srb2_3ds
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srb2 3ds 2.2.11 ( maybe 2.2.13)
Could you update the port to use features like multiplayer with the pc game, special stages, mods and 3d models.
Hi! mods are already supported via autoexec. I am currently preparing to re-sync the srb2 source code together with @wallefan (which will be an experiment, idk of the 3ds can handle v2.2)
Hi! mods are already supported via autoexec. I am currently preparing to re-sync the srb2 source code together with @wallefan (which will be an experiment, idk of the 3ds can handle v2.2)
glad to see this being worked on again, 2.2 is possible, i currently have the software renderer running the special stages, would be willing to help out on this what i have been working on is porting egl to the 3ds so then we can use android's gles renderer
glad to see this being worked on again, 2.2 is possible, i currently have the software renderer running the special stages, would be willing to help out on this what i have been working on is porting egl to the 3ds so then we can use android's gles renderer
interesting! When you say "2.2 is possible", what's the performance with the sw renderer currently?
Porting egl seems like a lot of work, and ...I don't think it is necessary? We wanted to build on srb2_3ds' existing 3ds renderer backend (see https://github.com/derrekr/srb2_3ds/blob/master/source/nds/i_video.c and https://github.com/derrekr/srb2_3ds/blob/master/source/nds/r_nds3d.c ). It's based on citro3d, which uses the 3ds' gpu (so it is basically an opengl-like hw renderer). It's pretty optimized at this point, I think. Some changes will be required for the new 2.2 renderer interface, but the main part should be the same(?)
Anyway, we haven't actually started working on 2.2 integration yet. I think we could use your experience there.
interesting! When you say "2.2 is possible", what's the performance with the sw renderer currently?
Porting egl seems like a lot of work, and ...I don't think it is necessary? We wanted to build on srb2_3ds' existing 3ds renderer backend (see https://github.com/derrekr/srb2_3ds/blob/master/source/nds/i_video.c and https://github.com/derrekr/srb2_3ds/blob/master/source/nds/r_nds3d.c ). It's based on citro3d, which uses the 3ds' gpu (so it is basically an opengl-like hw renderer). It's pretty optimized at this point, I think. Some changes will be required for the new 2.2 renderer interface, but the main part should be the same(?)
Anyway, we haven't actually started working on 2.2 integration yet. I think we could use your experience there.
yeah that's fine, when i was trying to do it, i realized that it would be difficult to just merge off of it, later i tried to change the hardware renderer to use citro3d which didn't really go well
the main reason I didn't go with using it (or just porting the older 3ds renderer) was because im not too familiar with citro3d though i am willing to learn
the egl thing was because i had gles but sdl needed egl as a wrapper
edit: i thought i did this, this should be where i tried adapting the 3ds port's render code, https://github.com/bitten2up/SRB2/blob/3ds-real/src/dummy/
well it runs ig... not well though
sorry, are you still working on porting 2.2?
sorry, are you still working on porting 2.2?
actually yes, currently im working on getting it to boot further, but it can get to the intro... then crash on the first slide
the sdl verson can get farther, but is unbeatable
could you make srb2 2.1.22 running on a old 3ds?
could you make srb2 2.1.22 running on a old 3ds?
im just going to post this
that means its not impossible, but the thing is, reducing the render distance and getting half of the 3ds resolution can help but idk where those files are in the source code
on my 3ds doesnt starts, it crash every try
i've tried getting it to run on o3ds with a couple hacks for better perf, but it's still too laggy... as said above, literally every level except the first one is so laggy, it's not playable
Forgive me if I'm interrupting, but seeing as 2.2 isn't happening, I'm still curious as to why there isn't at least an update to 2.1.21 at least, as that's the version which adds PK3 support and improves on the gamepad controls. At least then the game could control better and the best add-ons for 2.1 can be played on the 3DS (granted, performance will vary especially for level mods).
seeing as 2.2 isn't happening
Well 2.2 is happening, currently i have to fix up android because 2.2.14 pre1 decided to drop.
while 2.2.13 is defiantly possible (and I am working on it), 2.2.14 might be a bit harder because of palette rendering rewriting alot of stuff, but we'll see
Bad of me to assume, admittedly. I merely thought so because of each news I see regarding the 2.2 port seem to be that the game runs poorly or not at all. Then again, I don't have many sources for updates asides from here.
What's the game's status on New 3DS? And on the topic of news, is there any particular place where you are sharing them?
Bad of me to assume, admittedly. I merely thought so because of each news I see regarding the 2.2 port seem to be that the game runs poorly or not at all. Then again, I don't have many sources for updates asides from here.
What's the game's status on New 3DS? And on the topic of news, is there any particular place where you are sharing them?
ah dw, if you use software and sdl, gfz1 runs pretty well. other levels on the otherhand aren't so lucky, so i am porting over the renderer used here