james2doyle

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5posts
Nov 50 posts
  1. Reddit · · r/raylib · u/warpaint_james · james2doyle/gbarecompx

    Final Fantasy Tactics Advance v2 runs on Raylib Big release for my Recomp of Final Fantasy Tactics Advance. github.com/james2doyle/ffta-recomp/releases/tag/v… Bunch more screenshots here: imgur.com Thanks to Raylib, v2.0 has lots of new features unlocked: - Native raylib engine and launch screen — the V2 backend replaces the SDL/recomp-ui stack. The launch screen has box art, a native ROM picker, and drag-and-drop; the in-game settings menu is now raygui with Display, Graphics, Audio, Save states, and Assist sections. - Steam Deck / SteamOS AppImage — built in a pinned Debian 12 container (glibc 2.35 floor), with Game Mode defaults (borderless fullscreen and the resize-driven widescreen view). It unpacks to a writable XDG data directory; updating the AppImage keeps the ROM pick, settings, and saves. - Shader and frame stack — MMPX edge smoothing, sharp scaling, pixel grid, LCD subpixel grille, LCD boost, dither, and deband, plus frame interpolation and LCD ghosting. Each is toggleable in the in-game menu. - Fast-forward 2–10x — hold Tab, 2, or the right trigger, or tap the on-screen FF pill to latch it. The speed is set in Assist and persists across sessions. - Widescreen — validated up to "448 px" on desktop; Android uses a density-scaled expanded view. - Android controllers and touch — built-in, USB, and Bluetooth pads work label-wise; the pad's menu/center button, the Back key, or a touch long-press / three-finger tap opens the settings menu. Android versionCode is now 2. - Save states — slot selector, save, load, and resume under Save states, alongside cartridge saves. - Strict fully-static execution — zero interpreter fallback on executed paths, kept there by the self-healing coverage loop. I did an entire migration away from the SDL2 gbarecomp and into my own fork called GBArecompX: james2doyle/gbarecompx This fork is backed by Raylib. One of the things Raylib unlocked for me is the headless testing. That allowed me to write a lot more tests to make sure things are solid. Any new bugs get a failing test that we can make green. I also took the time to chop up the backend into an interface that Raylib conforms too. So if you really wanted, you can now implement a different backend (say SDL3) without too much effort. I'd like to try another GBA game (a more obscure one) with gbarecompx. If anyone tries it out I would be happy to hear about it.

    1 point · 6 comments
  2. Reddit · · r/finalfantasytactics · u/warpaint_james · james2doyle/gbarecompx

    Final Fantasy Tactics Advance Recomp v2 Big release for my Recomp of Final Fantasy Tactics Advance. github.com/james2doyle/ffta-recomp/releases/tag/v… Bunch more screenshots here: imgur.com In v2.0 we have lots of features unlocked: - Native raylib engine and launch screen — the V2 backend replaces the SDL/recomp-ui stack. The launch screen has box art, a native ROM picker, and drag-and-drop; the in-game settings menu is now raygui with Display, Graphics, Audio, Save states, and Assist sections. - Steam Deck / SteamOS AppImage — built in a pinned Debian 12 container (glibc 2.35 floor), with Game Mode defaults (borderless fullscreen and the resize-driven widescreen view). It unpacks to a writable XDG data directory; updating the AppImage keeps the ROM pick, settings, and saves. - Shader and frame stack — MMPX edge smoothing, sharp scaling, pixel grid, LCD subpixel grille, LCD boost, dither, and deband, plus frame interpolation and LCD ghosting. Each is toggleable in the in-game menu. - Fast-forward 2–10x — hold Tab, 2, or the right trigger, or tap the on-screen FF pill to latch it. The speed is set in Assist and persists across sessions. - Widescreen — validated up to "448 px" on desktop; Android uses a density-scaled expanded view. - Android controllers and touch — built-in, USB, and Bluetooth pads work label-wise; the pad's menu/center button, the Back key, or a touch long-press / three-finger tap opens the settings menu. Android versionCode is now 2. - Save states — slot selector, save, load, and resume under Save states, alongside cartridge saves. - Strict fully-static execution — zero interpreter fallback on executed paths, kept there by the self-healing coverage loop. I'm aware there is another recomp for FFTA. We started around the same time and have delivered slightly different solutions. I think my approach is more in trying to keep with the original feel. I havent changed any graphics or moved any of the UI. I also heavily focused on Android support. Just like my other release, this project uses emibios, so you do not need to dump your GBA Bios. Just your game. One of the reasons I jumped to v2.0 is that I did an entire migration away from the SDL2 gbarecomp and into my own fork called GBArecompX: james2doyle/gbarecompx This fork is backed instead by Raylib. If you are aware of Raylib, is it a great project. One of the big unlocks with Raylib is support for Shaders! So now we have a few shaders included out of the box. Not only that, Raylib has native Android support AND HTML5. But no HTML5 build is working right now. They also have their own GUI library so yet another dependency was dropped. And the UI is uniform between desktop and Android, with the exception of the launcher on Android which is native. As a developer, one of the things Raylib unlocks is headless testing. That allowed me to write a lot more tests to make sure things are solid. Any new bugs get a failing test that we can make green. I also took the time to chop up the backend into an interface that Raylib conforms too. So if you really wanted, you can now implement a different backend (say SDL3) without too much effort. I'd like to try another GBA game (a more obscure one) with gbarecompx. If anyone tries it out I would be happy to hear about it.

    150 points · 21 comments
  3. Reddit · · r/AndroidNativePorts · u/warpaint_james · james2doyle/ffta-recomp

    Final Fantasy Tactics Advance Recomp Stable Android Release github.com/james2doyle/ffta-recomp/releases/tag/v… You can now download an APK, load your ROM, and play! Huge milestone for this project. You can also load up an old .sav or even a save state from another game if you'd like: github.com/james2doyle/ffta-recomp/tree/main/andr… A big unlock is using another project called emibios: coolbho3k/emibios This project recreates the gba bios as an open source "clean room" project. Which means you can skip a whole step of the install, bundle the bios with a game, and improve the test coverage. On top of that, I fixed a few more bugs. Including a couple in the upstream gbarecomp project. So hopefully any and all future game recomps can benefit from the work here. The issues in the repo are mostly improvements. Give it a play and let me know how it goes!

    33 points · 10 comments
  4. Reddit · · r/AndroidNativePorts · u/warpaint_james · james2doyle/ffta-recomp

    Final Fantasy Tactics Advance (recomp) FFTA recomp: james2doyle/ffta-recomp Widescreen (working but not fully complete), touch controls, save states, some graphical controls, all in there. The game seems to be in a playable state from my manual testing on an old phone. Now that the major bugs are gone, I will get it tested on my Odin 3 with my current .sav from SkyEmu. This recomp was AI assisted but had a TON of manual QA. I even had to patch the upstream gbarecomp project 8 times to get this ROM to work. That work will be opened as PRs to the gbarecomp project ASAP as there is at least one critical bug fix in the framework core. Manual QA was mostly on PC (Linux) but there was a bunch on Android. It is ready now for other testers. Although I used AI, a lot of the work referenced ancient forums and mods to identify symbols in the code. I also uncovered a lot more and focused on getting them labelled. I archived that work in the repository for posterity. My dream would be that the game could be fully ported to Love2d or Raylib like the Gen1 Pokemon recomps. Then we could have some real fun. I also added a bunch of automated tests as well as tried to encapsulate a lot of the learnings into skills. That way, future gbarecomps can take advantage of all the labour here. Please try to give it a test. I did make sure that .sav and save states from mGBA work. So give that a shot. The docs still need work. And as of the moment, you cant just install a .apk from the releases and pick a ROM. You need to build an apk yourself. I tried to make it easy to build the apk with a simple build_apk.py script. The ROM picker experience is the next major milestone.

    86 points · 18 comments
  5. Reddit · · r/decomps · u/warpaint_james · james2doyle/ffta-recomp

    Working on my first recomp (Final Fantasy Tactics Advance) REPO: james2doyle/ffta-recomp Been using gbarecomp as well as a bunch of "historical" documents from the Internet Archive to help make Final Fantasy Tactics Advance recomp possible. I even downloaded a bunch of random .sav files from who knows how far back to make sure those worked. I also exported my current .sav from SkyEmu to make sure that worked too. The end goal is a Android port with widescreen (as you can see in the screenshots) as well as better frame rates with frame interpolation. A stretch goal would be the "link" features. Curious if anyone else is interested in having this on Android as well? This already works pretty well on PC. I'll have the repository up soon once the widescreen is fully done and I reach a stable v1 on PC. I have been using AI to learn how this all works. However, as a developer, I still care about quality and do not want this to be a garbage slop fork. I have been using this non-deterministic tool (the LLM/AI) to create deterministic scripts, tests, and tools. I have also been mapping all the symbols in the project which means even though this is a recompilation, there is a lot of code that is labelled. One of the side goals I have for this is to document as much of the process as possible in generic skills that can be used in any future gbarecomp project.

    85 points · 27 comments

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