#MegaMan X8 Demake 16Bit
157 messages · Page 1 of 1 (latest)
I'm seeing a pathing issue finding the Mega.pck file
ERROR: Cannot open resource pack 'Mega.pck'.
at: _setup (core/project_settings.cpp:385)
Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
ALERT: ALERT!: Error: Couldn't load project data at path ".". Is the .pck file missing?
Mega.pck
ark@rgb30:/roms2/ports$
didn't test yet, but def path issues here --
GAMEDIR=/$directory/ports/MegaMan/
(game folder looks like it's named megamanx8)
Even after changing that, still getting the errors about searching a current path
Damn I would love this to work in muos
i was looking at this at the same time, and had already put something together. here's my package, if it's any help
(note that i've named the .exe as Megaman X8 FC.pck and placed it in gamedata/Megaman X8 FC.pck)
it's a godot 3.x game, so it should work fine (i think ...)
Yup. It works. Not getting 60FPS on RGB30/ArkOS. Also, 16:9 so.. bad for that system
Congrats, you're the corporate ideal of a software engineer.
Hows the performance, i did this on my x55 a while ago and it was barely playable?
It's fine at 30fps
How far did you play and on what device? I remember some serious stutters after 5min
Oh, sry, renamed the .sh on my X55 not on my PC, thx for your help
I played it for like 10min for testing cause someone said it had stutters, but yeah didn't encounter major ones and the game itself had some fps drops on my Laptop too
Hm maybe its because i was using libmali on rocknix, which can cause issues on frt for some reason
I didn't get very far. FPS might dip lower with more objects. I was getting what looked like 30FPS. It has black borders. Basically only 1/3 of the screen is used.
Based on frame rate or aspect ratio?
It should be better on 3:2 and 4:3 screens. 1:1 is just bad for widescreen video
The sp tested above was 640x480
Lowres is not required anymore 🙂
If you follow this youll be fine😄
Although after doing it via browser a couple times i would recommend using the github desktop app
well did you press on fork or the little pull down menu
looks like you pressed on the arrow
show us a screen of the create fork screen 🙂
Create fork now 😛
Maybe its too big. 😐
Is it not in your repositories now?
Might be time for github desktop then😄
Maybe try this
Or learn git😅
install the gh commandline tool, then do:
gh auth login
gh repo fork PortsMaster/PortMaster-New
the github commandline tool is super useful 😄
Get the desktop app for Git. I'm also struggling with Git for my first PR, but without the app I just would not be able to do it. After a figure the app was like an ftp client, then I could push my PR with some ease. Still lots of errors for my first time. 😛
I just download the app from Git. 😄
Damian dailies linux
Oh, yeah. I'm a windows boy.
Awesome
Hey @keen anvil would you be nice and look if the PR is now good
i did and requested changes 3 hours ago
Oh lol, i hate GitHub it wasn't showing it me
Pandamonium's level is mad slow for me
SP
Changed the fps to 30 for another level that was slow. It's fine for now
Are you using latest MuOS baked beans 2405.2? I couldn’t figure it to run on my SP. Crash on start up. I think I followed the instructions correctly. It only brought one folder called app with nothing inside on main folder. Same thing with Arkos on my other handheld r36s.
Does this even run on a rk3326?
I'm using a dev build called Migraine
Okay😅
I think I’ll wait enjoying other ports till this can be run on normal version. Like this x8 a lot though from direct play on my pc, would be awesome if I can play on my retro handhelds.
It's on Portmaster
Sorry for late reply, I managed to run it by Damian‘s help. I copy pasted the file name but ended up with .pck.exe had to change the folder view to find it out. Simply by deleting the last words, .exe fixed it.
The complete version has arrived 
https://sonicfangameshq.com/forums/showcase/mega-man-x8-16-bit.2184/?sfnsn=wa
I hope it's just going to be a replace and run
currently testing on MUos RG35XXH, seems a bit slower so I set it at 30FPS, some stutters and every now and then it pauses for about 2-10 seconds before continuing again, I believe it loads in a new area when it does that.
Yep same on my SP
how does the SP feel when dash jumping? not air dashing. Feels a bit sticky? on the rg35xxh
I have no issues. It's just a tad bit laggy
on the RGB30 it's running smoother, don't run with filters on any device tho hahahaha
<@&1216123318122577972>
I'll run it on the 2 I have here
✅ 353VS / OGA Arkos, Ace Rocknix and 35xxSP muOS. Requires 30fps cap on anything below 3566 and even there it can drop frames pretty heavily here and there
runs fine on the RGB30, 60fps cap, might move to 30fps for smoother gameplay
not sure what is happening but it's refusing to run now on the rg35xxh
okay it's a me problem. seems I placed the folder in the wrong place again. gotta stop putting it in the PORTS folder in the roms.
Works for me MuOs RgSp. Thanks because I couldn't ever get the older version to work. So I'm pretty excited for this update.
Thanks again
it do the works 
Hmmm, No dice on ArkOS for me. Just crashes.
And makes my system impossible to shut down from the menu after.
Appears to be on 1.0.0.7 now. The instructions mention 1.0.0.6
353V fwiw
It's the game version. Renamed the exe from 1.0.0.7 to 1.0.0.6. Current version works
Hmm it doesn't run on R36S. It doesn't even start and just sends me back to the menu. I don't know if I'm doing anything wrong
Yeah, no dice. Something's not right on my end
Maybe you don't have the runtime frt_3.5.2 installed.
It's possible, I'll look into it
But wouldn't it be a problem for other ports too?
Should it be here?
Yes, you can get it from here https://github.com/PortsMaster/PortMaster-Runtime/releases/download/runtimes/frt_3.5.2.squashfs or through PortMaster in your console.
Nice, it worked. Thanks!
Will the download files on the Portmaster site be updated to reflect the 1.0 release?
Hello, on RGB30 Arkos, I seem to be consistently crashing when there's a game over.
@grizzled sage hi, just wanted to let you know the version got updated to 1.0.0.9 now but the .sh file seems to be hard-coded to 1.0.0.7 exe
Hello, i don't know if this is useful information, but I've been trying to play this on the Trimui smart pro, which doesn't have good enough performance for this game - or does it?, cause what I've noticed is that if you use the option to use windowed mode and change the resolution, smaller resolutions are much faster. I'm guessing the game's or its engine's scaling is just not great performance wise. Maybe if there was a way to do the scaling outside of it, there would be some opportunity for more performance?
Also I should probably try newer versions of both the port and the game
Did you say the donations are to run the project, and not for profit?
How did you tell him
Point him to our opencollective, you can see every bit of funding we use. 
if he still doesnt like it, oh well. 🙂
In doubt get in contact with someone from the crew for official communication
They are very explicitly against donations.
kloptops, write a fake funding called "buying a yacht for Portmaster crew made from funding's exclusively from MegaMan X8 Demake 16Bit fan game"
Yeah, no dice anymore. As I said next time maybe ask a crew member for official communication 🙂
If he doesn't want it up for a funded project, don't post. Pretty cut and dry.
Just tried it in my RG351p with ArkOS wummle. It ran, but was quite slow.
Guess this port is a little but too heavy for devices like mine, right?
It's heavy. Period.
Try lower rendering resolutions and use the best governor if possible
I thought the developer didn't want this on Portmaster?
That really only affects its chances of being ready to run.
Cause otherwise portmaster is only going to provide you a bunch of scripts that the developer did not make.
Trying to get the Zero and Axl Mod running. Help anyone?
Tried rename the mod exe to the same as the pck file but it doesn't work either
#1296863231905894424 message
Why not?
Scroll up.
As a fellow Brazilian colleague from AllisonDaPaz (the creator) and as a user that enjoyed lots of ported games in my Anbernic device, I'd say it's a waste not having this game on PortMaster. It's not as if the port is there for profit or the people out there would sell other people's games. We simply create a set of scripts that allows playing games as long as the game assets are provided from the users, and make these scripts available in a public/opensource website. In some instances, the developers here even contribute to the games themselves by fixing bugs or implementing new stuff (since most of it is opensource).
That's still not Portmaster's call. If the developer specifically says no, then it's a no. Sets a really bad precedent to do otherwise.
And the only reason why he doesn't want it on PM is because the site runs based on user donations? Even though everything else is free for everyone?
Why would that matter? It's his project. He can have any reason he likes.
@keen anvil Sorry if I am overstepping, but I feel like this one should be locked maybe? I'm done replying in it either way.
umount: /mnt/mmc/MUOS/PortMaster/libs/frt_3.5.2.squashfs: not mounted.
Running in UINPUT output mode.
Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
ALERT: ALERT!: Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
Running in Fake Keyboard mode
Using ConfigFile ./megamanx816-bit.gptk
Joystick 0 has game controller name 'Deeplay-keys'
He said we should not include or spread his gamefiles no matter what.
Also no patching
A mere "port" doesn't include any game assets whatsoever
so it's a mere script that says add your gamefiles from site xy here
So why no Doki Doki Literature Club then? 😦 That's a dissapointing answer, but not my call.
he said no port whatsoever
but yeah i get you
imho
we shouldn't put it up here 🙂
I'd hate to give the dev a bad feeling
Well, I know the answer. 😛
Is the developer at least okay with us having the port up without anything they themselves created?
MMX8 Demake was developed using the Godot engine, which is open-source and works on Linux. The Godot binaries were manually compiled and included in either PortMaster or device's firmwares, so they can be used to run any Godot games on these portable devices.
The port itself consists of a single shell-script file that uses the precompiled godot binaries to run a command line godot Mega Man X8 16-bit 1.0.0.9.exe.
In PortMaster site instructions about this port (https://portmaster.games/detail.html?name=megamanx816-bit), it already states that users must download the game from sonicfangameshq.com, so we're already not using anything they themselves created.
That said, @thorn veldt are you saying that not only this channel must be locked, but that also the MMX8 Demake port files should be removed from PortMaster's site? Even though there are no game assets in there and all we're doing is distributing a shell-script like these? https://github.com/PortsMaster/PortMaster-New/blob/7a820e6819dc82ced151fe8d6579b6cf8858daf1/ports/megamanx816-bit/Mega Man X8 16-bit.sh#L4
I was pretty clear. Not my call, and done debating. Not mad about it or anything. Just my opinion.
Portmaster are free to distribute a bunch of scripts and patchers that they've themselves developed.
If the game was on "Ready to run" and included assets without permission that'd be another thing.