#Don't Starve

1039 messages · Page 2 of 2 (latest)

marsh surge
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That's pretty cool, but please remove the download for this for now, as you're including the full patched binary in the game files. We cannot distribute propriatry game code.

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Long term i still want to use the new gptkeyb2 version that's in the Portmaster beta release, since that solves the issue with incorrectly mapped controllers.

ashen cobalt
marsh surge
# ashen cobalt I can push that to stable if you'd like. Seems to work well enough.

Sure! I think that solves like half of the issues with this port. The remaining ones are performance and RAM issues

  • LuaJIT hacks
  • GLES hacks (there's some unnecessary buffer uploads each frame that can be cached)
  • Audio recompression
  • Texture recompression (probably gonna hack ASTC support into the existing texture format with a small binary patch)
stable tide
marsh surge
# stable tide I deleted the link. Later, I'll make a patch for the binary so as not to violate...

I've looked into audio compression. Not sure how feasible it is. It uses a propriatary FMOD format for storing sound files. These have solid extraction tools, but no great tools to rebuild the files. I'm currently working on texture compression.

The issue with zram is that it's not available everywhere, and while the game runs as is on muOS, it does not on Knulli (and probably ArkOS) because the OS has too much RAM overhead.

Also, while i apprechiate you trying to help, please don't just start working on stuff on my todo list unprompted without asking. The list above was not an invitation.

stable tide
# marsh surge I've looked into audio compression. Not sure how feasible it is. It uses a propr...

I do this because I enjoy doing it more than playing the game itself. Your approach to fixing the gamepad is correct because it provides a universal solution for any device, while mine makes a jmp in the function for the PS Vita remote and forcing it to draw Xbox icons, which is not very stable for a large variety of devices.
After practicing with your port, I think I'll make my own for another game.
Whether you use my solutions or not is up to you, I don't care either way.

sacred carbon
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Hey guys, I saw this Don't Starve chat, how's porting it going? Does it run on R36s?

grand reef
stable tide
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I found a way to compress and repackage audio files, but I don't quite understand how the rules work:

[you're including the full patched binary in the game files. We cannot distribute propriatry game code.](#1288511120059007069 message)

But there are modified shaders [here](#1288511120059007069 message), and although this is also proprietary code, it's okay.

May I add already compressed audio files and simply replace them, or does the device have to do transcoding during installation?

Results for the base game's audio files (without DLC):

  • Original size: 157.1 MB

  • Repacked and compressed: 56.4 MB

  • Noticeable on a laptop but not on the R36S speaker lossy compression: 39.8 MB

Both repacked versions significantly reduce the CPU load, and the game becomes practically playable. I played for about 10 minutes and didn’t notice a single lag, unlike before.

Hence the question above: if compression must be on device, only a result of 56 MB seems possible, but even that will likely take quite a bit of time to transcode and repack. And if we try to squeeze out the maximum, we’ll have to add ffmpeg to the pipeline as well

marsh surge
# stable tide I found a way to compress and repackage audio files, but I don't quite understan...

Good job.

Small purely mechanical snippets of code like shaders are generally okay, the entirety of the game binary and the entirety of the game's audio assets is not okay.
Transcoding has to happen on device.

Also, you have access to the dev channels now. If you really want to duplicate the work that I'm doing for learning purposes, please do not use the testing thread for this.
I know you mean well, but this isn't helping me or the users waiting for this port.

glacial inlet
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any updates?

cedar kernel
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Part 649 is gonna be lit

glacial inlet
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why not open source this on github so people can contribute?

cedar kernel
cedar kernel
glacial inlet
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not the point. Open sourcing it can help find issues in the code itself and open the port to PRs. If the owner of the port doesn't want it is ok, I just don't see why

cedar kernel
marsh surge
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Like bmd says, there's nothing to open source right now. The game is closed source and all custom tooling is the result of pretty in-depth research and reverse engineering that would take you longer to get into than it will take me to finish this port. All tools will be open source after the fact, most importantly the fmod/OpenAL bridge. That's the way we usually operate.

cedar kernel
timber summit
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The Video alone shows how much of an endeavor this is.

marsh surge
glacial inlet
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#🤝|contribution message

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My test of the game 🙂

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seems to work pretty flawless, didn't test it further than that yet

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But I had no issues with gamepad, fps or loading

vernal rapids
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The game works well, but there are some issues with the controls.

glacial inlet
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which issues?

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Lmk I will test it here

vernal rapids
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I cannot select a tool.

glacial inlet
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Oh sorry, I forgot to mention I'm using my own implementation of the port, seems to work here

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I do select tools on the video

vernal rapids
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It moves well in r36s, but tools cannot be used.

timber summit
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These are all issues that are being worked on. Give Binary Counter the time he needs. Geeeez