#Dead Cells
1604 messages ยท Page 2 of 2 (latest)
Darkos.
Unfortunately I only have smaller fonts in Latin.
I'm unable to reproduce this. Is it only the castlevania content or everywhere?
Iโve seen this happen in other places as well (twice), not just in Castlevania. Iโm currently doing a fresh install (about 55 minutes in) to see if it makes any difference. Previously, I just copied and overwrote the files with the updated port.
Iโll report back in about 2 hours once the patching is finished to see if anything has changed. Iโll also check more locations to be sure.
Really appreciate such thorough testing!
Im gonna run some dlc areas in a bit
What format of Korean font do you need?
Oh only now I have noticed you have restored the minimap, nice
only on rk3566 and 2gig systems, but I'm gonna disable it again on all h700 because it slows things down.
Dead Cells atlas format. The other problem here is that the korean fonts are huge, so they'll kinda increase memory usage a lot. something to consider if you're running korean on a 1gig system and it runs out of ram.
Tbf if necessary you could disable it on 3566 as well, its not a critical feature and at 480p its usefulness is probably debatable
Probably handy on higher res screens
I think we have some headroom on 3566 with lighting disabled. My CPU-rendered map code is a bit janky, but I've hacked on it so much though I'm kind of tired of trying to make it look nice. Honestly I'm pretty close to shipping a PR just because I'm tired.
I think I found a fix for the 16x9 background layer that shows up when rendering at 720x720 or other resolutions.
Also regarding brick rendering... I have had the darndest time reproducing it, but if somebody savvy enough to install and run Renderdoc on their handheld can capture a frame, I could fix it pretty quick if you sent me the .rdc file.
the CPU map?
yeah me neither. If it's infrequent enough maybe we just declare victory.
Just finished the patching, after fresh install now all looks good.
Well, whatever is in the latest package ๐
Depends on hardware you run it on.
Slow/1GB runs my CPU drawn map which is a bit clumsy
Castlevania also looks good. So, looks like it had broken before during updating. Now with fresh install everything good.
Fixed the 16x9 banding on the parallax layers when running different aspect ratios
3566 (353V)
yeah, that'll do the expensive (pretty) version
Here on top of screen some graphical artifacts.
Im pretty sure thats the paralax effect bmdhacks just mentioned to be fixed in next release
what level is that?
Pretty sure I fixed it, but I'm doing a playthrough to double check I'll go there
It's at top of Dracula Castle level.
Yessssssss
its happening!
PR'd this version
(deleted old version)
Changes
- universal font reduction (fonts like Korean and Simplified Chinese now get scaled down a bit)
- paralax layers now scale to display aspect ratio (prevents weird background bands on 720x720)
Puts a smile on the face of a cube xx owner ๐
there may be some miracle reason why this fixes the brick layout too...
now this reminds me I have to try it on 480x320 device for shit and giggles
I'm pretty sure it'll render still in a render buffer at 640x480 and just downscale from there....
even if it doesnt, its very much rare these days and optional
Just as a little check, You've built the Binaries as Release right? Just asking for best performance because the Binaries aren't stripped
good reminder lemme check
I know the compiler compiles deadcells as very optimized, but not sure if I built the compiler as a release version
Congrats BMD! You put a HELLUVA Lotta work into this!
@alpine scaffold I may have a fix for your trimui brick...
<_<
I have it at work with me
I wonder if I could fuck about even more find a way to transfer it easily.
no rush.. I'm going to bed soon
I mean
They can dismiss me if Iโm that blatant. 
โCunts, I gotta beat this area to test ram usage.โ
so a quick test shows it not exploding in my face...
but I'm purely speculating if this fixes brick
I'm gonna sprinkle in some logging to debug this better
Yeah a machine broke so I am busy now. Lol
If you get a chance to run it, send me your log
Will do. ๐
And sent me some apples
Here you go: ๐๐๐๐๐๐๐๐๐๐๐๐๐๐
Yippie
ugh
Mega is the worst. >_>
If I buy RG34XXSP, do I not have to worry about memory?
2GB RAM was the only reason I bought an rg34xx-sp
but these days those are 1GB as well, you would have to get lucky and get some old stock
installing the latest package on 353v / darkos for sanity check
I played a fair amount last night and it seems fine. I disabled part of the window resizing logic since windows dont resize.
@mellow path its worse, lmao
Holy fuck this thing is hot too
70c!
On the backside of it
Thats not too bad
That's 70c on my hands
Kinda the max recommended temp, tjmax is 110C lmao
The back is as hot as the cpu?
Almost!
okay haha
I dont have my IR temp gun here, but the meat probe said 66c
Damn
I normally sit it on an ice brick when its doing its thing, tonight i cbf getting one. ๐
@mellow path So the top is still offset, the bottom of the screen seems right, but the right is now offscreen. ๐
I'd try aliexpress/eBay. Not the official anbernic store
Theres no way to know which version you get though
Most likely at this point its 1gb
A local reseller will probably still have 2gb now.
compared towhat I had on 353V before, this latest one has nicer font scaling
Looks darn good now
Except on brick ugh!
let them lay bricks and fuck em ๐
Something to do with SDL misreporting the screen params
I ordered from Ali today because other people said they got 2GB, but I'm worried I'll get 1GB.
I waited because I thought the price would drop, but instead the price went up.
This version ignores what SDL says about screen resolution and just uses DISPLAY_WIDTH and DISPLAY_HEIGHT env vars for all graphics setup.
Also with extra extra logging.
If I had to bet money I'd say you get 1gb... aliexpress moves too much product to have old versions sitting around
any hope the compilation time will take less in the future? or be removed entirely ?
it's a necessary evil, it lowers the resource requirements to allow it to be played on these lower spec devices, even if it was legal to distribute the post-compiled files they aren't small either
Nope, not really firstly people would just click on things like 2gb instead of 1gb when they only got one...
Secondly you are now compiling a arm64 binary on x86, setting this up will take a long time if you want actually good speed... I would just not suggest. Also bmdhacks already said multiple things about this
how much space do i need all and all to attempt this? i dont got a lot of space left
No
I specifically bought an m2 mac that I picked to run arm linux in order to develop this port.
I would say 7-10gb?
DM me your address and I'll mail you an sdcard.
Will you send one thats like this?
Cross planet delivery?
Heh never sent a letter to Tunisia before.
I have 4 gigs. Some games will have to get the axe.... Bloody roar on the psx prob. And some other games I finished
If you do send me an SD card. You'd probably get me in a lot of trouble. I'd have to be questioned on why someone is sending me this. What my relationship is to you. What on it. They'll have to scan it. And it won't go well if I say "some random on the internet".
I'd probably see the inside of a holding cell for a week
Oof I'm sorry.
gotta put a rick roll video on that sd card before you send it out
Don't be. It's just how it goes. Hell. My country's very under developed. Especially mentally. Government workers don't know what a PC is. Even tho they're using it for day to day tasks. Some still run windows XP. With cli software for their work
One time I got taxed 90% of a unit's price. I asked why in the import office. He said "appears to have advanced wifi and Bluetooth technology". I was flabbergasted
I mean... i got that 64 on me
The thing is we get the variables for those from sdl2. ๐
you showed me the variables and they were correct though. It may be something about them not passing through perfectly when in-game.
i got that exact one on me
I'm just speculating wildly. But there is a single frame at startup that renders before we read the environment vars and only have what SDL reports. The above version on gdrive reads the vars and sets up the render without ever asking SDL.
Did the patching. But after it was done. Told me "press a to proceed to dead cells". Pressed a. Kicked me out to emulation station. Pressing a again to enter the game brings me back to the patching screen.
Refreshing game list and rebooting the console does not solve
Am I smooth brained?
no, share the log and patchlog though
no log generated as the game never even had the option to launch and never got replaced in the emulation station menu
but i do have patchlog
as you can see i tried running it a second time and cancelled because it was a waste of time
can you show the folder structure inside of your ..ports/deadcells/gamedata folder?
here's mine for comparison
mine is like a version-ish back now, but the structure of the contents should be largely the same
yeah missing a lot, even tho it said game compiled successfully....
keep in mind the goggame files are the keys for the dlc, so you don't "need" them per-say
yeah i dont have the dlc
maybe ill buy it later
but for now i need the game to run in the first place
i see the .patch needs recompile
but if i just let it compile again i know it still wont run,
doing the same thing again and expecting a different result is the definition of insanity
yeah, doing the same thing and expecting different results is the definition of madness
are your source files steam or gog?....i doubt it has any bearing on it, also cfw & device?
gog, g350, pan4elec
i also have the game on gamepass but i dont think thats compatible
correct, not compatible as we need the linux copy of the game, doubtful that windows would provide that via gamepass ๐
it's worth asking other people testing if they've had issues with pan4elec
Amberelec is marked as tested successfully...odd
i don't see anything obvious in the patchlog, i hate to say it but if the issue pops up late in the patching or after then you might need to let it run again simply so we can see what happened, restarting the game triggered patching again which refreshed the log
also of note, it does run the game right after patching, so if it does "complete" the patch then back to your cfw menu then something did indeed break, should be able to play immediately after patching
F
is there free space on the sd card?
free space is a valid question, the end of the installation is around 3gb, but theres likely more space used during the compile
Yes. I have about 3 gigs left
Yeah you didnt get that far into patching. Didnt log a crash or anything. I'd just restart it and see.
Same thing. Patched. Then says completed. Pressed A. Got kicked to menu
Maybe my base files are wrong version
Make sure you get the latest steam or gog version.
Will do
Legitimate 
My game was sitting on my PC for 2 years. Not updated
So maybe that's why
I'll update and retry
Kk. ๐
Means I have to redownload gog Galaxy :(
Although it has found the right steam version:
[01:25:46] hlboot.dat MD5: 185147915f30d7ef9e6123bb0c69efbf
Steam version detected. OK
It says you have the steam version. 
That's weird. I swear I have the gog version
I'm sure. Used the gog installer and everything
I could buy the game on steam and try with those files.
Oof.. if I wanna rebuy it on steam. It's gonna be 24.99. No regional pricing.
You can download the Linux version directly from gog and throw the sh file into the port.
Thats probably the issue. I thought I checksum the binaries though.
Ah. There is no such option on the gog Galaxy launcher
It just says install. Even tho I have the game installed already.
Different disk tho so that may be it
I'll delete the game tomorrow. Reinstall latest version. Or just download the Linux one and try again. Thanks y'all
Are y'all sure the epic games version doesn't work? I got that one for free too in an offer somewhere
I didnt know theres an epic games version but it might work if its the same build #
The patcher is flexible enough to work on both gog and steam games despite them having differences.
Base game on epic is like 4$
Def better than steam 24.99
lemme know if you get a chance to run that (no rush) but I've got some fancy logging in there I'd like to see.
my handheld always crash and shutdown itself when compiling. on anbernic rg28xx with knulli
Make sure its plugged in when you do it and that your device settings are off for a timer to sleep
ohhh
Yeah. You want yoir device to be able to just stay on. Not have a sleep timer set. This takes literally 4-8 hours to patch.
How does sleep end up killing a process? You don't think it's an OOM? Looks like an OOM to me.
Turn on zramswap. You're running out of memory because you have so many roms and so much scraped content in knulli there's no ram left for this port.
Also, why wouldn't my knulli sleep prevention step in the patch script be working?
Pan4elec working good
Aliens

how do i turn on zramswap? the patch is running fine this time tough
Its some knulli setting. If you can't find it ask in the knulli discord. Your dead cells game will crash if you're already running out of RAM on install so make sure you turn it on
I was just stating some stuff he might have not done. I wasn't saying that was the problem. I k ow that when patches are interrupted, a lot of the time they have to be started from scratch.
Oh wow I didn't know you could even do that. Thats some next level awesome. Was just trying to help. I obviously was mistaken.
It's $8.99
regional pricing
25 euros here lmao
thats the bundle
try clicking on this
should say 4-5$
$24.99
when converted its 21,45E base price here
What about this?
I don't think that version works...
F
The instructions specify the Linux version and Epic games doesn't has Linux support on any game
( I mean certain engines include Linux games but that's not important for this)
That's so weird. And the TSP doesn't do this? Just brick?
Yup, and the logging clearly shows a 0,0 offset at 1024x768. 
How bizarre
THERE IT IS!!! sdl=1280x720
Probably muos sharing their TSP build scripts
But how does sdl2resolution get the correct resolution? o_o
sdl has like 4 functions to get resolutions so they might use different ones?
48 pixel offset
Yeah I didnโt try hard to count it
Just squinted and was like โhrmmmmmmโ 16
So what do we do?
Do I code up some Binarycounter-esque workaround or do we complain to muOS?
@severe sand any reason why sdl2 on muOS on the TrimUI brick would report a different resolution than the device actually has? Iโm using the latest Jacaranda build. โค๏ธ
PortMaster reports the right resolution, which is even weirder. 
this is not correct is it?
Spoon not brick

Report isn't even the issue because I ignore it, its just when I display a 1024x768 window, because SDL thinks it has a 720 height screen, it crops it
I could do 1024x720... Might feel a hair stretched
Thatโs fair
Iโm in bed so I canโt fault you

Iโll install kanolli tomorrow and see if the same thing happens
Eh only if you want to
i have knulli I'll try installing the latest patch in 2-3 hours
On a TrimUI brick?
yup
Excellent:D
2 weeks back i tried installing the first patch that @mellow path had shared but couldn't get it working at step 4 I guess
hopefully it goes through the port & patch page
Yeah its better now. We have a single writer for astc encoding to not make the userspace filesystem oom
also just a wild thought I have a dual boot laptop, would it be possible to get that compilation/encoding done on that hardware?
Nope
Technically yes, will it help. No because you would need to run in it in a qemu chroot which steals every performance
It will be faster on the device
Nvm it won't even work because of the linking
You could run astc encoding native but I haven't written any of those systems so no
I fixed the linker to be relocatable
Ah
But it doesn't matter because I'm not sure it'll even work building a cross-compiling hashlink aot compiler. Nobody has tried it and it may take some hacking.
I never needed to because I developed on aarch64
I wish
yeah figured 
So some research into this, the internal SDL backbuffer for rendering is sized wrong, but it hands it to the GPU with explicit instructions to scale to the screen. You're probably getting weird scaling artifacts on TrimUI brick in all the emulators.
My scaling code is based on the stageHeight/stageWidth instead of the actual screen size reported in SDL which is why it comes out wrong. I can do that weird scaling stuff too for Brick but it'll have some artifacts becasue we're already rendering in a downsampled buffer
this should write some crap to uinput every 10s or so (aarch64 bin)
I already have a solution in the launch script, I was just giving NYAP grief about saying it didn't work when he hadn't checked.
If anyone has a muOS brick, I'd be really curious about the output from running this program.
really appreciate the comparison!
That was a Brick with a recent Knulli alpha. I am flashing muOS Jacaranda now.
knulli looks as one would expect... I'm curious what muOS does
huh. That's normal too.
really appreciate you testing though!
Ok, I found the issue. Dead Cells is compiled with a fixed window size of 1280x720 and muOS Brick for some reason doesn't resize it. Actually this might be an issue on all Bricks which just happen to have a vertical resolution above 720 that's not rocknix (ie framebuffer).
so not an issue with muOS per se, it's a Dead Cells bug combined with all framebuffer OSes on screens taller than 720
Brick Fix
Trialing it now.
I really appreciate it.
damn that brick looks nice. I almost bought one today... amazon has them in the Seattle warehouse and they said same-day shipping but I resisted.
Hopefully this is the trick. ๐
๐ค
still offset?!!?
Yeah it looks like I grabbed the latest version?
yes, I took all the logging out and there's no logging in your post
Mega is a pain in the arse to download on my phone.
Then to scp across.
Then to autoinstall and patch. ๐
Thatโs a fuck up. 
maybe, but I don't know what else to look at and I fixed everything that the logs said before.
I've got some installs running here and I'll see if they show anything interesting.
Without logs weโll never know.
sure, but what do you log?
What size window is being created?
Sure there may be some fluke where it doesn't create the window correctly, but I tested it on a few systems here to verify that it's not manually creating a 1280x720 window anymore.
the patch explicitly removes the string with those dimensions
so I think there's some other cause I'm not logging
Becuase the theory I had was kinda bullshit... SDL does window resizes and we trigger a resize frequently, so there's something else going on
Window resizes are ignored?
Can you debug the window creation information?
Maybe in your runtime hardcode dimensions to the devices dimensions. ๐
Otherwise I dunno.
When I get home Iโll try that other program out I guess.
other program?
This?
Or not necessary?
naw we got somebody to run that already
Itโs weird because love2d is fine
So I suspect itโs the window creation, the window gets created at the wrong resolution then never changes.
yeah, I thought it was because dead cells was hardcoding it's window size to 1280x720 but we fixed that. I verified on my end that it's fixed.
I know the TrimUI sdl is kinda jank.
What if I have the wrong version.

The mega one you gave me the other day. 
Got an md5sum of the zip?
in other news, I just unbricked my handheld that I had disassembled with a broken bootloader... all day I tried everything. EXCEPT a different usb cable.
I'm gonna quit hacking for the evening. Wish me self control to make it through the night without buying a brick.
oh... I'm too old though
12 months - 5 years... I turn 49 on Sunday
Wow, old man!
hey can you go into graphics and fiddle with fullscreen/windowed and see if it jumps into place?
happy birthday!
I think I just reproduced it on my desktop
Did nothing. Since it canโt resize the window.
How is this only the brick but not the TSP?
will this fix this offset? im running knulli on the brick
yupp tried this
Thats good data its not the OS
oh i was just trying to copy the patched files to nextui card hehe
but now that you mention this I don't think it'd work
Because it has to do with the window being set to 1280x720 then it trying to be resized afterwards, which it can't do.
I'll leave it as an exercise to you why this is not a problem on the TSP.
Yeah in theory its all devices that render to kms/DRM (no sway/wayland) who have a screen with one or both dimensions over 1280x720
Its just the brick is the only device like that. Speaking of bricks though, I unbricked my rg43h which also is 1024x768 so I'll try on that tomorrow after i reassemble it.
Tbf the 353v doesn't have a screen over 1280x720.
The TrimUI sdl2 builds have always been super janky. I know muOS had to redo their entire frontend to stop it acting like a total turd.
Ah ha. Because it's 1280x720! I geeeeet that!
Wish the mobile version worked cuz I only have it purchased on phone
Sadly the mobile version is built an entirely different way and would require restarting this port from the ground up. The mobile version does not support the speedups I've added so it would also need a whole entire rework to support anything less than 2gb ram, and reports are that it's not awesome on systems like the x55 even with 2gb ram.
1024x768 dArkOS no issues
offtopic, but any success with that stubborn memory?
No, I suspect it's reject 1gb dimms rebranded as 768mb. I nearly bricked my bootloader trying to enable it and no matter what I tried it would not read. Even at 300mhz it doesn't produce a stable signal and the other 3/4ths of the bank is rock solid.
Anyways I traced the shit out of this and there's no resizing, it creates the window perfectly the first try in the right size. I'm gonna ship the port and if somebody wants to do some deep dive on SDL on brick in the debugger that's probably what you'd need to figure this out.
manufacturer says they're sending me another unit with 2gb ram
fuckit I bought a brick
Put the invoice into the opencollective ๐
I got it overnight delivery from amazon and I can return it to the grocery store next to my house for free.

amazon bought a chain of grocery in the USA: Whole Foods and they run them all as amazon return centers. Also I live an hour away from Amazon headquarters so they do overnight and same-day delivery and apparently ampwn's local warehouse for amazon is here.
Why send it back?
heh, because I have too many handhelds
Fair. ๐
Sadness
I absolutely love this. Hahahaha
I'll buy an SD8Gen2 Device from you if you feel like lessening your load! ๐
Wait what?
Dead cells?
On MuOS and Knulli?
What kinda black magic is this? How many sacrificial rituals were performed to achieve this ๐คฏ
We do not talk about the screams coming out of the basement
All of them
Hey, we only sacrificed adults!
What was that 
Did Slay the Spire project stuck at control scheme
Wow man you even released the files 
Hmm it says vibe voded. But if it works I ain't complaining cause this is free to use, no obligations.
LLMs as a tool to launder closed source code into open source
Note I haven't released my decompilations or the source to my decompiled patches.
Ram usage is so much better now
Hi, is there a patch for 34xxsp, 2GB RAM, or something similar? The game is creating artifacts at the top and bottom edges of the screen, as well as in the second (and further) location, and the frame rate is becoming increasingly unstable.
The h700 is right at the limit of what it can handle.
Surprisingly the R36S has better performance in the game.
I don't think the problem is with the processor, but with the screen resolution or something else. If the camera zooms out, everything outside the screen starts to leave a trail and linger.
Sometimes the character starts to shimmer with different colors; this always happens when choosing a costume. Some elements become square and start taking up more screen space than they should. I think this is a rendering issue.
Pics would be nice
Send your patchlog this shouldn't happen.
now to install the best operating system you can get, surwish os!
The third picture in the middle shows what the suit should look like.
I managed to catch the stripes from above; they only appear on the surface; they don't appear underground, and sometimes they start to shimmer.
Itll flicker in the selection menu but once you select it it should be fine. Thats by design.
I don't understand the problem with the red circles though
Looks fine to me
Oh maybe you're running an older test version and you're referring to the parallax fix I did?
The red circles start to flicker and the image in them is doubled, they are also at the bottom, sometimes they can block the interface
I took the port from my community, there is a chance that I donโt have the newest build, thatโs why I came to you)
Ah
I would say that I'm going to have a new release that scales the game differently in about 8 hours so I'd just wait.
Seems like youre running a really old version
Can you send me a pic of your full screen?
When playing in game?
I'll send a screenshot, but I need to find a suitable location. It'll take some time.
I'm not very good at using Discord, can you provide a link to a more up-to-date version?
Just wait. I'll send you the link in a few hours.
Looks fine to me
I think he's talking about this old issue: #1472822060966477914 message
ะกัะฐะฒะฝะธะฒะฐั ัะบัะธะฝัะพัั ั Nintendo Switch ะธ Ambernic, ะผะพะถะฝะพ ะทะฐะผะตัะธัั, ััะพ ะฝะฐ ะธะทะพะฑัะฐะถะตะฝะธะธ ะฟัะธัััััะฒัะตั ัะธะปััั ะธ ะฒะธะดะธะผะฐั ะฟะพะปะพัะฐ, ัะพะทะดะฐััะฐั ะฒะธะทัะฐะปัะฝัะต ะฐััะตัะฐะบัั.
english please. It's ok to use a translator, I'm the developer and I don't speak any russian apart from a very incorrectly pronounced ะะดัะฐะฒััะฒัะนัะต. Oh and know the first phrase of the Song of the Volga Boatman.... Aaaay uch nyum (or whatever).
but that's clearly paralax bugs I fixed.
When aligning screenshots from the Nintendo Switch and Ambernic, you can see that the image has a filter and a visible stripe that creates visual objects.
God I wish I had the horsepower of a Nintendo Switch... just a totally next-level class of hardware. Be prepared for a LOT of compromises to get this thing running on such slower hardware compared to switch.
It's funny, I'm from roughly the same region where this song is from)
I sing it in an overly-dramatic fashion every time I do chores in my yard.
https://youtu.be/SRe1dsXs6_s?si=6ku2zXrr_URZqOUB
Visit http://www.oktavism.com for more info on the oktavist voice!
Oktavist Pavel Myakotin ends on a resounding G#1.
So my version is outdated, thanks for the information.
I think it's worth waiting for the release of a new version, rather than installing the one that exists
I consider the game tested through, at least the base :p
Is that really the end though??
well after that you start again at the beggining with some stuff like bosh rush unlocked, so I would say yes ๐
How much fps do you feel? Does it drop to 15 in busy scenes?
I would say more, but 3566 has considerably better gpu than 34xxSP
depending on how old your version is, it's sped up slightly
the fact that you've got flickering costumes implies it's before we nailed the color swap textures which were suuuuper expensive

In order to fix it I had to break binary portability but I'm working on a more elegant fix that is also portable
I'm curious to know the issue. ๐
Final PR Version
- I mean it this time
- Until the next one
The issue was the 1280x720 window size got embedded in to SDL, or actually Heaps render cache in a way that couldn't be changed. And all my attempts to resize the window, even though if you queried the variables and they printed out "nono... you totally resized it" did not actually change some internal variables that we didn't have access to in our patches.
It's tricky because it's not exactly open source. I can change any code in the game from decompile/recompile but there's always a few crashes and a few warnings when I reassemble the thing so I hadn't put prints deep into the heaps codebase because I wasn't decompiling/patching heaps in that depth becasue it's kinda complicated and the decompiler isn't exactly perfect.
Understandable
Anyways, I just built a fresh decompile/recompile of the SDL window creation code instead of resizing it and that fixed it.
but every other device doesn't really care about being resized, it's something to do with that specific SDL
You probably wouldn't see this problem in other codebases it's just heaps bases so much of it's setup on the SDL window size and normally when you tell SDL to build a fullscreen framebuffer window it just tells you the correct size
but we were like, "build a fullscreen framebuffer window at 1280x720" and SDL was like, "Sure I can do that! Well, I can't do the 1280, so I'll make that 1024, but I can totally do the 720"
although, I didn't plumb it totally to see that happen, it's just my assumption from changing some behavior and watching the results.
@mellow path o_o
Maybe its just the title screen?
It has this random colour stripe across the top. 
naw
oook lemme get back to see why it failed... must be misapplying the fix or something
can you send me an md5sum of everything in your port folder?
(not the astc dir)
Loading screens are kinda jank
but all the *.hl *.so and everything in patch/ and tools/
yeah that's clearly wrong. but it's not the code I tested on my device.
This is everything except astc files.
I'd really rather not redo all my textures though. ๐
lol
also it looks like I excluded a huge memory saver for level generation too although we've had fewer OOM's lately
Yeah, it peaks a bit right at level transition so I force a texture flush before
a133p I/O lock?
wasting your time by being careless... I appreciate it
Shit happens, doesn't phase me in the least. ๐
Copying across now
ok I fixed my build to not make that mistake again
neat!
So Jealous...
god this feels like such a hack
[root@KNULLI /userdata/system]# swapon /dev/zram0
[root@KNULLI /userdata/system]# free
total used free shared buff/cache available
Mem: 997816 521180 57784 12908 447272 476636
Swap: 262140 0 262140
Works perfectly!!! ๐
do it!
I'm not a maintainer on github
I need to have an updated PR to approve it
Looks so good on this screen and it plays so well
https://github.com/PortsMaster/PortMaster-New/pull/2310 this should be current
Game Information
New Port for: Dead Cells
URL: https://dead-cells.com/
Submission Requirements
CFW Tests
Ensure your game has been tested on all major CFWs:
ArkOS
AmberELEC
ROCKNIX
muOS
Knu...
Is the one last brick fix include this fix?
yep
Approved!
What a great project. Really appreciate your support on it.
oh, the commit is held op on @sly vector
Well it needs two people anyway.
Sorry
Now open the floodgates! ๐
I'm not a native speaker; is that vernacular workplace parlance for:
"my priorities have shifted and I shall henceforth devote my time to loftier goals"
-# "you slags"
[also works OK on rg40xxV muOSโฆ mostly playable (if not very enjoyable) on 0-1 BC but gets trickier with many enemies onscreen on higher difficulties]
Nono... I'm just excited
Because itโs your birthday? ๐
Dead Cells shipped. And first contributions to muOS and Knulli... Its a good bday
Also sunny so I'm gonna go rock climbing with a bunch of people.
It might be a good idea to add a warning that steam dlcs are not supported
Oh this is fun. Just installed muOS Jacaranda on a new SD and started patching Dead Cellsโฆ

-# sorry
totally my fault
I forgot to push the final fix. The current zip on this testing thread is correct and I have a PR open to fix the release in the app.
#1472822060966477914 message โ this one ?
Seems to be working.
Yeah also you can just replace this one file:
#๐ฉบ๏ฝport-help message
@mellow path merged mate, new build will be out in a few minutes. ๐ซถ
As my Yorkshire friend says... "Foooking legend!"
In that case I happen to check portmaster new and get 1 mins reupload lol I mean what's the deal
the wait begins
Its gonna be so confused by the 1 TB ram in there
can someone look what's happened i tried gog version to test dlc but it crashing before compilation
See this #๐ฉบ๏ฝport-help message
yep now compiling started thanks for help
Loading 241 swap texturesโฆ
This is going well.
(but it went well before, so it's par for the course)
What's that handheld? Looks curious
So the one on PM right now is not correct?
Saw this after
Sorry
AISLPC rg43h prototype.
rk3562 CPU
I can't download the file from this link. My VPN doesn't support it either, and it gives an error.
Use the Portmaster app its released now
is portmaster comp
Huh?
In the first two screenshots, you can see a stripe at the top. In the other two, instead of a white square, there should be a death scythe; that's her attack.
compiled from portmaster
This isb34xxsp
I wonder if the 720x480 really does break cause issues
May be
I'll reinstall everything now.
Portmaster gives an error and does not work.
OSError: [Errno 5] Input/output error
0: 1
{'name': 'muOS', 'version': '2601.0_JACARANDA', 'device': 'rg34xx-sp', 'resolution': (720, 480), 'analogsticks': 2, 'cpu': 'h700', 'capabilities': ['power', 'armhf', 'aarch64', 'restore', '3:2', '720x480', 'muOS', 'rg34xx-sp', 'analog_0', 'analog_1', 'analog_2', 'hires', 'wide', '1gb', '2gb', 'ru_RU'], 'ram': 2048, 'primary_arch': 'aarch64', 'glibc': '2.38'}
I don't understand what to do.
Hmm..
no it doesn't, this was developed on 34xx-sp
OSError: [Errno 5] Input/output error
Looks like your sdcard is corrupting

