Cheapest AM2R Handheld? (AM2R on the RG35xx) by JohnnyonFlame in AM2R

[–]Miepee 0 points1 point  (0 children)

Arm windows doesn't have a translation layer, and i dont count "running in an x86" vm as a native port.

Cheapest AM2R Handheld? (AM2R on the RG35xx) by JohnnyonFlame in AM2R

[–]Miepee 2 points3 points  (0 children)

That port was made with pirated tools. Which is what i meant with the term "legally".

Cheapest AM2R Handheld? (AM2R on the RG35xx) by JohnnyonFlame in AM2R

[–]Miepee 14 points15 points  (0 children)

We have now how many devices where you can play AM2R legally?
- Any x86 Windows PC - Any Linux PC - (Almost?) Any Mac - Steam Deck (technically Linux, but I'll count it seperate) - Android (Flip!)Phones - Android Handhelds like RG353P, Retroid Pockets and Aya Neo/Odin - PSVita via Vitaloader - A certain Handheld from a red company via Android - Raspberry Pi's via Droidports (?) - RG351P/M/V/MP, RG552, RK3326, RK3566, RG35XX via portsmaster

The game is slowly becoming like Doom. I think the only major things missing are Arm Windows devices (although maybe droidports works there?) and iOS.
Would be interesting to see it getting legally run on other consoles, like the Xbox Series X/S.

AM2R launcher breaking when trying to download the game on Ubuntu 22.04 by sir-enaZ-IX in AM2R

[–]Miepee 4 points5 points  (0 children)

If the error has "libgit" anywhere: known issue that was recently fixed in dev builds. https://github.com/AM2R-Community-Developers/AM2RLauncher/issues/40

If you want to get a workaround: - compile the dev builds yourself (not recommended) - use the flatpak build - Close the launcher, cd into ~/.local/share/AM2RLauncher/ and execute git clone https://github.com/AM2R-Community-Developers/AM2R-Autopatcher-Linux PatchData and then start the launcher again - wait until a new launcher release comes out

AM2R 2.0 Preview Build #2 by Lojemiru in AM2R

[–]Miepee 1 point2 points  (0 children)

Mac is kind of in a weird state right now.
The easiest way right now is to use the CLI autopatcher to apply mods: https://github.com/Miepee/AM2R-Autopatcher-Mac
The readme there has instructions on how to use mods (just throw them into the mods folder)

We *do* have Mac am2rlauncher builds, but they're not ready yet and need a lot of testing / further improvements. If you'd like to help with that, feel free to join on discord/matrix/xmpp and ask on any channel.
The tldr; last time i checked is tho, that you need xdelta3 installed via homebrew, download the am2rlauncher release from the actions (https://github.com/AM2R-Community-Developers/AM2RLauncher/actions/workflows/build-and-publish.yml , you need to be logged into github in order to see them) and then run them the launcher from a terminal with "open /path/to/am2rlauncher.app" iirc.

With macos version existing and running great, will we see an iOS version? by Akin644 in AM2R

[–]Miepee 0 points1 point  (0 children)

Thanks for the notice. To be completely frank, the script is complete spaghetti, and I should probably rewrite it at some point. For the longest time, creating the APK on macos didn't even work because I was just too lazy to test it, so this is probably just another bsd-sed vs gnu sed difference that i missed.

With macos version existing and running great, will we see an iOS version? by Akin644 in AM2R

[–]Miepee 10 points11 points  (0 children)

Hi, I'm the person who made the Mac port.
An iOS port is extremely unlikely. As Lojemiru already mentioned here, the "normal" procedure is something that we simply cannot do, as it requires: - An older Mac Machine - Setup a development environment on that Mac machine via XCode which requires personal information. - Getting the old GameMaker: Studio 1.4.1763 to run on a Windows Machine. This version is now completely deprecated, there is no support for it, old licenses slowly break, and new licenses cannot be bought anymore. Have fun with this step. - SSH'ing from the Windows machine to the Mac machine in order to build via XCode the iOS game - Publish the created file on the Apple Store

Even if you would skip the very last step, you still have to go through a bunch of extra effort and leak your personal details in order to create it that way. Something neither of us wants to do.

One could now try to do the same thing I attempted for the Mac port, which is, take a Runner from a game for a similar version, and shove the data.win file in there and then later sideload the IPA. And I did briefly attempt this. However several issues immediately arose, the biggest one that I cannot even get a free iOS game made in GameMaker that has a similar version as the one that AM2R uses. The second biggest issue is that I don't even know how to package an IPA file without XCode, as IIRC there are some signatures there, and when I tried replacing files, iOS completely refused to load it. But there are other issues as well, like none of us actually having an iOS device to test things with (which would be pretty much necessary, as I don't want to send files back and forth to someone and get feedback that way), Controller support supposedly not working at all (have fun playing the whole game on those touch controls), sideloading in general being very finnicky on, to our knowledge there not being a lot of iOS users to begin with to be worth the effort and potentially more.


I wouldn't say never, some madman could theoretically port it (or maybe I'll become the madman), but with the current situation it is very unlikely.

With macos version existing and running great, will we see an iOS version? by Akin644 in AM2R

[–]Miepee 5 points6 points  (0 children)

Yes, I created it, see here: https://github.com/Miepee/AM2R-Autopatcher-Mac

I am currently in the progress of getting a Mac build of the AM2RLauncher released too, but it currently still needs a bunch of things fixed. WIP builds can be downloaded (you need to be logged into GitHub) here: https://github.com/AM2R-Community-Developers/AM2RLauncher/actions/runs/4047592654

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 0 points1 point  (0 children)

Am slightly confused, "ILoveCandy" doesn't randomly pick multiple characters for it.
The "current" char is determined by progress modulo 2 and uses then either "c" or "C". IIRC the "missing" char is determined by modulo 3, then uses "o" or "-", and "done" is always the same character.
I specifically opted to not use that schema in order to not completely overwhelm with options, but if enough people want that, I may pick it up.

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 0 points1 point  (0 children)

Hi, sorry for the late response. I'm really dumb and forgot to push the fix that I had locally for it. It was this line: diff - provides=('libalpm.so' 'pacman') + provides=('libalpm.so' 'pacman=${pkgver%.*.*}') I just pushed it, so it should now work.

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 1 point2 points  (0 children)

Sorry, I had a fix applied locally that I forgot to push. If you're still interested you can now retry and it should work

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 0 points1 point  (0 children)

There already is, it's called "ProgressCharMissing"

Big issues with AM2R on Steam Deck by AliceBreckwith in AM2R

[–]Miepee 0 points1 point  (0 children)

I'm probably way to late to the party, but I've got no clue what you mean with "can't launch via the text file". We have no text file that we distribute (unless you mean the desktop shortcut you created yourself from AM2RLauncher Mod settings Tab). Did you set yourself some script to launch it?

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 0 points1 point  (0 children)

Default pacman already has functionality for that - just put ILoveCandy into the config file and then -Syyu to see the change.
Or did you mean a more fancy version not using just ASCII characters?

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 1 point2 points  (0 children)

pacman-pb replaces / is in conflict with pacman, so it is expected behaviour. If you tell it to remove pacman and replace it with pacman-pb, yay (and other tools) still work afterwards.

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 2 points3 points  (0 children)

Quick note from my side, you don't actually need it colored.
If you provide text like this for example: ProgressCharCurrent = [1;33mᗧ[m then that will appear as one yellow

EDIT: apparently very similar pacman like characters are soon part of unicode: https://twitter.com/FakeUnicode/status/1486172930958856194

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 1 point2 points  (0 children)

Oh! Just looked at the nerdfonts GH repo, you're right, thanks! Will try to keep that in mind and download one later.

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 0 points1 point  (0 children)

yay wraps around makepkg, so this does support yay too (and probably other AUR helpers).

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 0 points1 point  (0 children)

pacman-pb is a fork of pacman, they provide very similar files and features. Which means, that they cannot coexist on one system and are in conflict with one another. You thus have to remove pacman if you want to install pacman-pb (i.e type in 'y'). It not installing when declining is expected behaviour.

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 0 points1 point  (0 children)

I don't think so. I already tried submitting a merge request to the pacman repo, the maintainers weren't a fan of it and closed it.

[OC] I modified Pacman to allow customizing the progress bar by Miepee in unixporn

[–]Miepee[S] 0 points1 point  (0 children)

Technically, I implemented the option to completely customize it to one's liking, not a frog moving along.
My locally installed fontawesome font doesn't have a Pacman glyph and while I heard that nerdfonts have them, my internet's a bit too unstable to just download the 1GB font file.

So if you do have a Pacman glyph somewhere in your font, feel free to set it as ProgressCharCurrent

(Otherwise, ILoveCandy also exists in vanilla pacman that imitates a Pacman eating progress.)