copy, and then I'll be able to diagnose your stack trace perfectly. Thanks for bearing with us!
I don't know if this input will be helpful.. I have it installed on MuOs and had a few chapters installed too. I did it a while ago because I thought this game is neat.
Ok. So I had it working, and all is good. Rgsp MuOs β
so..
I thought I'd give it a try with TSP crossmix. What I did was install from Portmaster onto my device. Then took all of everything from my other systems and threw it into the crossmix SD card.
I'm glad to report that worked beautifully and no issues.
good, thanks! and it also works on my knulli previous stable release, so it means something is broken with knulli firefly (and this is not hot news already as I see many ports are broken)
Yeah, I tried firefly. That's the release that I have on a card somewhere. I didn't like it. So I didn't keep working on it. Cheers
yep, I configured my knulli good enough for daily use, the only thing I miss is 32bit support (no streets of rage remake and am2r). I doubt I will update in near future, afraid to ruin my daily handheld, I already have ogu with rocknix to bork it now and then
Sorr is goated
Thanks a lot for the test report! Hope you're having fun with the engine. I'm a lead developer of the engine itself (ddrsoul is maintaining the port) and I'm happy to take any suggestions.
I love anything that has a community project behind. Because this is actually like more than a port. It's a ton of episodes. With content made by passionate people.
Totally. It's such a massive community that there are over 50 episodes people have described as among "the greatest" and hundreds more hidden gems.
Oops! That is not the file I wanted to send. One moment.
Here, can you please install this file at settings/thextech.ini in your TheXTech folder, and then try running again?
AH, no, this is actually totally TheXTech's fault, and should have been fixed since shortly after the v1.3.7-beta release. Can you please try out THIS build and see if it works for you? https://builds.wohlsoft.ru/portmaster/thextech-bin-portmaster-stable-1.3.7.x.tar.gz Thank you for your patience!
(There was an invalid free in TheXTech's locale code from August to November, unfortunately including the v1.3.7-beta release, but I hadn't heard any direct reports of it actually causing issues until now.)
I'm looking to add more episodes. But I can't remember exactly what the process is. Can I place 7z and or zip file into the /worlds directory. Or do I need to unzip first?
You do need to unzip, and worlds are sorted by asset pack (SMBX is the most popular one). Make sure that the game can find TheXTech/worlds/smbx/<world folder>/<world file>.wld
In a future release, there will be a feature where you can pack episodes using a special compressed format designed for speed and memory usage (based on ISO with transparent LZ4 compression). At that point, you'd be able to store your .xte files at TheXTech/worlds/smbx/<world>.xte.
we should update portmaster version when we find solution, but what environment is used to build on github ?
we have some really old cfws that we still support, such as arkos (I think it is ubuntu 20.04 under the hood, so we use this env for best compatibility)
wow, thank you so much! This one is working fine. Fastest rendering method is OpenGL (almost fluent 60fps). SDL2 is working too but little bit slower. Very nice.
the "worlds" folder is not working, Episodes are only shown if I copy them to the asset-world folder.
what episodes you tried ?
oh sorry... there was a folder to much in the package after unpacking. My fault.
it is running very well on RG35xx Plus series π
For the future, if you have a lot of episodes it would be nice if you can use an additonally folder structure in the episode selection menu π
I'm also using Ubuntu 20.04 for this reason, thanks for confirming!
We're probably going to make the 1.3.7-final release sometime in the next day, so we can update at that point.
That's great! I'm glad that we got it fixed. Have fun with the game!
@mental moat, the version currently here is the binary for the v1.3.7 release https://builds.wohlsoft.ru/portmaster/thextech-bin-portmaster-stable-1.3.7.x.tar.gz It'll also be posted on our GitHub releases (but not on our website, since users should be installing from the PortMaster UI). Can you please update the PortMaster package when you are able to?
sure! soon, I`ll test on my devices first, just in case
Do we have anyone on RGB30? A user is having trouble getting the controller detected on RGB30 on Rocknix.
maybe it is the same problem as we had on x55 rocknix?
solution was to use gptokeyb in Xbox mode
can't find now on mobile
Okay, cool. Thank you!
I forwarded your workaround to the user. But now a question: maybe this is always broken on Rocknix (not just x55) and we should be forcing the use of xbox gptokey on that OS in our script?
this is what i didn't figure out, i have rocknix on odroid and it is not broken
and if it is not broken - we get double input
Weird! It'd be nice to debug with this user more but they seem to be on GitHub only so it's a bit hard to dig deeply into the issue.
(username mikhailter)
I think that a common thread here is Rocknix. I wonder whether something is off in the Rocknix configs for PortMaster or SDL2.
So we probably should update TheXTech.sh to detect Rocknix x55 and RGB30 and apply this workaround to them, before the 1.3.7 final release on PortMaster.
hmm, i have another device with rocknix
i always forget about it
let me try this evening
I'll try to pr 1.3.7 tomorrow then we can figure out if we need workaround for x55 and rgb30
That's indeed oddly specific normally they should be all identical in terms of controls
i know, but i have nothing to repeat the issue
maybe rg503 will be broken
same chip as rgb30
you're listing rk3566 devices π
yes, this is why i hope to reproduce bug, I got rg503 from stolen (rocknix)
so i can try it
Right, I wish we had direct access to one of these devices, there are a few other possible causes of this issue. (One possible cause: maybe a virtual button is stuck in the held position on these devices, that would cause the controller to fail to detect a "new button press".)
i doubt i can do much, but at least i am available here and i can follow your directions
If we can reproduce it on a "friendly" device (either our own or someone we can chat with) then I can make a modded build that reports all buttons that are detected.
That could help us diagnose the issue better.
sounds good, i will try on rg503 in 2-3 hours and report back
Thank you!
sorry, test is delayed, rocknix happened and I need to reflash
but meanwhile github is not letting me download cfw
Fantastic!! So we can totally work together to debug this a little
π
I'm going to try to add some special logging to tell us what buttons are held when a controller is attached. I'll try to do this in the next hour and then you'll be able to download a new main branch CI build to check it out
no rush, my wife requires continuation of yakuza 3 walkthrough, so I`ll be busy next hour π
00:01.006 [Info]: TouchScreen: ignoring haptics device [retrogame_joypad]
is this ok?
Hey, I'm available now!
That is totally fine and even desirable (the retrogame_joypad is not the vibration associated with an in-device touchscreen)
Can you please switch your game into debug logging mode? (set settings -> advanced -> log level to "debug")
Perfect, thank you!
Now, I just added some logic to our CI build, this will help us tell whether the OS is holding one of the axes of the controller. I remember we found a case like this on muOS and fixed that earlier.
Should be under ten minutes π Love the native arm64 CI
yep, definetely better than hours in chroot
It works just out of the box!?
yes, I did nothing, just run new bin
maybe something was fixed in 1.3.7-stable?
no, I think you tried it with rgb30 guy
There were two things in the commit I just sent -- 1 debugging thing, and 1 minor tweak of the behavior
I'll revert the tweak and we can check that it fails
Here's the debugging thing
And the tweak was this (using the GameController api to check whether buttons were pressed, instead of the Joystick api)
It's possible that the Joystick is misconfigured on Rocknix but that the GameController fixes that misconfiguration
@mental moat, please download and run again: Ready now: https://builds.wohlsoft.ru/portmaster/thextech-bin-portmaster-main.tar.gz
This iteration time on commits is amazing
That's great! I'm sending one last commit -- this will (a) revert the revert, so we can keep the fix π and (b) add a little debug printing to investigate the difference between the Joystick and GameController APIs a tiny bit more.
Notice, in this log, it has some debug info saying that Button 10 is held when your joypad is first initialized. That's actually really bad because if a button is held forever, then the game will never think that the game controller is "ready to add" (it waits for the player to release all buttons).
I'm interested to find out whether Button 10 exists in the GameController API, or if it just doesn't exist
(It could be something really weird like a volume slider, in principle)
hmm, how can I help you to find out ?
Just run the last build I share, this one should be "done" π
good!
I'm just adding a tiny bit of extra debug info
So, change (1) is to report whether any SDL_Joystick buttons are held on application start, change (2) is to report whether any SDL_GameController buttons are held on application start, and change (3) is to use the GameController API instead of the Joystick API to decide whether a device is "ready to add".
And it's ready! Same link: https://builds.wohlsoft.ru/portmaster/thextech-bin-portmaster-main.tar.gz

Again I almost can't believe that it's taking only ten minutes to do a round trip from code tweak, to you running it, to me getting the result.
truly amazing, I need to learn this magic
because I plan to recompile vcmi and this is eternity
Button held: But 10 1
And, no buttons held for the game controller! That's why the tweak works. This is great news.
oh I see now
Totally. It's not too difficult. You can look at our PortMaster CI workflow to see the basic approach π
so about thextech
we need to update release in portmaster
thanks π
Realistically probably only around half of those steps are necessary
let me know which binary will be final and I`ll just PR it. i see that .sh scipr is already modern version
all I need is to try it on my other 2 handhelds
and you to try on muos
Yep, I think we will issue a hotfix release on our own GitHub for PortMaster only, and then that will be your golden release.
That might take a day, Wohlstand (the other developer) seems to be doing something interesting with F-Droid that might require him to keep the git repository unchanged temporarily?
ok, just @me when you are ready
Sounds good, thanks!
and thanks to you, finally solution found, I was worried about X55 bug
now I can order rgb30 for myself
Ah, can you please reply here and just say "these changes fixed the issue on my hardware"? https://github.com/TheXTech/TheXTech/issues/898
It'll be nice for us to track
sure
Okay -- I talked with Wohlstand, can you please confirm that the problem is fixed here also? thextech-bin-portmaster-stable-1.3.7.x.tar.gz
ow, do we just get stable thextech build for all distros? π€©
Not musl-based distros like postmarketOS yet, but yeah, thanks to GitHub adding aarch64 runners, we've now got a PortMaster CI!
And we just made a stable release upstream, though thanks to one user's report, we now have a hotfix that should fix the X55 bug!
hello, I was sleeping, this build also works for me
Fantastic. We've got the official PortMaster hotfix released, so you're free to PR at any time
@outer bison 1.3.7 stable is merged into main repo !
Fantastic news! Thanks a ton for your help and testing for this.
I can confirm that this update also works flawlessly on my RG35xxPlus series
thanks !
What is the difference from 1.3.7 from the earlier one that I must have?
bugfixes, we always had 1.3.7 but now it is stable - means a lot of bugfixes
Oh yeah- I tried "The invasion 3" and it had issues.
So, possibly the new build will do better?
I don't know, but updating is as easy as re-download port from portmaster
so you can check π
The Invasion 3 is an SMBX2 episode and can't be played on TheXTech. You should look for episodes for SMBX 1.3.
The differences if you currently have v1.3.7-beta (your current version will be displayed in the title screen) are mainly tons of bugfixes. Let me check the changelog.
I've taken a look at the changelog and you'll mainly see the game being more stable. The menus work better now and the HUD should look better (with fewer items overlapping at 640x480). The biggest bugfix is probably that the player start positions are now correct for content that changed the player hitbox size (eg, Adventures of Demo)
I got the episode from here
I see, it's possible that the episode is actually just not extremely high quality. What sort of issues are you talking about?
There's a different, more famous episode called The Invasion 3 that was released for X2 more recently.
Its no big deal. I deleted the folder and now it doesn't show up. There are other episodes I can distract myself with.
It said something about unable to load textures or maybe the script was corrupted. The episode just didn't work when it loaded too.
It's fine tho. Everything else I've tried working
Cool, thanks for letting me know, and I'm glad other things are working well for you!
I want to sell rg353v, which device is the best to play thextech?
I want small design, no analog, and better screen
small design and better screen
So TheXTech will very happily scale up to a 1280x720 screen but you're unlikely to find that in a very small device (and the text might be too small in that case anyway). What problems are you having with the rg353v?
I'm very happy with the screen of my RG35XX SP which I think is identical to your screen? Not certain what improvements you're looking for. I guess it's a bit desaturated but that's nice in an old-school way.
agree, the only improvement I expect is bigger screen
How about TrimUI Brick? That one's got a 1024x768 screen and TheXTech will happily use that as 1024x720
Not certain whether the CPU would be a downgrade vs h700 but it may be an upgrade vs rk3566
Okay the TrimUI has a screen smaller than the RG35XX series, I don't think it'd be fun to run that at 720p honestly
TrimUI Brick 3.2 inch, RG35XX 3.5 inch
what about square shaped handhelds?
rgcubexx or rgb30
i think they have 4" 1:1 screen
I'm not too familiar with those, you're referring to the 720x720 ones?
yes, i think so
4" could be reasonable for that, yeah!
and it is fresh experience
@cloud kestrel your making life choices based around this ONE port?!?
I respect it! π
Trim UI brick never excited me when I saw it.
If this is your only requirement. I suggest looking at Anbernic rg35xxSp. No analog. It folds. And it has a decent screen. Vibrating motor. Wifi. And lots of neat colors. Custom MuOs.
I mean. Yeah
I'm using rg35xx SP as my devkit for TheXTech and it's been perfect so far
Yeah I guess "if you want to make decisions based on TheXTech support", it's one of the devteam's current test platforms, so that'll help you π
@mental moat, what are your daily drivers for TheXTech?
Thank you, i really consider it, i don't care about performance as far as thextech runs well
Just hardware issue, nothing related to thextech, like the screen is not as good as miyoo mini for example, also analog make it not so pocketable
So both flip design or no flip no analog are my only consideration
I have my rg35xxh and odroid go ultra and I use both. those handhelds are all about compromises. good ergonomics , hdmi out but small screen and average cpu? - rg35xxh. need power with big and bright screen? - get your odroid with 3 hours max battery and no sleep mode
thanks to dynamic resolution thextech works perfect on both
(I hate black bars)
I tried to find another handheld that have best of two and bought rg405m, but quality was so shitty that I sold it in a week
Ps. I actually really love the Powkiddy X55. Huge screen. 2g of ram. It's a great machine and it's not expensive. HDMI out and Bluetooth. So I put a pop socket on and basically it's a console.
Guys, seems like trimUI brick is the best option for me, thanks for sharing!
Hi everyone, I tried finding an existing solution, but no luck. I've been trying to get TheXTech to work with my RG35XXH running muOS, but it keeps saying "Please extract a game/asset pack", even though I did. I used the thextech-smbx13-assets-full.7z and extracted the contents to thextech/assets/smbx. Please help π
Thank you so much
Hi, thanks for your interest in the engine! It seems that it's having some trouble either opening or reading gameinfo.ini in your smbx folder. Can you please send that file here?
You could also try an updated dev build for portmaster from builds.wohlsoft.ru
It looks like your installed version is v1.3.7 which is a bit out of date
Sure, here's the gameinfo.ini from thextech-smbx13-assets-full.7z. Appreciate the quick response! π
I see.. I'm sorry, I'm kind of new to portmaster stuff π
Which one is the updated dev build?
Not to worry at all! The main one is the updated build. After you download it, you'll get a TheXTech binary, which you'll use to replace the binary currently in your ports/TheXTech folder.
Ahh, this looks like an outdated asset pack. Where did you download it?
(Btw, my system is very similar to yours -- I use a 35xx sp also running muOS)
Here's the most recent release version of the assets: https://wohlsoft.ru/projects/TheXTech/_downloads/releases/thextech-smbx13-assets-full-v1.3.7.2.7z
I could never get this working either. Awesome to see what we need to do
Looks like this port needs a tuning up!
The mainline developers (that is, myself and Wohlstand) haven't historically been in control of the Portmaster release (even though we now have official Portmaster-compatible CI builds and releases). I can take a look at how the port is currently specified and whether we could send a PR to update it!
Thank you so much for the link! I'll give that a shot, hopefully it works this time π€
Same here, I've been trying to get it to work for the past few months. But back then, I'm pretty sure it was because I was on stock rom lol
Sounds good, please keep me updated!
It finally worked, thank you thank you so much for your help! I did feel like I downloaded the outdated files, but I thought the portmaster build wasn't being updated anymore either. π
Fantastic! I'm really glad it works for you, please let me know if you notice any issues later.
Can I ask you, what's been updated/ is different from v1.3.7 compared to the newest one?
So between 1.3.7 and 1.3.7.2/1.3.7.3-dev is all bugfixes. The 1.3.8-dev additionally has some serious optimizations (but they won't make much of a difference on a powerful device like these -- they mostly affect the DSi port). The big thing that's changed from the perspective of the Portmaster port is that you can now load the assets from a single packed archive in a special format (ISO+LZ4, with an XTA or XTE extension) instead of an extracted folder. That can speed up loading a bit and reduce texture load stutter
