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Nintendo Switch #181
Nintendo Switch #181
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Now we just have to get a Switch console for our CI cluster :p |
I have taken care of most of the platform code. If anyone could test that it still loads correctly on there switch that would be a huge help: |
@AJenbo, do you need to do something specific to make it possible to run custom ROMs on the Switch? |
As someone who originated from the console scene, I can say very much you aren't going to be running any custom code on a modern console without some sort of userland exploit. The Switch came with a design flaw that allowed them to be hacked to run unsigned code but Nintendo revised the motherboard so newer models cannot. Modern consoles have sigchecks on code and certain keys are used to sign it based on desired user level access, with kernel keys being reserved for firmware devs and userland for game devs. |
This port is now in fairly good shape, the only parts that are missing relates to cleaning up the controller code. It would also be great to get it compiling using CMake rather than a custom make script @lantus is this something you have experience with? |
Controller code has now been cleaned up and the build process moved to CMake, both thanks to @glebm. All that remains is basically to see if |
Honestly I don't mind that one being disabled. Having the cursor move around when i show the inventory or spell list is quite annoying. |
@galaxyhaxz well it is also needed for keeping the mouse in sync with the emulated mouses (touch and game controller), so would just be nice to have it work the same on all devices. @rsn8887 isn't it possible to attach mouse an keyboard to the Switch and play the game with that? |
Yes that is possible and works, or at least used to work always, so... hmm... I guess all the SDL mouse stuff should work on Switch after all. The touch code already works by pushing SDL events into the event queue. I think only the analog joystick mouse was still using an emulated mouse. However the analog joystick mouse could/should probably also be implemented in such a way that it pushes SDL mousemotion events every frame, instead of the hack it currently is?! |
@rsn8887 devilutionX/SourceX/controls/plrctrls.cpp Line 582 in 2bb9aa4
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* Switch port: Code changes for latest devkitpro * switch/build.sh: Fewer devkitpro packages
Including artifacts for any one that wants to test nightly
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This is an effort to upstream the Switch port created by @lantus (MVG) in a manner that maintains other ports and full credit via git commits. To do so some commits have been edited, mainly when the change is both temporary and destructive or could cause conflicts.
This will hopefully help to resolve lantus/devilution-nx#7
MVG's video about the project:
https://www.youtube.com/watch?v=5tADL_fmsHQ&t=34s
This PR is currently in draft mode while we work out some outstanding issues regarding the merge:
#ifdef
for controller code and switch code so it can be enabled independentlyMouseX
/MouseY
directly is needed ifSetCursorPos
is re-enabledDSBSTATUS_PLAYING
in a way that is picked up by the Switch build processNew features compared to devilution-nx: