If you dont run under nxlink -s, you wont be able to see the errors. If you dont have it setup right the game will just bail and for right now. Once you have installed the game copy pak0.pk3, sp_pak1.pk3, sp_pak2.pk3, and sp_pak3.pk3 from the "Main" to sdmc:/switch/iortcwsp/main As I use a mac, it was anyoing as I had to load up a VM, buy the game, install the game, and then copy files I need to the sd card. Then you will need the original game installed ( ) and you have to install it in windows. I dont think there should be much reason to do so, but let me know if there is something missing that should be a default.Īs for setting up the game, extract the zip onto your sd card from the github. Sdmc:/switch/iortcwsp/default.switch_keys Sdmc:/switch/iortcwsp/console.switch_keys The controls can be overridden by create files: To get into the console from a game, you have to get into a UI state, hit +. This is similar when you are in the console. There is no way to edit a mistake as the way i hacked the virtual keyboard in it just dumps all the text you enter into the games event loop. So when you are in a game, you can press + to get into the menu, click on save, the click the save until it blinks, click R and the keyboard should pop up, and when you close it, it should fill in the name. I did include a default key mapping in switch/iortcw/main/autoexec.cfg. For the default one I do not override anything in switch code land as the game has pretty good gamepad support. There are basically 3 sets of mappings currently configured: default (gameplay), UI (in a menu) and console (the command console `). In developing this i have seen the first set of cut scenes so many times I almost threw my switch at a wall (well, not really). I would also like to yell very loudly at the person did not allow for cut sceen skipping. If someone wants to write a bytecode compiler for arm8a or implement dynamic loading or figure out how to build a static library with gcc so that all symbols are hidden except an entry point.well let me know! Takes around 20 seconds or so to get to the title screen. That means loading the next menu or stage is slow. Ok, so note, this is a fully software, non hardware specific loading of the quake virtual machine bytecode. The SDL version does work, but i dont want to have to drag the curser around like an actual mouse, i just want to click on things. It's also very annoying how it interacts with the SDL mouse events and only uses relative motions when enabled, so my generic touch screen -> mouse events never worked right. I spent the first long while where all the fonts were totally unreadable so I had to pull the game up on my mac just to see what to click on. However arm has no such memory guarantees so I *think* my patch fixes it, it at least appears to. but the vm_interpreted was a nightmare for me to trackdown a 'simple' bug that would not exist on x86 or 64 or other strong memory machines. Lucky for me there is A) not a arm8-a encoder there and B) there is no support for dynamic loading! There is however a fully software implementation. The build system is designed to either A) use a hardware specific bytecode reader or B) dynamically link to code. The code is not pushed because the source tree is a mess and I dont feel like cleaning it up right now.
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