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ayuusweetfish avatar ccawley2011 avatar ftzpetruska avatar gonengazit avatar lemon32767 avatar mupfdev avatar sharkwouter avatar theofficialgman avatar

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ccleste's Issues

CMake improvements

While the current CMake works on Linux and Windows (and presumably on N-Gage too), macOS fails to work and it leaves out platforms such as the 3DS which is not currently included into a stable release.

An idea I have is using CMake's FetchContent. It integrates well with searching with find_package and provides similar features to ExternalProject.

Another idea I have is similar to the CELESTE_* CMake options, add a CELESTE_ENABLE_AUDIO to restore audio on supported platforms.

What do you think ? Would you like me to open a PR for these changes ?

Mediocre performance on the Nokia N-Gage

The N-Gage version currently still uses floating point arithmetic. However, since the N-Gage does not have an FPU, this could be the reason for the poor performance.

The N-Gage should definitely use fixed point arithmetic.

Add support for the Sony PSP

According to @sharkwouter it compiles for the PSP without making any changes. It builds, runs and the controls work. The resolution is a bit off and sound is enabled (which is the current default).

This should be fixed prior to the next release.

[N3DS] Input issues.

There currently are several issues with inputs in the 3DS port.

For some reason, despite correctly loading the gamecontroller mapping, no event is fired and SDL_GameControllerUpdate are unable to read any key. On the other hand, in example programs and tests such as testgamecontroller (present in SDL source), inputs with the GameController API works fine. This seem to be an issue unique to the N3DS port, using controllers on PC or on PSP works without any issue.

There were already several attempts to fix this through calling manually PumpEvents before reading inputs, or checking for the controller events in the PollEvent loop, but the behaviour did not change.

Currently, the fix is present in sdl20compat.inc.c, we replace the SDL_GetKeyState function with a custom implementation polling the 3DS directly using libctru instead of calling SDL_GetKeyboardState.

This custom implementation does not create events, meaning that even when correctly mapped, all the code paths in the event loop will never be executed. Namely, the pause, quit (although unnecessary), save/load state, and screenshots are not able to be processed. It does not support movement using the left circle pad (only the D-pad).

So as it stands, inputs do work, but they're pretty hacky and incomplete.

As to the available options, here are what I could think of:

  • Do nothing. It works, and the missing options (except maybe pause) are not a deal breaker.
  • Update the hack to manually create and push events, which would require some refactoring to properly handle key repeats.
  • Lastly, a bit of an overkill approach would be to rework the port from the ground up in "pure SDL2". Hoping that this would fix the issue with the GameController API (although with no guarantee that it would fix it).

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