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srb2_3ds's Issues

Memory Crash

Hello derrek6, sorry to bother you, but I am getting a frequent issue I see no one else having, or at least cannot find anything about it, after thz I always get the error: “out of memory allocating 419412” or along those lines, I’d just like to wonder what I can do to avoid this?

The Music Isn't Working!

The Whole Game, But The Music Is Not Even There! I Even Got The Updated Version Of The Song, And Yet Does Not Work!

Wad Support

Does Srb2 3ds Support Wads for custom Characters

Option to toggle console display on and off

since this port is relatively stable, some toggle to disable the console display on the bottom screen, possibly just by tapping on it to toggle it on and off would be nice

Minor Questions: Add-ons, SRB2 Kart

Hello there fellow dev.

This is but a minor nitpick, but something I've kept wondering is why the "add-ons" feature introduced in 2.1.22 (or 2.1.21, I don't remember) isn't in the game. My main assumption as to why this is the case is because it would require updating the whole port to said version/s.

Secondly, is a 3DS port of SRB2 Kart possible or in the realm of possibility? This one's just out of curiosity. I'd imagine that, in the case it is possible, it'll lack any Netplay support. If that is the case, I understand why it wouldn't be worth porting.

That'll be all for now.
—Axel J.

Minor graphic issue with score talley

The score talley screen is supposed to display a copy of the last in-game frame behind the score talley, but this port only shows a black frame, probably a known issue, or not implemented for whatever reason

Laggy Special Stages & Visually Glitched Acts

Greetings derrekr.
Before I report some of the bugs I've discovered on my own playthrough, I'd like to give you all my gratitude towards making this port a reality. For so long I have been wishing for a 3DS port and you've made my dream come true! Thank you so much!

ahem Now, for as smooth and slick that this port is, I've discovered a couple of bugs which might make the game near impossible to complete. Starting off, the special stages "Flooded Cove Zone" and "Magma Caves Zone" tend to lag often, but none more so than the former (FCZ) which is an absolute lagfest from start to finish. Thankfully, they're still beatable. On the other hand, Techno Hill Zone Act 2 and Castle Eggman Zone Act 1 are almost entirely unbeatable unless if memorized due to some odd graphical glitches that brings the background forward, covering everything else (minus the HUD).

I care about this port and wouldn't want to see it left in a state where it's impossible to beat, so I'll do what I can to help. If you require photos/screenshots, I'll gladly share them.

Sincerely,
Axonic3D

P.S.: I don't know if it's worth talking about bugs in WADs, especially since it's likely that most problems on them would be up for their respective creators to fix, but I'd like to mention that a similar graphical glitch as the previously mentioned one happens in SRB2 Heroes' Grand Metropolis stage, rendering it imposible to complete.

v2.2 support?

Any chance for support for 2.2 being added? If so, then I would really want to try it!

Add the last supported version to the instructions

Hi, I tried the port with the last version of the game that is in the archived versions section of the main website.

I would add on the instructions of the README the following steps:
Download the file https://files.srb2.org/srb2.org/history/SRB2-v2125-x64-Installer.exe
Install it or unpack with 7z or Winrar to a temporary folder.
Copy all the Dta and Srb files (all the files with the exception of the exe and txt) to the /3ds/srb2_3ds/

This version seems to be more updated that the one of the tutorial.

Thank you for your work!

Triangle not rendering in GFZ Act 2

2018-12-23_23-28-01 434_top

In this screenshot provided, there is just an entire chunk not rendered here. I'm unsure if this relates to the OpenGL issue of "missing walls", since this is the floor. Maybe I'm just dumb in that respect, but this doesn't render properly.

What I did to get here was installed everything to the correct directory, copied all of the files I had already gotten... then I went as Sonic to GFZ Act 1, went through the special stage, and then went to Act 2 to get this. I went back into the save file I made, and went straight for Act 2, and I could see this again.

As an aside, the intro was a bit bugged when I first booted the game (the sprites were somewhat grayed, you could see the whites or transparencies the sprites had), but the second time I booted it showed up correctly, not sure what's going on there.

Is Netplay within the realm of possibility?

It's as the title says, with this most recent update the game runs at a very stable framerate and looks significantly better, I think that netplay would pretty much put this port of SRB2 on par with the PC version.

If not, that's understandable. Regardless, this port is amazing and I'd like to thank you personally for making it possible to bring this absolute classic with me anywhere I go.

Can't compile the source code

Apparently the toolchain has evolved a bit since this application was last compiled, and it won't work now.

First the compiler complained about a duplicate definition of the __dmb function in nds_utils.h, since this function has apparently been upstreamed into libctru (in 3ds/synchronization.h). After verifying the two definitions were identical, I commented out the one in this codebase, and the source built, but failed to link -- the linker complained about duplicate definitions (the same symbol from the same .h file appearing in multiple .o's). After telling it that that was okay (by editing the Makefile and adding -z muldefs to LDFLAGS), the application successfully built, and I deployed it to my 3DS. It played the opening cutscene just fine, and made it as far as the title screen, but did not detect any of the savefiles I had created using the binary release of srb2_3ds.3dsx I downloaded from the GitHub page, and crashed when trying to load a level (in demo or in game) because something somewhere called svcBreak().

I'm going through it with a debugger now. Will update with my findings.

PK3 support?

Yes, I know that this is a matter of the version built off of not having PK3 support yet, but a lot of the mods I want to try on my 3DS I've found have adopted the format. Is there any plans for a codebase update? I assume that'd happen around the same time netplay gets added, if that ever happens. No rush at all, just a quality of life thing for me.

Progress?

was wondering if this is still worked on and if 2.2 is possible if it isn't then would 2.1.25 be possible I think it is because we already have 2.1.20 working

PANIC; Mix_OpenAudio failed! & assertion "0" failed!

just after "SoundDriverInit!", just have a PANIC notification with that inside :

Mix_OpenAudio failed!
assertion "0" failed!
file "D:/3DS/repos/srb2_3ds/source/nds/nds_utilis.c", line 120, function: NDS3D_driverPanic

System : New 3DS 11.8.0-41 E on latest Luma update (9.1 ?)

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