#Retro Kart Rush

56 messages · Page 1 of 1 (latest)

hoary oxide
#

Retro Kart Rush

Hey, hey!

This is my first time porting a game! I'll update here as I work on it. Right now, I'll just post a general thread to get started and get some more input as I'm facing some issues.

It's a Godot game that was made with Godot 3.4.2.
The port is not completed as of yet, but the game does launch. Controls are the problem- the game crashes upon any GPTOKEYB input.

Steam link (paid game): https://store.steampowered.com/app/1877000/Retro_Kart_Rush/
SteamDB link: https://steamdb.info/app/1877000/

The Godot FRT Runtime I'm running the game with is 3.4.5, although I have built a 3.4.2 runtime as well and have gotten the game to launch. I have an Anbernic RG35XX H running Knulli for testing, so I will need some help testing on other devices/systems.

Github link

https://github.com/Elkom/PortMaster-RetroKartRush

Problems

Any input defined in the .gptk file causes a game freeze and crash (segmentation fault). I've noticed the same happening when the function button is pressed.

I've tried both GPTOKEYB and GPTOKEYB2. I think the latter of the two doesn't even transfer the inputs to the game, but that could have been me not configuring something correctly.

If you take a look at the GitHub repo, you'll also find the binary I built (3.4.2). Also, I'm adding a log.txt in this thread of the crash.

TO-DO:

  • Fix the controls/input crashing the game
  • Edit README.md and gameinfo.xml
  • Add necessary license files (gptokeyb?)
  • ...

Testing

CFW Tests:
[] AmberELEC
[] ArkOS
[] ROCKNIX
[] MuOS
[X] Knulli (Optional)
[] Crossmix (Optional)

Architectures: 
[x] Aarch64
[] Panfrost (Mainline)

Resolutions: 
[] 480x320 (Optional)
[X] 640x480
[] 720x720 (RGB30) (Optional)
[] Higher resolutions (e.g., 1280x720) 
thorny moat
hoary oxide
#

Oh, I didn't notice since I bought the game on Steam. I wonder if the itch.io version has better compatibility here

thorny moat
#

about to find in a minute

#

well, controls work in the menu, but it has issues loading assets when loading a track

hoary oxide
#

That's something!

#

I need to get the itch.io version and try to work on it. In the meantime, let me try to get the linux version from Steam and see if it's the same version

thorny moat
#

so I reexported it and now it loads

#

runs at I would say 5-10 fps-ish?

hoary oxide
#

From Steam, linux is the same Godot version as on Windows- 3.4.2

hoary oxide
thorny moat
#

you can always try to mess with rendering settings and see, but 3D games usually dont run great, even less with godot 3

hoary oxide
#

I see

thorny moat
#

im gonna force vertex shading and play with some other stuff, maybe it will help

hoary oxide
#

There is a setting in the save-file.cfg that relates to the render distance

#

and camera tilt, if that helps

#

but the settings are rather sparse

thorny moat
#

so far not really

hoary oxide
#

bummer

thorny moat
#

I really wish godot 3 had the very convenient internal resolution scaler like godot 4

hoary oxide
#

It's rather a bit late for me, so I'll take a break for now and come back

thorny moat
#

oh render distance setting helps quite a bit

hoary oxide
#

I need to test it out as well

#

What are you running it on?

thorny moat
#

35xxsp

hoary oxide
#

so pretty much the same as me (35xxh)

thorny moat
#

actually the performance isnt that bad as I initially stated, but dips when there are things like turbo particles etc

unborn wedge
#

Btw if you do need to patch out the steam calls, the dev has allowed to do so for one of his games previously Lab Remnants

#

So just gotta ask for permission to do so

wispy plinth
#

If you can get it running at least, I'd love to play this in my Odin2 Portal at least! Hahaha

flint basalt
sharp iris
#

Maybe just lighten (or remove) the turbo particle, etc. effects

hoary oxide
#

I didn't have much time to check on this these last few days, but I did try patching out the Steam calls just to see if it would work

#

I don't know if I did it correctly as the game still doesn't like input

#

all of this was done just as a test

#

so I will probably just try to get the itch.io version to work as best as I can, but I'm a bit stranded on modifying the actual graphics (viewport and lightening/removal of particles)

#

is there some other game I can look at for reference?

#

any help is appreciated 🙏

#

and if this game can't be feasibly run/ported- I have other games in mind to try porting

#

in that case, what do I do with the thread?

thorny moat
#

it can be tagged as inactive in case someone wants to take over, or deleted

hoary oxide
#

I see, thanks

#

i'll give it a try with the itch version this week, and if I can't get it working i'll play around with other games i've been thinking of porting

wispy plinth
wispy plinth
#

And for $1.99 it's a steal!

wispy plinth
hoary oxide
#

To be completely honest, I didn't really touch this since then because I had work get in the way. There's also the fact that I'm fairly new to this and I need to learn how to optimize games to work

#

but I'm willing to learn and make it work if it's possible

#

Do you have some pointers I could use?

unborn wedge
hoary oxide
#

Thanks!

hoary oxide
#

A small update: I was looking into how to make this work, and I was trying out some things, but I didn't get far. I think I will put this on the shelf for a bit to see what I can do at a later date.
I tried modifying things like shading, anisotropic filtering, changing driver, pixel size, and the like. Sadly, I don't think I did a good job because at one point I got the game to launch but not start a race even though I tried repacking a couple of times 😕