#HaxeNXCompiler: Create homebrew with Haxe for the Nintendo Switch!

1 messages · Page 2 of 1

blissful otter
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me cagaste

analog oasis
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Estoy hablando de VS Camellia v2.75 xD

blissful otter
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me cagaste de verdad 😭

analog oasis
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Uh, era la segunda, ok xD

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Uh.. Pero el juego me va a cargar la sección de BF creo xD

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Y no tengo soporte para las vocales (solo un archivo de música a la vez)... Tendré que unir ambos archivos hasta que agregue algún soporte para estas cosas de fnf

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Uh.. Dejaré decidir a Moonchart qué formato de chart es ese xD

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No tengo idea

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Psych tal vez?

analog oasis
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A lo mejor alguna nota.. No, no tengo idea que mierda paso allí xD

blissful otter
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hmmmmmmmmmmmmm

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talvez se combinaron las notas de camellia

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no c

analog oasis
blissful otter
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tmb

analog oasis
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Uhhh...

lavish roost
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wue verga

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te inventó código

analog oasis
analog oasis
# analog oasis Uhhh...

Apuesto que si lo dejaba más rato me iba a, o llenar la SD o la RAM si realmente estaba escribiendo datos xD

blissful otter
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momento homebew

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👀

analog oasis
# analog oasis Ok, wtf

OffBeat was originally a Wii U game called OffBeatU.
Here is the last recorded progress I made on the game before I couldn't continue due to instability and issues of Leafy Engine

You can also see how the same idea was different on the Wii U compared to what I've been showing on the Nintendo Switch
https://cdn.discordapp.com/attachments/1366529844791345192/1412972801614282913/2025-09-03_21-26-44.mp4?ex=68ba3cf7&is=68b8eb77&hm=f381e25f61f187718718fedc7475441404b51249f01e1b37df783a4425e931a9&

blissful otter
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siempre las transiciones entre escenas son clean

analog oasis
blissful otter
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no c, tu sabras

analog oasis
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Si te estoy diciendo "como asi?" es porque no entendí que quisiste decir xD

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El tema de transiciones aun no lo he implementado en el engine de la Switch porque me rompía todo, realmente solo estoy usando con el alpha de la cámara principal

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Y en la Wii U.. Eso era mucho pedir para el engine ese xD, realmente seguir con la Wii U desafortunadamente no era muy viable

blissful otter
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😔

analog oasis
blissful otter
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sustains moment

analog oasis
analog oasis
# analog oasis ...

Damn, this is difficult to implement, especially with the batching thing involved, which makes everything a bit more difficult in general xD...

analog oasis
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Como así?

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Ps que tenga entendido no como tal, creo los 4 batch, uno por lane y ya luego agrego cada nota a un batch según lane qué le corresponda
Ya luego en general actualizo su posición en Y y ya

analog oasis
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Tons cual es tu pregunta? Pq yo tampoco la entendí y respondí lo que pude xD

rough lichen
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pq no lo haces automaticos

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tipo

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tipo

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draw items y con un stack de ellos

analog oasis
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Mmm
Es que literalmente tengo un array con 4 batches, esos los añado al state qué se actualicen solos en update y render

Al momento de generar las notas, si la nota es del lane 4, irá al batch 4, si es del lane 1, ira sl batch 1

Luego de allí actualizo la posición de todas las notas de cada batch y ya

Así es la lógica que llevo

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Hay un array de solo los batchs qué contienen las notas separadas por lane, y les paso los datos de la nota actual que esta en otro array qué es del chart como tal cargado, mayormente la posición y el valor del hue-shift

Si no es la mejor forma, pos bueno puedo ver que hacer pero eso me había solucionado el problema inicial de tener muchísimos objetos y llamadas de OpenGL

rough lichen
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osea puedes hacer lo que hace flixel

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que es que tiene un stack de draw calls

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y reutilizar/fusionar los que tengan el mismo grafico y shader

rough lichen
analog oasis
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Bueh, podría, pero lo que tengo por los momentos sirve bien
Igualmente mi lío esta nomas con la holds, que no figuro como hacerle mayormente con el tema del.. Eh, que se corte mientras la mantienes en el receptor, es donde ando perdido, porque el resto bueno supongo que puedo estirar la el cuerpo de la hold en función a la longitud qué debe tener y eso y poner la punta al final de ello, así al menos ando pensando, lo único que no es la parte del corte xd

analog oasis
# analog oasis ...

Nah, I give up on holds for now. There's no way I can implement them without breaking the entire gameplay.
I'm going to focus on other things I know I can do xD. It bugs me because without holds, I can't move forward with other things either

analog oasis
analog oasis
blissful otter
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nono

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hes crying

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.

analog oasis
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Random fact:
There is a port of StepMania 5 for the Nintendo Switch:
https://github.com/retronx-team/stepmania-nx
But it no longer works (probably due to changes in the Switch firmware and homebrew?).

Although my game OffBeat is nowhere near what a StepMania build could offer, I think it would be a good alternative for playing SM charts (and others charts from other VSRG games) on the console since that port doesn't work

GitHub

Stepmania 5.x Switch Port. Contribute to retronx-team/stepmania-nx development by creating an account on GitHub.

blissful otter
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wha

analog oasis
# chilly patrol Will you add modcharts

I'd love to, but I have to research how these things work, especially the issue of altering the hold note, but first I have to get the hold note working properly.

analog oasis
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The new version of HaxeNXCompiler will have significant changes and will finally no longer be based on HxCompileU..

blissful otter
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peak

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but why this

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why source.Main instead of Main

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🤔

analog oasis
blissful otter
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ohokok

analog oasis
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A new version of the Switch system was released a few days ago, and there are already beta versions of Atmosphere, which is the custom system used for this.

However, Nintendo changed many things internally and... Also something related to memory management, I don't think I want to try this new version until all the homebrew I use is updated to those changes.
I'm also a little worried about how the hxcpp I use will handle these changes, since it's already a little broken and doesn't free up all the memory when exiting, and with these changes, I don't know if things will get worse or not.

So for now, I'll only test this project with version 20.4.0 of HorizonOS and Atmosphere 1.9.4 along with Haxe 4.3.6. I'm sure Haxe 5 should work, but I haven't tested it.

blissful otter
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wha

analog oasis
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Another reference to the Switch engine
(I haven't posted more about it because I'm figuring out how to optimize the renderer xd)

lavish roost
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IM GOOD AT OPTIMIZING

-# and breaking a lot of things

analog oasis
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I'll keep you in mind, but I've already found the level I like and that I've been able to reach (I'll see if that level is enough for my game or not xd)

analog oasis
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I would like to be able to make a chart for this song as a test in the OffBeat game
But I don't know how to make charts, especially not in the style of Dave And Bambi
https://youtu.be/HKL7-adBPrw

OH GOD

BPM: 128-32768
Genre: Extratone

From April Fools 2025!

For more direct updates on my music and other works,
Join my Discord!: https://discord.gg/CKABNpNWtN

To support my work and help me experiment more,
visit my Bandcamp!: https://a-saph.bandcamp.com/

▶ Play video
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But in general, I've always wanted to do something with A-Saph's songs (like a modchart) ever since I was with Slushi Engine heh

analog oasis
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@blissful otter te conoces alguna lib de Haxe de GLM? solo encuentro algunas incompletas o viejas, idk queria hacer el cambio a GLM pero no me doy claro como hacer los bindings y honestamente tampoco le tengo ganas xd

blissful otter
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pero para el uso con opengl ya hecho

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no

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eso tienes que hacerlo a mano

analog oasis
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Wa

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Bueh ni modo, si lo hago, lo haré público xD
Tanto tiempo y no hay algo así público

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Aun que, tantas libs que he estado haciendo y si bien son para la Switch, no deberían diferenciar en nada de sus, versiones normales
Así que tengo un buen port de SDL2, o de OpenGL 4.3 ES y así xd

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Igualmente no las haré públicas hasta no sacar el engine

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Da igual, gracias de todos modos xd

analog oasis
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I don't have anything to post here so.. I'll leave a leafeon and that's it

analog oasis
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Bad news
Unless I missed something, the latest hxcpp (commit 767fe94) doesn't even start on the Switch.

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It's a good thing I didn't update the hxcpp fork of this project directly,
So, I'm not going to update hxcpp, and we'll stick with the version from two months ago

blissful otter
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use reflaxecp-

analog oasis
blissful otter
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holy

analog oasis
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But I won't do it for the Switch, unless I want to mess around with something like modules for Atmosphere and don't want the weight of hxcpp, but something more straightforward

analog oasis
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Just a stupid test heh

analog oasis
analog oasis
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I hate how difficult it is to generate text in an optimized way

analog oasis
analog oasis
blissful otter
analog oasis
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Does he/she know how to generate text efficiently?

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Right now I'm looking at something with stb_truetype, to see if it works well or if it blows up the engine, heh

blissful otter
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ademas, podrias simplemente guardar tus caracteres en un spritesheet

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y dibujar cada letra con batching

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no creas una nueva textura, solo cambias la posicion de que letra quieres dibujar

analog oasis
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yay, errors :3

blissful otter
analog oasis
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El formato de archivo dices?

blissful otter
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cualquier archivo de fonts

analog oasis
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Bueno, se
Pero el problema viene de otro lado xd

blissful otter
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no creo que sea posible cambiar solo una letra intentando usar esos archivos

analog oasis
blissful otter
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a menos que generes el spritesheet desde antes pero seria algo un tanto engorrozo y medio complejo de hacer

analog oasis
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Nah, seguiré con lo que tengo
El error es que estaba definiendo mal ese STB_TRUETYPE_IMPLEMENTATION y me causa problemas con el linker

rough lichen
blissful otter
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diomio

analog oasis
blissful otter
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nokia aaaah font

analog oasis
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Yeah xD

analog oasis
blissful otter
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yo cuando vertices

analog oasis
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Bueh pero felizmente ya hice el cambio a GLM en vez de hacer las rotaciones en el shader

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Me costo una mierda usar la liberia, no por lógica de como se usa, si no por el puto hxcpp

blissful otter
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estas usando operaciones solo en dos d? o usaste operaciones para tres d

analog oasis
blissful otter
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a

rough lichen
rough lichen
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o
x = x0 * cos - y0 * sin
y = x0 * sin + y0 *cos

blissful otter
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para dos d es mas facil crear tus propias clases que hacer bindings de glm xd

analog oasis
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Afortunadamente en este proyecto no puedo poner algo como lo que puse de borrar System32 en Slushi Engine XDD

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Fuera joda me gusta que haya conseguido otro proyecto con el que salir de ese engine de fnf, quedo con un mal ojo que no me estaba gustando pero que tampoco había mucho que hacerle ya

analog oasis
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lime

blissful otter
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queeslimetrollface

analog oasis
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Lime

blissful otter
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comprendo, es cal

analog oasis
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Nah realmente fue un error cuándo estaba buscando algo y ni en cuenta xD
No ando haciendo nada con Lime para la Switch, y.. En general tampoco con el engine, ando cansado y hostinado del proyecto

blissful otter
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no problema, el descanso es lo mas importante al final

analog oasis
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It took me weeks, but I finally finished the text object with... Real 3D perspective.

analog oasis
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It definitely helped me switch to GLM, even though the bindings are rubbish and I often resort to using C++ code directly

analog oasis
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both sprites are 3D, but the text has the function for that overwritten because by default it doesn't work well with several separate sprites, the text gets... quite distorted.

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I still need to improve the function that handles that.
But at least I'm no longer forced to use what the shader has

analog oasis
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Ha, how stupid of me. Ever since I started working on the engine project, the audio engine always had a problem obtaining the audio duration. The version of SDL_Mixer I use doesn't have this function natively, so I used a separate library, and today I switched to stb_vorbis.
It turns out that the problem was always that even though I was using .ogg files, they weren't explicitly "OGG Vorbis" files. SDL_Mixer didn't mind and worked fine, but at least stb_vorbis didn't like that... Months without understanding why, and it was all because I was using a different type of the same file.

analog oasis
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I have to be honest.
I don't want to talk about my problems in a public space, but...
Um... The Nintendo Switch game/framework engine project created with Haxe has been in a strange state for a while now. I stopped liking the project a while ago, and now I don't even understand the most important part of the engine, which is the renderer. I haven't achieved the performance I really want, but I also feel limited if I want more things, like shaders.
And above all, what's destroying me is the issue of shaders, because they're an important part of the OffBeat game. I can't leave them out.

The engine is in working order, but it's still nowhere near ready to actually make a game... Like the one I've been looking for for at least a year with the Wii U.

So... That's why I haven't shown much and I'm having doubts about whether to cancel the project and release it to the public in its current state (or maybe not even that, I'm not sure I want to make such garbage public), but that also means putting an end to HaxeNXCompiler (not definitively, but... Well, I don't have anything else to do on the console with Haxe if it wasn't the engine). I'm just not cut out for this kind of thing. It's not that I need a break from these kinds of projects, it's just that OpenGL is too complex for me, and I'm only destroying myself mentally and physically by maintaining a project that I'm growing to hate more and more, I'm the only idiot who's been working on this project (between the engine, the compiler, the OffBeat game, and partially the hxcpp fork) for three months straight, and it's exhausting.

icy sandal
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Hey now

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why you beating yourself up over reaching a bump in the road

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there's absolutely nothing wrong with abondoning it, dropping it, or doing something else

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if your skillset aint enough for now, nothing wrong with that

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you've identified that you have a knowledge gap, stepping back and doing something else is actually the correct thing to do at minimum

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there's many times where banging your head against the wall can be the right thing to do

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and there's also a lot of times where it aint

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you gotta figure out the threshold

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and it isn't something static

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The mind works like the body, if you're trying to lift something too heavy for you, its not going to move anywhere no matter how hard you try

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if you're trying to tackle a problem that's too difficult/with missing context it isn't that its too hard to learn at all, it means you just haven't learnt what you need to learn to make where you are easier - it'll come with time

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a lot of us in the server has been here :D

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its not uncommon for programmers to have many unfinished projects x)

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mix it up, do something you wanna do

analog oasis
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I kept going because I genuinely don't have any other projects to focus on, and I used it to escape my problems.
If I quit this, I'm basically giving up programming and Haxe until I find something new to focus on, and I don't have any other hobbies

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But... Yes, I'm not getting anywhere because I'm basically not learning anything.
I learned about Switch modding, its SDK is beautiful and very easy to understand, but I didn't understand anything about OpenGL

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I suppose I should leave it...
I'll think about whether to make it public, or at least make the Haxe/C++ bindings public, as they could be useful for someone else's projects

icy sandal
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Well, if the whole point was to run on a game console

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why not explore making some simple game you like

analog oasis
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It's a good idea.
But I had no other games in mind other than a rhythm game, a VSRG

analog oasis
blissful otter
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aveces es necesario saber cuando parar caun

analog oasis
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Supongo que al menos iré sacando poco a poco las librerías como la de OpenGL aun que sigan enfocadas a la Switch, ya podrá haber alguien que le sirva como base y agregue las liberias nativas como tal supongo

blissful otter
analog oasis
# blissful otter glm 👀

Nah, esa no creo, apenas y es funcional y realmente hay mucho código de C++ directo por errores de compilación, esa a sido una liberia que no entiendo como hacerle bindings xd

analog oasis
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Tons medianamente perdí el tiempo
Por lo menos este no llego a ser un proyecto tan popular del cual varios esperaran algo supongo

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Pero hacer un motor de juegos y más para una consola siendo el único que lo hace, es medio terminar pegandose un tiro, para mi OpenGL es más de lo que soy capaz de entender

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El engine de la Switch a lo mejor si te deje hacer un juego sencillo, dale que con batching y eso todo debería estar bien, te compro incluso un fnf

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Y mi idea fue esa, pasar de OffBeat y ver fnf, pero, nah

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Estoy cansado de esto..

blissful otter
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tomatelo chill y descansa

analog oasis
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Long sigh

analog oasis
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Well, in the class responsible for the Switch's touchscreen, I left a function to obtain an approximation of the pressure exerted on a touch... I don't know how useful it is or what use I would give it, but hey, it's not bad that it's there xD

blissful otter
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colors ds nintendo switch port

analog oasis
blissful otter
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peak

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(i still dont know why the official version of colors for the ds doenst detect the touch pressure)

analog oasis
# blissful otter (i still dont know why the official version of colors for the ds doenst detect t...

Este video lo explica todo (y es de donde quise yo ponerle eso al engine xd)
https://youtu.be/MWpgdLxilVY

Entra en SIHOO https://de.sihoooffice.com/GUINXU y consigue tu SIHOO Doro C300 rebajada con mi código: YTBGUINXU
O desde Amazon: https://www.amazon.de/dp/B0C3TNC785?maas=maas_adg_02F83433BEF5DCF7AA8F2E95D601F94D_afap_abs&ref_=aa_maas&tag=maas con mi código de descuento: YSIHOOSIX

La pantalla táctil de Nintendo DS permitía medir la presión ...

▶ Play video
blissful otter
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waos

analog oasis
blissful otter
analog oasis
analog oasis
blissful otter
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i hate making documentation

analog oasis
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Well. 24/12/2025

blissful otter
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what the-

analog oasis
blissful otter
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im just dumb sorry

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xd

analog oasis
blissful otter
#

merry krima

rough lichen
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nx compiler will be a gift from santa

analog oasis
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Yep, although well, the gift would be more like a... Framework engine, heh

whole turtle
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it will be fun to port fnf base game to this for me

analog oasis
blissful otter
analog oasis
analog oasis
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Mm, well

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There are still some things missing that make FNF work, and... Also OffBeat, like clipping for hold notes.

blissful otter
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if the framework is in an early stage, it would basically involve doing an fnf in opengl, pptimizing it would be easy, and grouping the notes, strums, and holds into a spritesheet would reduce the number of draw calls when batching, hmm, thats possible

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if you want perfect performance, it would be better to create an internal framework specialized in what you want to do

whole turtle
blissful otter
whole turtle
#

tyty blobhugging

analog oasis
blissful otter
blissful otter
whole turtle
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no it really isnt

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the first time i tried it out i just copied legacy :soggycat:

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it wasnt really fnf engine,

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the very first one i did sucked

analog oasis
blissful otter
analog oasis
blissful otter
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for basic things its good

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thats how it should be done now that i think about it

analog oasis
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I think it would work well for a FNF

blissful otter
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i think thats the way how flixel does

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optimizing draw calls in opengl is a headache

analog oasis
whole turtle
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the bunni pancake treatment

analog oasis
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But anyway, let's see if I can make a more organized and functional PlayState today, even if it's without hold notes

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Another fox

blissful otter
whole turtle
blissful otter
# whole turtle me too

creating holds in parts is hard because you dont know how many parts you need to create, creating holds by stretching the sprite is hard because you dont know how many pixels you need to stretch

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i h a t e h o l d s

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and code the holds gameplay is boring

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and making them work in the chart editor

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......

analog oasis
rough lichen
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thats... weird

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by example flixel saves color transform data and changes the shader data everytime smthing is drawn

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so you can use a single shader in multiple textures, even when it haves different values

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ur graphic system its like flixel or it has materials and stuff btw?

analog oasis
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I'm only talking about post-processing shaders.
I use FBO for that, so... I didn't see how there could be several objects that had a shader with different values, so if one value is changed, it will go to another batch.

analog oasis
analog oasis
rough lichen
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its own values??

analog oasis
# rough lichen its own values??

Yes, but there are only four notes with four different values, so there are four more batches.
In other words, there is the upward direction note, which is green because of the shader, and that generates one batch, but if there is another upward direction note that is also green, it is added to that same batch

rough lichen
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if u manage to swap values of a single shader while rendering

analog oasis
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I don't understand

rough lichen
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puedes hacer que sean un solo batch si logras hacer lo que dije

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que es que 1 shader pueda ser un solo batch, incluso si sus valores son diferentes

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incluso puedes juntar las strums en el mismo batch si usas sprite sheet

blissful otter
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en opengl tienes programs [shaders] y buffers, el objetivo del batching es unificar varios objetos en un solo buffer y program, como resultado tienes solo una draw call

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si tienes todas tus notas y holds en un spritesheet el batching es posible

analog oasis
rough lichen
#

que es lo mas optimo

blissful otter
analog oasis
#

Técnicamente se que se puede con instancias desde el vertex shader y eso

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Porque ya lo hago con el shader que usa el batch para renderizarse

blissful otter
analog oasis
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Pero para shaders de post-procesado, no quiera esa cosa pq siento que complica todo, tons para eso use uniforms, pero a ese coste

lavish roost
#

que andan hablando chicos

blissful otter
lavish roost
#

quiero hablar con ustedes ola

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como estan

lavish roost
rough lichen
analog oasis
lavish roost
#

Mentira cual es el pedo

rough lichen
blissful otter
rough lichen
#

basicamente

blissful otter
analog oasis
lavish roost
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creo que ssi de simple

rough lichen
#

estan varios formatos de color, el hue forma larte del HSL

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hue, saturacion y luz

blissful otter
#

hmm, okok, para ese tipo de casos yo simplemente mandaba el valor al buffer

analog oasis
blissful otter
#

y el shader se encargaba de lo demas

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asi me ahorraba la necesidad de usar uniforms

lavish roost
blissful otter
analog oasis
lavish roost
# blissful otter koko

Eso me recuerda
Saliendome del tema

Hacer un shader de cambio de paletas de colores fue estúpidamente fácil

blissful otter
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a la hora de manejar en pcs

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ese tipo de cosas las puedes ignorar

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pero al modificar otros sistemas

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tienes que ser muy cuidadoso

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[simplemente manda el valor que quieres con los datos de los vertices]

lavish roost
lavish roost
rough lichen
lavish roost
#

Ironico porque no lo necesito

lavish roost
analog oasis
blissful otter
lavish roost
lavish roost
analog oasis
lavish roost
#

no se yo aprendi a usar vulkan perdón

analog oasis
blissful otter
analog oasis
#

Pero la Switch por lo que se, tiene Vulkan (no se que versión), OpenGL ES 3.2 Y OpenGL 4.3 (máximo 4.5)

lavish roost
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no entendí na

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Switch no uss Opengl ES??

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Y si no

analog oasis
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Tiene soporte

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Pero yo no lo estoy usando hasta donde entiendo

lavish roost
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con razón es un suicidio jugar en switch

lavish roost
#

Osea ya

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weird

analog oasis
lavish roost
#

bueno no sería mejor intentar cambiar a opengl es?

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o hay algo que te impide

analog oasis
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Así viene de DevKitPro, vi que es OpenGL 4.3, no ES

lavish roost
analog oasis
#

Tons así se quedó, a usar OpenGL, total si la Switch lo soporta

rough lichen
lavish roost
#

Porque si lo es no hay mucho que hacer

#

Bueno va

analog oasis
lavish roost
lavish roost
analog oasis
lavish roost
analog oasis
blissful otter
blissful otter
lavish roost
#

No es un supuesto

#

es que

#

Es un suicidio en la batería usar una versión máximo rendimiento

lavish roost
#

Y godot me la pone fácil

blissful otter
analog oasis
lavish roost
#

lo siento yapeao sinnsaber

lavish roost
#

hello a

#

how are you

whole turtle
#

i wish i could understand spanish to figure out what you are all sayingKeoiki666

lavish roost
blissful otter
lavish roost
lavish roost
#

Yo tengo los 4 modelos

#

y en los 4 se nota la diferencia

blissful otter
analog oasis
#

Y de la Oled, tampoco tengo idea

lavish roost
#

Desde 2019 es mariko

#

Y ambas funcionan diferente

#

Y repito e insisto

#

No tiene sentido

analog oasis
lavish roost
#

por eso digo, por qué no usar OpenGL ES de base, sabiendo las limitaciones variables

blissful otter
#

como pasamos de hablar de manejo de datos en buffers a la arquitectura de la ds

#

x d

lavish roost
#

Pero inssito

blissful otter
#

switch

lavish roost
#

No debería haber diferencia

blissful otter
#

tmr soy bien baboso

analog oasis
lavish roost
#

en teoría todas tienen las mismas especificaciones, solo lss mariko deberíann ir mejor

#

Y la oled

#

Pues tiene oled

analog oasis
#

Nintendo es raro, fin

lavish roost
#

Y es oficial

#

Lo usan de manera oficial

#

Caídas de fps horribles

analog oasis
lavish roost
#

Porque primero

#

El shader horrible ese

#

Las caidas de frames

#

Lo tosco que se comportaban los menús en las primeras versiones

analog oasis
lavish roost
#

Entonces asumo que ambas placas son compatibles entre sí de alguna manera

analog oasis
#

O hay más interés en la Lite, ni idea
Yo estuve cerca de tener una Lite

#

Pero afortunadamente encontré la V2 al mismo precio que de una Lite xd

lavish roost
#

Probablemente sea limitación de software/ chipset

analog oasis
#

Que recuerde la OLED salio por allá del 2021, la Lite en 2019, siendo igual en 2019 la V2

lavish roost
#

Y la oled se retrasó porque ponerle más ram no le salia del todo bien

analog oasis
#

Bueh, si te das cuenta nos fuimos del tema

#

Acá no importa la versión de la Switch porque son básicamente la misma porquería bajo lo que estoy haciendo XDD

lavish roost
#

Conclusiones

#

Puto nintendo

analog oasis
#

Se

#

Yo más tarde veré que hago con el juego y ahora las putas hold notes

#

Y.. Quitaré ese otro playfield para dejar descansar un poco la GPU

lavish roost
#

Y si renderizo las notas por shader

analog oasis
#

Trate de hacer esa lógica que dijo Theo o algo similar y solo me quedo las ganas de tirar la laptop contra la pared y volverla polvo y que me va a dar un derrame

Tons se queda como lo hice de por shader y valores y listo, aun que haya mejores maneras yo simplemente no se implementarlas en lo absoluto XD

analog oasis
#

I need to implement HScript if I'm going to put modcharts in, I can't keep recompiling for changes like that... The problem is that the file still has to be on the Switch... I have to see if there's a background FTP module for the console

analog oasis
blissful otter
#

ok😔

rough lichen
#

i tried to use it for one of my projects and got precedence bugs

#

thought u could use hscript rewrite, but no oop

#

or lite

blissful otter
#

use lua trollface

rough lichen
#

but he would need to compile the c side of the library for switch

blissful otter
#

oh

#

use rulescript

rough lichen
#

another good option

rough lichen
#

but for windows

blissful otter
#

hmmmm

#

what scripting options are in haxe

rough lichen
#

also with lua you got a jit compiler

#

faster runtime

rough lichen
blissful otter
blissful otter
rough lichen
blissful otter
#

use hxpy trollface

#

peak

rough lichen
#

the sdk does all of the work

rough lichen
#

iirc

blissful otter
#

everything is unstable 😭

#

make your own version of hscript

rough lichen
#

im making a scripting lang

#

but im still figuring out how to properly do it

#

so it can work well with oop natively

#

it wouldnt be reflection based, it will have its own std library, and for use it u will have to expose your api by yourself

#

so its faster

blissful otter
#

i have a lang with own std and everything

blissful otter
#

like? with native haxe classes?

rough lichen
#

no no

#

i mean im still figuring out how to structure the oop support

blissful otter
#

hmmm

#

i struggled with that too

#

that is my structure

rough lichen
#

im still thinking on how to structure mines tho

blissful otter
#

thats the first thing i did

blissful otter
rough lichen
#

rn im rewriting everything

blissful otter
#

oh

rough lichen
#

im in the Parser stage rn

blissful otter
#

this might help if you get lost, although id recommend doing it thinking about how you want the language to work, this is a basic example of a language with its own logic

analog oasis
analog oasis
#

(shader by @green crest, heh)

blissful otter
#

nice

blissful otter
rough lichen
#

srry 🙏

#

but iirc it was some ops being on the right rather that the left side

lavish roost
#

Yeha messed up by adding ().sqrt(2)

rough lichen
#

i dont remember the operation i did but i remember it was doing it right handled when it should be left handled

lavish roost
#

i know

#

like

member == null and member.exists
should be

if member is null, everything is false so why eval the rest

analog oasis
rough lichen
#

basic linear algebra

#

note position vector -> modifier transformation phase -> output vector

#

tweens and everything else its a plus

analog oasis
#

The main problem is how I make the modchart itself. I know what I have is basic, but it's enough for what I need.
What I can't stand is having to do that in code and having to restart the game for every change

rough lichen
#

well i mean scripting in console platfotms makes no sense

blissful otter
rough lichen
#

it has a lot of things behind but

#

its basicly that

analog oasis
rough lichen
#

as i said its not hard yk

analog oasis
analog oasis
#

I'm better off looking for something else to do in the engine that... might be more stable and leaving OffBeat aside.
The question is, what do I do? Do I make a trailer in the engine itself? Idk

rough lichen
#

learn bro

#

emulating mt its harder than making your own

rough lichen
#

thats it.

#

obviouslr mt like modular modifiers got its way to work but tbh its inneficient and hard to maintain

rough lichen
#

fm its the same shit but a bit modular so u can sort modifier precedence

analog oasis
#

I'm just referring to the editor to make modchart easier and more convenient.
That's the problem I have, and the lack of time itself doesn't help.
I just want to have something to put on YouTube.

rough lichen
#

ive made other ones, 4 example a python engine were making for Lettuce floor v2 and other for my own engine in Heaps for 17Undertoaderos

#

it uses that

#

a transform function

#

so its fast as fuck

analog oasis
rough lichen
#

u have more flexibility writting modcharts

#

with code

analog oasis
#

For me personally, it's been the opposite hwh

rough lichen
#

exec....Mods its just a if sequence

#

if (mod != 0) pos.... * mod

analog oasis
#

Bueh igualmente el problema del sistema de modcharts qué tengo es que lo he estado haciendo medio a lo speed run, no con calma alguna

Y básicamente prefiero es descatarlo junto a OffBeat para lo que quería

Y centrarme en algo que pueda hacer con calma y que sirva

#

Total OffBeat no lo pienso lanzar aún, pero quiero tener algo para anunciar en YT xD, no hacer como Leafy Engine qué solo lo anuncie en este server

analog oasis
#

tomorrow.

blissful otter
#

gihuv

analog oasis
blissful otter
#

doitnow

analog oasis
#

After so many months and stress, I can finally release this project to the public: Vupx Engine, my engine for the Nintendo Switch built on Haxe, OpenGL 4.3, and SDL2!

And the best way I can show off the engine is with my game OffBeat. All the gameplay you saw is from a game running on a Nintendo Switch!

The gameplay song is:
https://www.youtub...

▶ Play video
GitHub

A framework engine for Nintendo Switch created with Haxe. - Slushi-Github/Vupx-Engine

candid hamlet
#

It's nice and all technically speaking, but you should be careful: Nintendo lawyers are no joke

analog oasis
#

I have made it clear that it is for homebrew purposes, since basically everything is made with things found in the homebrew community for the console

#

That's not something I like to think about; I just prefer to enjoy doing the project and achieving what I want

candid hamlet
#

That's up to you 👍 . These are definitely gray areas and it can be a slipery slope, but I understand it can be fun to do

candid hamlet
#

I guess Nintendo won't bother you as long as you don't try to make money out of any of this, but better be cautious about what you are doing and sharing online about it

analog oasis
#

I've known that I can't make money from it since I made the Leafy Engine project public, the engine for the Wii U.
But anyway, what matters to me first and foremost is enjoying myself and gaining some knowledge through these projects

analog oasis
analog oasis
#

Merry Christmas heh

blissful otter
analog oasis
analog oasis
#

When I continue with Vupx Engine, I will most likely make another post specifically for that project heh

analog oasis
#

Sockets and HTTP/HTTPS requests are finally working on the Nintendo Switch target!

analog oasis
# blissful otter para eso era

Realmente no, era algo que tenia pendiente desde el inicio del proyecto, pero lo fui dejando de lado hasta hoy
Lo de esa librería fue una joda qué vino hace unas semanas pero no la hice porque no tenía soporte para esas cosas por culpa del mismo hxcpp
Hasta hoy que... Recordé esa joda y, la verdad no tenía mejor forma de probar como iba xD

blissful otter
analog oasis
#

Obviamente si los cambios están allí es pq funcionó a la perfección

blissful otter
heavy siren
analog oasis
#

That stupid line of socketExit(); prevents Atmosphere from crashing completely, instead triggering Nintendo's crash handler.

Progress perhaps for... Vupx Engine, but I still can't figure out why the program crashes when exiting

blissful otter
#

how are you closing the gmae

analog oasis
# blissful otter how are you closing the gmae

Closing everything and running the GC about 5 times, that's in Vupx Engine.
But the crash occurs in projects as simple as a hello world where nothing from the Switch is initialized, just, well, the Haxe stuff itself

#

NAH ESO NO TIENE SENTIDO, SIQUIERA LO HE IMPLEMENTADO-

#

Esas direcciones de memoria las ando sacando a lo medio random o a ciegas, no entiendo bien los logs de crasheos de la Switch

blissful otter
#

intenta usando exitConsole en finalizeEngine?
no veo que lo uses, y segun devkitswitchpro dice que esa funcion limpia todo lo inservible

#

puede que ahi este el problema

analog oasis
#

Es que de hecho si lo uso pero si tratas de iniciar el engine en el modo Applet, cosa que yo al final vuelvo a cerrar pero pos, igual crashea

blissful otter
#

damn

#

incluso crashea al notener nada en pantalla?

analog oasis
#

El peo esta en Hxcpp, donde? Ni puta idea

#

Si me paso a un hxcpp más nuevo, el programa crashea inmediatamente, acá por lo menos es al salir

blissful otter
#

daamn

analog oasis
#

E igualmente portear lo que ya hice en mi fork a una versión más nueva de hxcpp es.. Ahm, me da pereza xD

blissful otter
#

holy

analog oasis
#

Y estoy seguro que el GC tiene algo que ver en esto

#

Pero y yo cuando he querido tocar Immix xD?

#

He tocado mayormente la parte de std

#

Osea donde esta Sys, Socket, File, esas cosas
Pero no más, aparte de si alguna liberia aparte de las que se encarga de los sockets

#

Pero Immix que es el GC de hxcpp.. Jamás lo he tocado
Hay algo de Linux de alli que no le gusta a la Switch

blissful otter
#

el gc de hxcpp apesta

analog oasis
#

Actualizar Atmosphere no soluciona el problema
No se si actualizar HorizonOS porque no quiero y después no puedo hacer downgrade

analog oasis
blissful otter
#

weno, sera vivir con crashes

analog oasis
#

Se

#

Igualmente la Switch se reinicia rápido y eso

#

Pero es que es normal que un programa homebrew te deje regresar al menú de homebrew xd

#

O usarlo desde el modo Applet

#

Que estoy seguro que mi engine es lo suficientemente bueno para aguantar sobre 300 MB de RAM y en si poca cantidad de recursos

#

Pero un crash y se lleva todo.. Sin ese modo, pues sale el crash handler de Nintendo

#

De allí a que yo lo haya bloqueado en el engine
Se puede hacer bypass pero, nah

#

Tons, si, me rindo, que se queden los crasheos y ya, que se jodan

blissful otter
analog oasis
#

Aun queda pendiente el peo con Lime

#

Este comentario me emputo XDD, si fuese fácil obvio me encantaría usar HaxeFlixel en vez de haber hecho un engine propio

blissful otter
#

kill that guy

analog oasis
#

Another attempt...

analog oasis
#

Okay. I'll take that as progress.

#

no OpenGL, no CURL, no EFSW, but I was able to get something

#

@rough lichen @blissful otter @lavish roost

lavish roost
#

omg

#

how

analog oasis
# lavish roost how

I torture myself and change several things, tricking the code just so it compiles
I have no idea if it works, especially without OpenGL

lavish roost
#

im going to try the engine

#

where is the download

#

where to down load

#

!!

analog oasis
lavish roost
#

WHERE TO DOWNLOAD

analog oasis
lavish roost
#

whatever is more stable

#

to do sometghing

#

like

#

under tale

#

or basic rpg movement

analog oasis
lavish roost
#

it was so peak

analog oasis
lavish roost
#

@blissful otter wanna colaborate to slushi to make work lime on hb-switch?

#

i have a switch

#

well i have the 4 models of switch, old, 1.1, lite and oled

#

pacman :v

analog oasis
# lavish roost hmm

The problem with OpenGL and much of Lime is their foolishness in wanting to use cffi for everything, something that my hxcpp doesn't have fully implemented for the Switch, and normally the Switch doesn't like things like FFI either

lavish roost
#

it is fuckling funny since i already have arch linxu and im installing libnx devkit on windows

lavish roost
#

what about to make static methods instead of dynamic ones

#

@analog oasis para usar el newrepo lo hago desde el msys o con terminal normal?

#

ag

#

pregunta estupida

analog oasis
analog oasis
lavish roost
analog oasis
#

con HaxeNXCompiler probablemente si mejor una terminal normal

lavish roost
lavish roost
#

no hay version en espanol 0/1o0

analog oasis
blissful otter
#

okok

lavish roost
#

worried

analog oasis
lavish roost
#

is there a way to know if im in applet mode

#

?

analog oasis
#
import switchlib.services.Applet;

 public static function isRunningAsApplet():Bool {
        return Applet.appletGetAppletType() != AppletType.AppletType_Application && Applet.appletGetAppletType() != AppletType.AppletType_SystemApplication;
    }
#

But Vupx Engine already does that for you; it simply won't let you start in that mode

lavish roost
#

does vupux latest version alreadyu out?

#

fuction

#

worried

analog oasis
blissful otter
lavish roost
#

worried

#

what im doing wrong

#

ahh

#

forgot to put vupx

#

so silly

#

wth

analog oasis
#

ahm, ya eso yo no lo pongo ni lo pone el compilador XD, como es tu xml?

lavish roost
#

el que genero

analog oasis
#
<?xml version="1.0" encoding="utf-8"?>
<project>
    <!-- ========================================== -->
    <!-- HAXE CONFIGURATION (Required)              -->
    <!-- ========================================== -->

    <!-- Source directory -->
    <source path="source" />

    <!-- Main class entry point -->
    <haxemain name="source.Main" />

    <!-- Error reporting style: pretty, indent, or classic -->
    <haxeerrorreportingstyle type="pretty" />

    <!-- C++ output directory -->
    <cppoutput path="output" />

    <!-- Haxe debug mode -->
    <haxedebug value="false"/>

    <!-- ========================================== -->
    <!-- NINTENDO SWITCH CONFIGURATION (Required)   -->
    <!-- ========================================== -->

    <!-- Project name and console IP for deployment -->
    <switchproject name="ProjectExample" consoleip="0.0.0.0"/>

    <!-- Application metadata for Nintendo Switch -->
    <switchmeta apptitle="Vupx Engine project example" appversion="1.0.0" appauthor="Slushi" />

    <!-- ========================================== -->
    <!-- BUILD CONFIGURATION                        -->
    <!-- ========================================== -->

    <!-- Number of parallel jobs for make (1-16) -->
    <makefilejobs value="2" />

    <!-- Send to Switch after successful compilation -->
    <sendaftercompile value="false"/>

    <!-- Delete temporary files after compilation -->
    <deletetemporalfiles value="true"/>

    <!-- ========================================== -->
    <!-- HAXE LIBRARIES                             -->
    <!-- ========================================== -->

    <haxelib name="vupxengine"/>
</project>
#

definitivamente no entendiste el punto de que es un xml de ejemplo

lavish roost
#

worried

blissful otter
lavish roost
#

everyone hates me

blissful otter
#

archmomento

analog oasis
lavish roost
#

worried

#

como asi

#

que muevo

analog oasis
#

por defecto por alguna razon te ponen las de Linux

analog oasis
#

las rutas, busca donde instalaste DevKitPro y cambialas alli

lavish roost
#

asumo que es esto

analog oasis
lavish roost
analog oasis
lavish roost
#

perra madre

analog oasis
lavish roost
analog oasis
#

ya hazlo en Linux, es mas facil

lavish roost
#

pero

#

pinchemadre contfigo

blissful otter
lavish roost
#

pinchemadre

#

igual no ando siguiendo la guia

#

ando haciendo pura intuicion

#

😟

#

mas al ratop le intento

#

por que no hay algo mas como el exe de windows

analog oasis
#

bueno, esto es un logro XD, pero me falta cambiar que muchas librerias que estan alli, usen directamente solo los headers de devkitpro y no su propia build que lo hace lime

blissful otter
analog oasis
whole turtle
blissful otter
#

hello

analog oasis
#

Mm, that change isn't necessary, or rather, it's not a problem if the links continue to send to the OpenFL links.
For now, it's still almost the same Lime.

#

What I'm wondering is whether it's worth basing my fork on a Lime from September 2025, or whether I should try a more recent one.

I honestly don't know. Except for some recent changes regarding externs, my hxcpp fork is still multiplatform without any problems, but Lime... I don't know, I don't know if it's bad to stick with an old version, I don't know what's new in Lime that my version doesn't have.
Anyway, updating all of Lime and getting that library agian is kind of... screwing myself over, so better not

blissful otter
#

idk if recent versions of openfl uses the most recent limes features

analog oasis
#

Well, it seems it was as easy as removing a block from OpenGLBindings.cpp that was like dlopen(“libGL.so.1”, RTLD_NOW | RTLD_GLOBAL); when compiling to Switch, and that was it, no errors.

blissful otter
analog oasis
#

I wonder what... I do now?
As far as I understand, OpenFL also had changes for the Switch, but, well, I don't know, I have no idea how Lime's SDKs work for consoles XD

#

I have to modify HaxeNXCompiler to include a new library that doesn't come from DevKitPro... and... I'm afraid to try something with this thing

#

Well, no way, let's move on to the next step...

rough lichen
analog oasis
# rough lichen i think lime handles most of the backend stuff

Anyway, I need to... Set aside HaxeNXCompiler, since it's not designed in the slightest to work with the Lime structure, only normal Haxe projects.
I'm going to try to compile an OpenFL hello world project, and if I succeed, then I'll do the manual linking process to get the executable for the Switch.
Logically, I should let Lime do the HaxeNXCompiler process, the linking process, but it doesn't matter for now

blissful otter
analog oasis
#

Well, after some changes in SwitchPlatform, I was able to run a lime test switch, and it's quite random for me to see that it does something and doesn't say that I'm missing the "lime-switch" library

blissful otter
#

wait wha

analog oasis
#

I'm still not ready to claim victory, though. Everything could fall apart during the linking process, and I have no idea about the files, i.e., whether OpenFL will find that font it wants and all that. I don't know anything yet, but having that libApplicationMain.a there is pretty good heh

#

And finally,
I have no idea how I made so much progress today compared to previous times. Today I did it to try, but I wasn't expecting anything. I expected to get to the same point as always, but this time, even if it fails in the linking process, it's just interesting, and I don't even have the same level of fatigue that I had several times with Vupx Engine

analog oasis
#

What the hell does that mean? I gave him his fucking liblime.a. In theory, it's the same shit as lime.ndll no..?

#

Could it be that Lime still wants to load the stupid .ndll?

#

Yes, that's what it wants, but... a static compilation should prevent this, it seems I'm misunderstanding something

blissful otter
analog oasis
# lavish roost Ask on lime ..1

I have no choice...
This is what I'm facing:
It turns out that Lime generates a small main.cpp
that seems to load what previously gave me those errors, but, uh, the library itself doesn't have... those functions, so it can't find them?

/opt/devkitpro/devkitA64/lib/gcc/aarch64-none-elf/15.2.0/../../../../aarch64-none-elf/bin/ld: Main.o: in function `main':
/home/slushi/Proyectos/LimeSwitch/bin/switch/obj/Main.cpp:25:(.text.startup.main+0xc): undefined reference to `zlib_register_prims'
/opt/devkitpro/devkitA64/lib/gcc/aarch64-none-elf/15.2.0/../../../../aarch64-none-elf/bin/ld: /home/slushi/Proyectos/LimeSwitch/bin/switch/obj/Main.cpp:26:(.text.startup.main+0x10): undefined reference to `lime_cairo_register_prims'
/opt/devkitpro/devkitA64/lib/gcc/aarch64-none-elf/15.2.0/../../../../aarch64-none-elf/bin/ld: /home/slushi/Proyectos/LimeSwitch/bin/switch/obj/Main.cpp:27:(.text.startup.main+0x14): undefined reference to `lime_openal_register_prims'
/opt/devkitpro/devkitA64/lib/gcc/aarch64-none-elf/15.2.0/../../../../aarch64-none-elf/bin/ld: /home/slushi/Proyectos/LimeSwitch/bin/switch/obj/Main.cpp:29:(.text.startup.main+0x18): undefined reference to `lime_register_prims'
collect2: error: ld returned 1 exit status
blissful otter
#

damn, cairo in the nintendo switch

analog oasis
#

Well, I asked the question on the OpenFL server, so let's wait and see what comes of it..

blissful otter
#

nice

analog oasis
#

At least when the program crashes, it doesn't cause Atmosphere to crash as well; it just brings up Nintendo's crash handler

blissful otter
#

🙏

analog oasis
#

Well, I was officially able to launch Lime on the Nintendo Switch, although It tried to use Cairo to launch the window and it crashed XDD

#

This is the first time these Atmosphere logs have provided me with truly useful information

#

Random thing, as far as I know, it seems that the same dependencies Lime uses to compile Switch are the same as those used by Vupx Engine xD. Of course, Lime uses more things, but in terms of libraries, if you have what you need to compile Vupx Engine, you will automatically have what you need for Lime

analog oasis
#

From what I can see, Lime will use Cairo when it does not have access to hardware acceleration, but why would it not have it? The terminal does not print anything about something like that

blissful otter
#

its like opengl - vulkan

#

but for two d

analog oasis
#

Mmmmmmmmmm

#

MMMMMMM

#

It is trying to load this...

blissful otter
analog oasis
#

I think the only issue I have is with OpenAL Soft, which doesn't compile if it's a static link, and... Well, for now it's disabled

blissful otter
#

theres an document that talks about openal in the switch

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it talks about openal in the devkitswitchpro

analog oasis
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El tema que vi es que falla al inializar OpenAL, pero cuando lo probé fue.. No se, creo que fue sin el soft, por lo que tal vez eso haya causado los crasheos

analog oasis
#

Todo eso es de prueba y error y seguirá siendo así antes de tener algo primero, funcional xd

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Recompilar Lime
Recompilar el proyecto
Hacer proceso de link
Pasarlo a la consola, ver que crashea
Ver el archivo de log y pasarlo por addr2line, averiguar

Y así repetir el ciclo

blissful otter
#

el dolor que los desarrolladores de otros sistemas viven a diario

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son los reales ''no tengo boca y debo gritar''

analog oasis
#

Bueno, esto pasa cuando básicamente estas experimentando xD
Supongo que la vía fácil es acceder al Nintendo Developer Portal y pedir el Lime y eso

blissful otter
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decadencia o ascendencia

analog oasis
#

Idk, depende de lo que quiera en el futuro xd

analog oasis
#

Okay... OpenFL insists on using Cairo, the error comes from BitmapData... Although, well, the crash is on Lime's side, so how do I deal with OpenGL? In which case does OpenFL or Lime use it? Because all the code leads me to something in Cairo, the Haxe code and the hxcpp C++ compilation code.

But, literally, there's supposed to be no code related to compiling Cairo in the Lime library when compiling to Switch.
I have no idea if Cairo works on a Switch, probably yes, but maybe it's under confidential issues...

blissful otter
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why openfl would be using cairo?

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oh, the graphics function

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class*

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that has sense

analog oasis
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Or, my other worse suspicion is that I see a lot of #if lime_cffi that are related to OpenGL... And... Obviously, it didn't compile with that.

blissful otter
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damn

analog oasis
#

If I can't force OpenGL, I'm in a bit of a strange situation, because I don't know anything about Cairo. The functions I see don't reach Cairo libraries or anything, just Lime functions that mention things about Cairo (plus, in theory, liblime.a doesn't have anything from Cairo, so it's not like I can do that... Should I let it compile Cairo?)

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Later I'll try to see what happens if I compile Cairo under that target. I'm sure something will go wrong because it's not ready for Switch or anything like that.
But basically, it crashes when trying to create the graphics

blissful otter
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no se si cairo funcione en la switch

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porque cairo usa backends dependiendo del sistema como win32 x11 etc

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y supongo que ademas de el software, openfl usara cairo para todo lo referente a graficos vectoriales

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que sepa, graphics funciona en base a graficos vectoriales

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o quizas estoy mal

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pero no se si la switch y su sistema operativo tenga uno de los backends que cairo usa

analog oasis
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Pq, bueno, no es un sistema normal.. Tons no se

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No tengo errores específicos

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Solo se que el programa esta tratando de acceder a puntos de la memoria inválidos

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Al rato como dije probaré en dejar que compile Cairo, solo a ver que resulta si en primer lugar deja compilar la librería, pq dudo que encuentre lo que necesita

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Openal no compila porque se queda buscando cosas de Linux como PulseAudio, o si no tira a CFFI cosa que en la Switch no funciona

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Tons.. Idk, estoy perdido xD, no creo que acá los de Lime puedan ya ayudarme

blissful otter
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el dolor que ocultan los desarrolladores de otros sistemas

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😔

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ahora imagina desarrollar homebrew para la ps3

analog oasis
#

Yo había conseguido una PS3 a la que me intereso ponerle homebrew pero la consola estaba dañada y luego se terminó de dañar completamente

blissful otter
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suele pasar (me paso)

analog oasis
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Mi 3DS esta rota y no es muy.. Buena idea usarla

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De allí me agarre la Wii U cuando la conseguí y de última la Switch

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Pero si no hubiese sido por la PS3 dudo que estuviera con estos proyectos

blissful otter
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yo hacia homebrew de la wii

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no me gusto

analog oasis
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Hay uno que estaba haciendo fnf para la wii xd

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Con Love2D creo

analog oasis
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Oh no.

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Necesito Cairo si o si?? No me jodas-

whole turtle
analog oasis
#

For a reason, the first thing I did when I started modifying Lime months ago was to prevent Cairo from compiling. It was obvious that it wasn't going to compile, or at least not easily, under this stupid target.

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Well, a version of the library with the Cairo compilation.

blissful otter
analog oasis
blissful otter
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love2d es clave

blissful otter
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no era tan dificil usar stb_image / sdl_image

analog oasis
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se, pero bueno, alguna razon debia haber cuando se creo OpenFL o algo asi xd

blissful otter
#

decadencia

analog oasis
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OHHHHHHHHHHHH

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VAMOSSSS JAJAJAJAJ

blissful otter
#

ASCENDENCIA

analog oasis
#

@rough lichen @lavish roost
Se logró, OpenFL y Lime en Nintendo Switch

blissful otter
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la fokin ascendencia

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ahora compila flix-

lavish roost
blissful otter
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lo dijo ella yo no

analog oasis
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Calma, primero debería dejar de hacer manual los procesos de copiar la librería y assets y todo

blissful otter
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@ninjamuffin te toca w :v

analog oasis
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Debo hacer una pequeña versión de HaxeNXCompiler dentro de Lime

blissful otter
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dayum

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wait

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si love2d hay en la wii

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fnf en la wii es real

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este dia estuvo lleno de noticias ascendentes

analog oasis
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No puede ser que logre en 3 días lo que no logre hace meses ._.xD

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Ah pero claro... No hay audio, no hay OpenAL

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Queda esa cosa pendiente creo

blissful otter
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openfl en la switch w

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pura ascendencia

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ignora openal

analog oasis
analog oasis
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Y a ciegas de como debia ser en esa cosa de lime-switch y lime-console

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Claro que sigo sin saber si esta corriendo sobre únicamente Cairo o parcialmente OpenGL, no se comprobar eso

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Pero saben que haré primero? Irme a descansar porque de la emoción me dará algo xD, mejor lo dejo hasta acá por ahora o por hoy

blissful otter
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nice

whole turtle
blissful otter
analog oasis
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both

whole turtle
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which means lime didnt shit itself :3

whole turtle
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when is flixel switch port comin

analog oasis
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Even so, I think HaxeFlixel will have to wait. I don't know why, but I feel like it will cause me problems.
But I certainly don't know how to use pure OpenFL either. I'll have to look at the other examples in the OpenFL samples library

analog oasis
whole turtle
analog oasis
blissful otter
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damn i remember that video

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im still wondering, what is using openfl for rendering in the wiiu

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me and another guy were seaching how to compile lime to the wiiu like 3 years ago

analog oasis
analog oasis
blissful otter
analog oasis
#

Even though I never managed to get hxcpp working, looking at everything it seems that I had no chance of getting Lime to work on a Wii U, due to the nature of the console.

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Another point in favor of the Switch over the Wii U in my Haxe projects on consoles xd

blissful otter
analog oasis
blissful otter
#

nintendo should make free the wiiu sdk :v

analog oasis
analog oasis
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Nintendo's logic is:
homebrew = piracy

Even if you only make your own creations and stuff, to them it's piracy.

blissful otter
analog oasis
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Uh, esta pantalla nunca me salio con homebrew mio

blissful otter
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que raro

analog oasis
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Algo de más lógica hay de Switch en Lime o algo asi porque nunca lo vi Con Vupx Engine

blissful otter
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parece que lime tiene algo de conexion con switch en su codigo

analog oasis
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Probablemente algo en relación a los controles o algo así

blissful otter
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que raro

whole turtle
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do i need linux to compile this

blissful otter
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para compilar a la switch usando lime (de manera oficial) necesitas el sdk, no tendria sentido que dejen algo de ese codigo desparramado en los servicios del input

analog oasis
# blissful otter que raro

Osea conozco la pantalla esa, me pide que conecte mando, pero con Vupx Engine pues, no salia eso, le valía verga a la Switch si había un solo joycon o los dos

analog oasis
blissful otter
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shhh

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somos ciegos

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aca nunca paso nada

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no preguntes solo gozalo :v

analog oasis
# whole turtle do i need linux to compile this

Hmm, I'm not sure.
I don't think so, because I see that everything is compiled with DevKitPro stuff that is also available for Windows, and the libraries are basically the same as those in Vupx Engine.
But I think it would be better to do it on Linux, but as I said, I dont know

analog oasis
blissful otter
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algun dia me dare una vuelta por el codigo de lime de nuevo para ver que fue

analog oasis
#

El de mi fork por el momento es medio un desastre

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Pero bueno fue de prueba y error prueba y error prueba y error

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Ahora necesito ordenar todo y documentar un poco mis cambios ... De los que recuerdo

blissful otter
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nice

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voy a preguntarle a papi gpt si podria ser algo con sdl:v

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razonable

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ahora me siento sucio por usar ia

analog oasis
# blissful otter razonable

Nah SDL no controla eso por defecto, menos en mi caso que ni siquiera inicio eso, yo no uso SDL para los controles en mis proyectos

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Uso el SDK directo xd

blissful otter
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increible

blissful otter
analog oasis
#

Se, allí si

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Tons... No se realmente que hace que eso haya aparecido

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Pero hey, mejor xD

blissful otter
#

una carta anonima a las oficinas de nintendo japon con un texto diciendo fuck you y un usb con el video :v

analog oasis
#

Debería aparecer por defecto en juegos y eso y, ya básicamente ya esta implementado, yo ni se como se hace para aparecer eso

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Aunque eso si que el SDL usado en Lime es el de para la Switch directo de DevKitPro, no el de Lime propio

blissful otter
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respuesta corta: un mago lo hizo

analog oasis
blissful otter
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un abogado te toca la puerta

analog oasis
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Nah no estoy haciendo nada en contra de Nintendo ni usando nada de ellos xD

blissful otter
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"porque al ejecutar homebrew se llama una funcion del sistema de la switch?"
"no se, lime lo hace automaticamente"

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hechale la culpa a lime :v

analog oasis
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Pero mientras no, todo perfecto todo bonito

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A disfrutar xD
Bueno aun no hasta que perfeccione el tema de compilación

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Necesito automatizar eso

blissful otter
analog oasis
# blissful otter ahora me siento sucio por usar ia

Eh, yo admito que use bastante IA en esto de Lime
Pero mayormente como de tipo automatización o algo así, para obtener los códigos de los crasheos de los logs de Atmosphere y modificar el Build.xml de Lime

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De resto no es como la IA tampoco pudiera ayudarme tanto xD

blissful otter
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yo solo la uso para automatizar procesos repetitivos

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y buscar informacion que no encuentro

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pero igual siento feo

analog oasis
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Prefiero mejor hacer más vibe-coding antes que ver o generar un video de estos con IA

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Pero bueh, opiniones y puntos de vista distintos xd