![]() ![]() >!This is a spoiler!< This is a spoiler FAQ Also, please hide any spoilers in your post by using the spoiler tag. If your submission contains any spoilers, please mark your post as containing spoilers (this is available after posting - example). Personal flair editing is also available in the sidebar. Link Flair can be used to better categorize your post. In an effort to keep this subreddit as family-friendly as possible, NSFW material may not be posted. Please keep submissions related to the topic of the Myst games, books, etc. Mods reserve the right to remove posts that ignore this request. Please be civil and respectful to your fellow redditors. This is a pretty open subreddit, and as such, there are very few rules as to what can and cannot be submitted. I've not really gotten around to playing with this that much, other than making the port actually working again.This is the subreddit for discussion and appreciation of everything Myst, Riven, Exile, Revelation, End of Ages, Uru, and more! Rules I also wonder if "32 * 1048" here is a remnant/mistake of a previous experiment with 2048 for a stack size of 64. There is no updated compatibility chart to my knowledge.ĮDIT: If someone is so inclined and willing to contribute, I wasn't really sure about the idea behind lines 38 and 58 here:Īlso, what is the purpose to this delay here: (line 240 if it doesn't scroll) I put only relatively minor changes regarding drawing and framebuffer clearing into these releases, and various fixes to resolve deprecation, with catching up to recent ScummVM version as the main goal in mind and updating this to use the latest devkit libraries. There are some bits in the code that I couldn't fully understand why they were done as they were (seemingly arbitrary delays here and there), and that is either because of my lack of 3DS homebrew experience, or it could be just unpolished code. There could be timing issues in the code I guess, which would have been there in the initial versions as well, as I didn't make any changes there. It could always be just how some engines work generally. ![]() No, I've not done any improvements to thread handling, and I especially disliked the audio thread when I last looked at it. It was significantly faster than msys2, at least in my experience.Ĭlick to expand.Not sure if converting to MP3 will help, but I can say that I had the same experience with StS2 as well (both use the AGOS engine). Personally, I had no native UNIX OS at the time when I tried this, so I installed Ubuntu (yes, yes I know) in VirtualBox, and used that. Cross-compilation proved to be quite slow for me when I tried it. I think only FLAC had issues, for which I added some notes in that README.ĮDIT: If you don't have a native UNIX environment, I wouldn't really advise going the msys2 route for Windows. If you want to add support for something that is not included in pacman, you will need to cross-compile it yourself. that need to be cross compiled for the 3DS. Note: PORTLIBS are third-party libraries such as zlib, libpng etc. I'll have to do some tests with an N3DS if I manage to get my hands on one. It might prove difficult if not impossible to run as-is with the 3DS' memory limitations. I also re-instated argument support because I wanted to try out having shortcuts that could be loaded in a forwarder manner, but I didn't have time to play around with that (nor do I have the time now).įair warning, looking at the BBVS engine, it seems to preload all assets for a given scene. You can have two separate *.3dsx packages at any given time, and you could produce different *.cias if you alter the app/scummvm.rsf file. (the README is a combination of what the original author wrote, and what I added to it) and you will need to follow the cross-compilation instructions from the README here: ![]()
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