r/SBCGaming • • 17h ago

Discussion What to expect from RG DDS's screens?

0 Upvotes

I'm in the market for a DS/3DS-specific device, with the highest priority being touch input latency.

That RG DDS is a real looker, but from what I can gather, so much of what makes a device feel better for touch (assuming the same SW/OS) is the refresh rate of the screens.

I'm curious what folks who are more knowledgeable think about the screens coming on this device. Have folks tried touch games on different devices, any advice to keep in mind while shopping?


r/SBCGaming • • 19h ago

Recommend a Device Device for Dusklight and Better Windwaker.

0 Upvotes

I really just want to play these two games right now, and I imagine similar games in the future. I can't imagine playing games above Wii at this time, and don't need dual screens.

I have a Switch 2 and good gaming PC, so Im not looking to play any PC ports or Switch games.

This handheld will not be leaving the house very often, just something to play on the couch while my wife cross stitches and watches her stories.

I know there are a lot of options, too many, so I was hoping to have it narrowed down a bit.

Thanks.


r/SBCGaming • • 3h ago

Question 4:3 wallpapers

0 Upvotes

Tired of looking at my Nova's boring background, what's everyone using for theirs? I have no interest in getting a frontend too. Have es-de but prefer not using it so please don't recommend one here, I'm just after wallpaper ideas


r/SBCGaming • • 16h ago

AI Assisted Software BioShock Port v0.1.0 - Linux ARM Port (for portmaster)

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8 Upvotes

BioShock early access build for Ko-fi and Patreon supporters.

The changes since my last post;

  • Reworked rendering and HUD presentation to reduce unnecessary waiting between frames.
  • Game runs mostly at 30fps, dips down in some heavy scenes.
  • Optimized lighting/shadow shaders and reduced duplicate shader work, with lower RAM use in later levels.
  • RT/LT now zoom the map. B or Back closes the map and manual, without the held button triggering something in gameplay afterward.
  • Fixed the missing SaveGames folder on fresh installs. It’s now created automatically.
  • Fixed the error when closing the game with Select+Start.
  • Added more startup, hardware and memory info to the logs to help track down reported issues.

I’ve also been testing more mid and late-game levels, and in addition to RG35XX-H MuOS, RG40XX-H Knulli and Miyoo Flip Spruce, I now also tested the R36S on AmberELEC and dArkOS.

Public Release ETA

Probably last time I post about this before public release, giving myself till November 14 to polish everything.

Support

Limiting it to supporters first has helped a lot since with public releases people are just very likely to tell you that something doesn't work but the moment you ask for logs, additional information or their time to try something out to help fix it, you rarely get a response back. Support is very much appreciated, but I am not selling a product, that's not the goal.

Until November 14, I’ll forward all support I receive from new supporters joining for this port to PortMaster. Please comment "PortMaster" on the Patreon post or leave it in your Ko-fi support message so I can identify it.


r/SBCGaming • • 42m ago

Discussion Horizontal shape. Flatback and no joysticks on front. 4" to 5"inch OLED screen anything like this on market ?

• Upvotes

I'm looking for a completely flat back and no joystick on front and horizontal handheld with 4" to 5"OLED screen.

Any thing like this available on market ?


r/SBCGaming • • 16h ago

Showcase Guess the game I'm playing!

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10 Upvotes

It works well, though I need to remap the controller.

Konkr Pocket Advance

Jade Empire on Xbox


r/SBCGaming • • 11h ago

Showcase Sold my thor and got y700 gen5

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119 Upvotes

No ragrets.

Did miss dual screen gaming. 8.9 inch lesown monitor from aliexpress.


r/SBCGaming • • 17h ago

Troubleshooting Powkiddy X55 not turning on

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1 Upvotes

Hello people..

So my friend's X55 is not turning on, when you press the power button the LED will light green but the screen is completely black, when i remove the OS sd card and turn on the device it will go in the emergency mode where you see the powkiddy logo and (emergency, turn off, and restart) options on the right of the screen...

I tried restarting from this mode as some say it will reset the boot process, but nothing happened..

So I though it's maybe the OS sd card, so i tried my own sd card on it and it's still black, I took the OS sd card from that device and tried it on my own X55 and it turns on normally (both sd cards had JELOS).

I tried unplugging the battery and leaving it for a couple of minutes then try again, but no luck..

After that I flashed the latest version of Rocknix to their sd card and tried it,, now it loaded just like in the video but will get back to black screen after some processing done..

Is there anything i can do at this point?!


r/SBCGaming • • 4h ago

Troubleshooting Can somebody help me porting gta vice city to goodluckos 32 bit for g36

0 Upvotes

GTA Vice City (reVC) on a GA36 / R36S Clone running GoodLuckOS — Black Screen, Looking for Help

Hi everyone!

I'm trying to get GTA Vice City running natively on a GA36/R36S-style handheld running GoodLuckOS, and I've hit a problem I haven't been able to solve. I'd appreciate help from anyone familiar with reVC, PortMaster, SDL2, OpenGL ES, or Mali-400 GPUs.

Device and software

  • Device: GA36 / R36S clone, GA36-MB v1.1
  • SoC: Allwinner A23/A33 family
  • CPU architecture: 32-bit ARM (armv7l / armhf)
  • GPU: Mali-400
  • OS: GoodLuckOS 0.1.0
  • Kernel: Linux 7.2.9
  • Graphics: OpenGL ES 2.0, Mesa 26.1.8
  • Project: reVC (reverse-engineered GTA Vice City engine)

I'm building an experimental port from source rather than simply copying a package intended for another handheld.

What I've done

I built an experimental reVC package for the device and created a launcher for GoodLuckOS.

Initially, I encountered a shader-related problem involving CreateRimLightPipes, neoRimSkinShader, and the u_boneMatrices[64] uniform array.

As an experiment, I changed the bone matrix array size from 64 to 48 in both:

  • src/extras/shaders/neoRimSkin.vert
  • src/extras/shaders/obj/neoRimSkin_vert.inc

I also clamped bone indices to 47 or lower. The second file is important because it is used by the active graphics path in my build.

This was an experimental workaround, not a confirmed fix.

Current behavior

The game starts, but I get a black screen.

  • I hear a very short sound during startup, but no recognizable Vice City music.
  • Sometimes the game exits back to the GoodLuckOS menu.
  • Sometimes it stays on a black screen.
  • Sometimes it closes after a while.

The latest log reports:

OpenGL version: OpenGL ES 2.0 Mesa 26.1.8

It also shows the game state reaching GS_FRONTEND, followed by messages such as LOAD frontend1 and LOAD frontend2.

The latest log does not show the earlier shader error or an explicit segmentation fault, but I still don't have a working picture on screen. Reaching the frontend state doesn't necessarily mean that rendering is working.

There are also some EGL warnings in the log, including EGL_BAD_DISPLAY and EGL_BAD_PARAMETER. I don't know whether they are related to the actual failure.

What I need help with

  1. Has anyone successfully run reVC on a Mali-400 GPU with OpenGL ES 2.0?
  2. Could the black screen be caused by EGL/SDL2 KMSDRM presentation, shader compilation, or another graphics compatibility issue?
  3. Is reducing u_boneMatrices from 64 to 48 a reasonable workaround for this hardware, or could it introduce another problem?
  4. What specific log output, OpenGL capabilities, or runtime tests would you collect next to identify the actual failure?

I'm happy to run targeted tests and provide relevant source files or logs.

I own the game files needed for testing; I'm not trying to distribute copyrighted game assets.

The main question is whether this is a fixable graphics/runtime issue on this hardware, and what the best next diagnostic step would be. I'd rather identify the underlying cause than keep trying random patches.

Thanks!


r/SBCGaming • • 15h ago

AI Assisted Software Port from Unreal games (including UT2004 and Unreal Championship 2) games to the Android

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8 Upvotes

Hello everyone!

This is a port of these games to the web with all of them disgustingly vibeslopped to stupid extremes resulting in the most cursed codebase that not even damned souls should have to read.

If you haven't wretched from reading the above sentence, downvoted and closed this post, let me explain what this really has.

The overall effort is to get the games running in the best shape possible on the web but to also have a portable enough codebase that can be used for future ports to other platforms.

(the pics have a Retroid Pocket 2+ and a Retroid Pocket 6)

The games in detail (so far) are:

  • Unreal 1 v200. Original release for nostalgia.
  • UT99 v400.
  • UT99 v436. This version has been reverse engineered to load mods, networking and I haven't found any gaps so far (including skeletal support). This is an experimental effort, but so far so good.
  • UT2004 v3369. Final version.
  • Unreal Championship 2. This is a proper port to the PC and web, shaders, sounds and all.
  • Bonus ports! Harry Potter 2, both the prototype and a hacked version to run the retail game.

Across all ports, this adds a few quality of life features to the engines or just compatibility aspects:

  • OpenAL soft with soft EAX.
  • OpenGL ES support and with GL4ES we can invite all mobile devices.
  • Proper FOV support across the board.
  • This android support.
  • Different renderers (including software mode) for more limited devices.
  • Much more portable (all engines build in x86 32 and 64 bits, arm 32 and64 bits as well as Android). Windows is an afterthought (why would you use it anyways, just use the official patches)
  • In general my focus has been a clean static GCC build.

Unreal Championship 2 got some extra work in

  • Proper renderer with all the snazzy effects such as distortion effects, bloom, eye light adaptation, radial blur, etc...
  • Proper sound playback by recooking the original release (or cooking the "other" release)
  • Full blown keyboard and mouse support. Using the mouse on the menu is still wonky and it is best to stick to the keyboard there.
  • 4 player split screen. 3 and 4 are a bit janky, but who cares when you want to have fun with friends.
  • Map and mutator support. I've done some automation to port some UT2004 maps to UC2, some layouts are a disaster (open maps are a bit of a bore), but others still play nicely.
  • UC2 won't work with the original assets as is, but they can be converted from an original iso with tools in the repo
  • UI work to make it work better with widescreen
  • Editor compiled and running.

How good are the Android ports

Yes, I'm no android developer, and my ports are as basic as they get, but I figured that if I get the engine running in Android, someone more skilled than me could add them to their port collection. If you want to try the ports, grab the APKs in the source link, install, place the game in the respective /sdcard/ut2004, uc2, etc, directory and run.

They all should have full parity with the web, windows and Linux version, including crossplatform play, gamepad support, and even some rough touchscreen support.

I plan to keep maintaining this as it is a fun project for me so feel free to ask questions and report bugs to any of this.

The code should port really cleanly to port master, but sadly I don't have a compatible device to try that.

Heck my main focus was the web release of these which is in unrealcollection dot games but I don't want to put that as a full url because I've already been "banned" by reddit due to "suspicious" activity and I don't want to arouse more anger from that bot.

Take a look at the pinned repos for the releases in https://github.com/10-p

Heck my main focus was the web release of these which is in unrealcollection dot games but I don't want to put that as a full url because I've already been "banned" by reddit due to "suspicious" activity and I don't want to arouse more anger from that bot.

Credits

  • First of all, thanks to the OldUnreal team for keeping the dream alive. Even if this whole thing was done without their involvement (and lets not bother them with any of this), I appreciate daily that they keep these games nice and shiny for the modern age.
  • More directly, OldUnreal for XOpenGL and their shader based renderer
  • Chris Dohnal for UTGLR
  • pitSeb for GL4ES. It is nice getting to use is from the days of the OpenPandora and with it came so many good ports.
  • Alex Strout (fox) for the widescreen support references
  • dpjudas for Surreal Engine and their reverse engineered references
  • Gildor for umodel and its skeletal loading and playback references
  • Ryan C. Gordon for the web port to finish 436 support.
  • Andiweli for the input scheme for the rest of the games.
  • And obviously Epic Games for the excellent games

r/SBCGaming • • 23m ago

Discussion Which dArkOS version for Odroid Go Advance BE ?

• Upvotes

I have not followed the handheld scene for a few years, and today I saw the post for improved Saturn emulator then I realized I have OGA which is very similar device.

Then I started to looking into the emulator required dArkOS, which I never used before. The dArkOS 's github wiki page does mentioned the Odroid Go Advance so it appears the device is supported. However, in the release page, I did not see an image for OGA, so does anyone know which version I should use for the odroid go advance? Thanks!


r/SBCGaming • • 13m left

Discussion SNES Originals or GBA Remakes?

• Upvotes

I just purchased my first SBC emulation handheld. Prior to this, all my emulation gaming was done either in a PC monitor or TV screen. Because of that, I’ve always played the original version of games and never gave much thought to the remakes. Now that I have a dedicated handheld, however, I’m curious about playing the remakes because they are designed for the smaller screens.

So, I’m curious what you all do. Do you stick to the originals, because regardless of which version you’re playing it’s all emulation at the end of the day? Or do you play the remakes because they were designed with handhelds in mind?


r/SBCGaming • • 16h ago

Discussion I'm Crossing my fingers that RP 7 is like the RP Duo! That they introduce a Flagship version and a budget version

0 Upvotes

Flagship RP 7:

  • 5.5 OLED screen.
  • More powerful processor than budget.
  • Bigger body than budget.
  • More expensive than budget.

Budget RP 7:

  • 5 Inch LCD screen.
  • Slower Processor.
  • Smaller Body.
  • Cheaper price.

r/SBCGaming • • 2h ago

Showcase RP Nova official new dpad swap fixes the clacky dpad issue

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17 Upvotes

I received new dpads from Retroid to replace the original one that was very clacky. I was very hesitant to open the device up to replace it because the teardown videos I have seen were very intimidating.

Yesterday someone on retro handheld discord changed the dpad and shared a tutorial video (https://youtu.be/oamEBSR7FnI?is=EV3G_OA5ogEjjSYY by YesItsKira_ (that’s not me I swear lol) The video is step by step and highlights the where you need to be more careful. I followed the instructions carefully and it was a success! The new dpad is not clacky any more! The most important part is to carefully separate the thin ribbon cable near the triggers from the PCB (it’s glued to the PCB)

You can see in the second photo that the old dpad (left) has a longer stem. The clacky noise is caused by the stem hitting the PCB underneath (you can the marks in the third photo).

If your Nova has a similar issue, you can contact Retroid support to get the replacement.


r/SBCGaming • • 20h ago

Recommend a Device Beginner Game Console Recommendations.

7 Upvotes

Hi everyone. I'm not a member of this sub but I've been directed here for advice. My boyfriend really wants this retro game console for christmas. He has wanted to return to his childhood games for years, this Amazon console seemed like an affordable way. I want so surprise him by getting an improved console. All recommemdations (within a similar price range) are welcomed!

https://www.amazon.com/Emulators-Wireless-Controllers-Gatherings-PlayStation-Vita/dp/B0HJ71Q35Z/ref=zg_bs_g_3010601011_d_sccl_1/144-6975501-0635038?th=1


r/SBCGaming • • 5h ago

Discussion Native Resolution has its own charme

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74 Upvotes

I know that the majority of this community is into upscaling Gen 5 and especially Gen 6 when gaming on our retro handhelds. And rightfully so, as PS2 and Gamecube games for example often look like modern remasters when upscaled.

Last week I've fiddled around with making games under ARMSX2 look like I remember them looking. Native resolution, blur, CRT mask, all that jazz. And I'm so happy with the results, that I thought I might share some of it here. Long time fan of this community and literally my very first Reddit post.

ARMSX2 supports importing .slang shaders from RetroArch and RetroCrisis shaders on top. That's brilliant and something I would wish for PCSX2 to implement as well. With so many options there's plenty of good shaders to make native resolution look really good.

One shader that hasn't made it into the standard RetroArch Shader collection & that I want to put the spotlight on is CRT-SatPixie, which is a fork from well known NewPixie CRT & can be found on GitHub. Its performance hit is pretty small in comparison to higher end shaders like RetroCrisis or Royale. When tuned, I feel like it does a really good job in providing a satisfying image when running games at native resolution. I especially love the rolling scanlines (the screenshot doesn't really do it justice) and the way it blurs the image when tuned.

The shader parameters I optimize when emulating PS1 via BeetlePSX core and Dreamcast via Flycast core, and also when running PCSX2:

Accumulate Modulation 0.5

Horizontal Blur 0.5

Vertical Blur 0.5

Chromatic Aberration 0

Vignette 0

Overscan Crop 0

Though you might have to tweak saturation & brightness depending on your device. In RetroArch I prepend image adjustment shader and in ARMSX2 I use the Shadeboost setting to slightly lower saturation & tune brightness to my liking (mainly using the Pocket Nova right now).

I know, this may not be news to most people on this sub. It's just something I felt like sharing, as a lot of content when it comes to showing off what these devices can do with PS2 & Gamecube focus on the upscaling capabilities. And as the title says - native resolution has its own charme.


r/SBCGaming • • 3h ago

Discussion For anyone interested in the Konkr Pocket Block, Ayaneo is shipping them out fast

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6 Upvotes

I'm kind of in disbelief. This is my first order with them and I knew their reputation. I've been after a small android device to use for music and light gaming for as long as I've been in the hobby and this one seemed perfect so I took the chance. I ordered this 3 days ago and woke up this morning to a shipping confirmation.

Not endorsing the product yet since I haven't personally touched it but just letting others know that they're moving pretty quickly with this one


r/SBCGaming • • 17h ago

Discussion November sales and where to find good deals in Europe/France.

7 Upvotes

Hi, I hope you're having a good day :).

I’ve heard there are some great deals in November. I’ve never bought anything from sites like AliExpress, I'm not really sure how these promotions work.

Also, for those living in France or Europe: where do you buy your consoles? Between shipping costs and taxes, the price can easily end up being 50% higher.


r/SBCGaming • • 9h ago

Discussion Ok, this is pretty incredible [Lost Odyssey Recompiled]

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64 Upvotes

Game: Lost Odyssey (XBOX 360)
Device: Odin 2 Mini 8gb

For the longest time in this hobby I’ve been waiting for 360 emulation to get good enough for me to play through Lost Odyssey again, and then the recompilation comes out and has totally blown me away. I’m playing in 1080p, 60fps!!!

So far I’ve only been playing for about an hour, but other than the slight stutters when it was compiling shaders at the very beginning, it’s been nothing but very smooth 60fps, and I’m not even playing in high performance mode!

Edit: and I forgot to add that it’s a native Android port! So there’s no pc or Xbox emulation going on at all.


r/SBCGaming • • 8h ago

Recommend a Device Need an odd recommendation, please.

10 Upvotes

It’s time to buy a new device and I’m coming to you all for advice.

I’d like to be able to play 3DS, PSP and everything below. I’m not really interested in the big console or PC games.

I’d like a horizontal layout with a single screen. (Every device I’ve had with a hinge has broken and the balance felt off.)

I’m perfectly fine with DS/3DS screens being side by side and prefer the ergonomics of a horizontal device.

I was looking at the RG477m, but it seems a bit heavy, and frankly expensive for me.

That’s about all I can think of, for now. Anyone have any suggestions?

Thank you all.


r/SBCGaming • • 16h ago

Troubleshooting Lenovo Legion Tab Gen 3 "Long Press"

2 Upvotes

I use the Lenovo Legion Tab Gen 3 for my handheld emulation, and thought that I'd post this problem I was having. For a long time, whenever I would play an emulator I would end up with this folder in my downloads called "LongPress" that seemed to have saved a small screenshot of whatever I held my finger on, like the buttons on the screen. It was annoying, but also if left unchecked could like - use up all the space over a long period of time.

What I did to solve it was plug the tablet into my PC for file transfer, delete the "Long Press" folder, and create a blank file (no file extension) called "Long Press" to put in its place. It seems to have fixed it, but I'll delete this if it starts happening again. I thought I'd post just because I tried to google this many times and couldn't find anyone else who had ever had this problem.


r/SBCGaming • • 21h ago

Showcase I'm making Pokemon Origin HeartGold playable on a single DS screen [WIP]

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236 Upvotes

This is my first post here...

I wanted to play DS Pokemon on my iPhone in landscape with a controller, without constantly having to look between two tiny screens. So I've been working on a single-screen patch for the English-patched Origin HeartGold ROM.

We used targeted reverse engineering to find the relevant screen-routing and menu code, then injected a patch into the NDS ROM. Battle commands and move selection now appear directly over the battle scene. Other supported menus bring their active interface onto the visible LCD, while the unused LCD stays black.

The video shows real gameplay from the patched ROM:

- Battle commands, move selection, and an actual battle turn.

- Outfit selection and entering a name with controller buttons.

- Pikachu's dialogue and a starter Yes/No prompt with the question and choices on one screen.

The target setup is Manic EMU on iPhone with a controller. This footage was recorded on desktop DeSmuME using the same patched NDS; it isn't an iPhone screen recording.

It's still a prototype. The normal intro through receiving/nicknaming Pikachu works in our tests, but the full campaign, every battle edge case, and all side activities haven't been verified. A Y-button quick Poke Ball menu is something I'd like to explore next; it isn't implemented yet.

This is a patch on an existing fan hack, not a new remake. Credit to the original Origin HeartGold and English-translation teams, the HGSS decompilation community, and the existing single-screen projects that helped inform the work.


r/SBCGaming • • 13h ago

Discussion My Pico-8 Game Jurassic Chaos Reborn Might Go Great with Your Handheld.

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38 Upvotes

I mean it goes great with mine. I'm bias though.

This photo is a few months old. I'm playing it on a Retroid Pocket Flip with a cracked hinge at Universal Hollywood's fan nights. It was one enchanted evening of playing my game amongst movie props, and commiserating with a very good Denis Nedry character actor over AI and what a jerk John Hammond is.

I now play this and most Pico-8 content on my Miyoo Flip v2; which I nearly threw out, until I discovered Knulli Scarab on it. Anyhow, I'm bringing it up now because I just finished a version that I think feels complete.

As for gameplay, I'll just say upfront that this is intentionally a "floaty" platformer. I know there are folks that hate floaty platformers in general, but if you don't - then I'd be happy to take your feedback.

It's an homage to Jurassic Park 2: The Chaos Continues for GameBoy. If you liked that game, then I was trying to make something you would like :)

I don't know how much more I'll do with this one game. If you know Pico-8 development, then you know there are heavy limitations and I pushed them all. If I was a better programmer I could probably make more room on this one cart, but as it stands I'd have to go multi-cart to break things up and improve and add... which I might do. I don't know.

Here's the itch link for it if that interests you: https://rezroll.itch.io/jurassic-chaos-reborn
Here's the Pico-8 forum where you can play it if you'd rather do that: https://www.lexaloffle.com/bbs/?uid=128619

And of course you can search it up on Splore.

Feel free to ask about my experience with the handhelds I mentioned or my little game, or both. Pico-8 development is great too, I love talking about that. In fact it was this handheld community that brought Pico-8 to my attention a couple of years ago. So thanks for that!


r/SBCGaming • • 17h ago

AI Assisted Software R36S's new Saturn emulator boots 100+ games at 60 FPS

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58 Upvotes

Download here: https://www.reddit.com/r/R36S/comments/1x49x21/release_yabasanshiropirry_optimized_sega_saturn/

Showcase and tutorial: https://youtu.be/r6M3ZSHfR0o

Disclaimer: probably AI assisted since the creator used AI art on it's original post (I'm not the author, just passing the word)

Edit: left is standard Yaba Sanshiro and right is Yaba Sanshiro Pirry


r/SBCGaming • • 4h ago

Showcase Zelda BoTW port running on a Mali-G610 with LPDDR4 8GB RAM (Orange Pi 5 - sub $100 SBC) at 720p ~30FPS with minimal graphical bugs on Linux

19 Upvotes

Alpha gameplay:

https://youtu.be/ExSKfApTN18?si=kgD-LFL33nnjXTe5

I know many people in this community hate on Mali GPUs as their GPU compatibility is very far off of Snapdragon especially when it comes to vendor/proprietary drivers. However, there are still workarounds to shitty drivers with some good code :)

I’ve managed to push several graphical patches to the SavageWind repo for Mali GPUs so that the game renders well enough to play well!

For context, on Mali GPUs, Eden has not really received great support in the past so it’s awesome to be able to play these kinds of games now on Mali! This game in particular never rendered correctly on Mali and ran at about 7-8 FPS on emulators.

Details of the fixes to get the game working are below for those interested in contributing - still running through several bug fixes atm including flashing surface water, text glitching but the game is fully playable so far with no crashes either on Wayland or X11.

Hopefully this will be merged upstream soon!

————————————————————————

• aarch64 lifter: x16 was used both as a scratch register and to hold NZCV in asm batches that set flags. It's now kept out of the scratch pool in that case.

• Guest heap on Linux: new SAVAGEWIND_VK_HEAP=import|export|dmaheap. The host-pointer import faulted on Mali resulting in instant game crashes. A dma-buf from /dev/dma_heap/system works, and non-coherent memory is flushed

• Global memory over 2 GB: Mali's vendor blob maxStorageBufferRange is 2 GB and the heap is about 3 GB, so it's now split into two bindings (GMEM_SPLIT). This fixed missing text

• Duplicate attachments: a target bound in two slots is attached once. On a tiler, the unwritten slot stored stale tiles over the drawn ones, which showed as squares in the G-buffer and lack of shadow detail

• Lighting reading a bound G-buffer: the lighting passes read G-buffer targets they don't draw into while those targets are bound. On Mali these reads come back wrong, and walls, rocks and barricades were lit like sky. These reads now go through snapshots on Mali (reused within one pass), and color targets a pass never writes are left out

• Pass barriers (performance): on Mali, a pass's start barrier holds back only fragment work, unless earlier GPU work could feed the pass's vertex stage