Polestar
Polestar는 무료 오픈소스 월드오브워크래프트 레벨링 가이드 애드온으로, 인게임 화살표와 1~60 레벨 경로, 직업 퀘스트를 제공한다
Feeding Frenzy (Xbox Live Arcade) running natively on Nintendo Switch: static recompilation with ReXGlue and Renut's Direct3D-level renderer on deko3d
README 전체를 불러오는 중입니다.
README 전문 보기 ↗A native Nintendo Switch port of the Xbox 360 (Xbox Live Arcade) version of Feeding Frenzy (2006), by Sprout Games and PopCap Games: eat smaller fish, avoid the bigger ones and grow up the food chain.
It's not an emulator. The PowerPC code of the game's default.xex is statically recompiled to C++ with
ReXGlue and compiled for the Switch, and the game is drawn by Renut's
Direct3D-level renderer (reNut by masterspike52, as banjo-nx carries it)
directly on the Switch's own graphics API, deko3d. It is made from the Bejeweled 3 port's code.
[!NOTE] You need your own copy of the game, from your own Xbox 360: the Xbox Live Arcade game's content package (
Content/0000000000000000/584107F1/000D0000/F2727A719711C4E6BE4B402D70C1FA917A42E7C658).
feedingfrenzy-nx.zip into sdmc:/switch/.Your feedingfrenzy-nx folder should look like this:
/switch/feedingfrenzy-nx/
feedingfrenzy.nro
LICENSES.txt
feedingfrenzy.toml (your settings; written at the first start when it is missing)
game_root.nxpack (the game, in one file, made from your copy)
game_root.nxidx
Launch it with a game override (hold R while starting an installed title) or a forwarder. Album applet mode does not give the game enough memory. If you use a forwarder, set it to a 39-bit address space.
To build everything yourself instead, see docs/building.md.
[!CAUTION] The first time you play, the game's shaders are compiled for the console, so it can stutter for a moment at the start. They are saved in
deko3d_shaders.binnext to the NRO and later sessions start smoothly.
The left stick moves your fish; A selects in the menus and B goes back. By default the face buttons work by position, as on the Xbox 360 pad the game was made for: the bottom button is the Xbox's A, the right one the Xbox's B, and so on.
| Switch | Xbox 360 |
|---|---|
| B (bottom) | A |
| A (right) | B |
| Y (left) | X |
| X (top) | Y |
| ZR / ZL | RT / LT |
| R / L | RB / LB |
| + | Start |
| − | Back |
| Sticks / D-pad | Sticks / D-pad |
To use the buttons by letter instead (the Switch's A acts as A), set input_xbox_layout = false in feedingfrenzy.toml. There
are no touch controls.
The game has no multiplayer. Xbox LIVE (leaderboards, online play) is not available.
feedingfrenzy.toml, next to the NRO, holds only your options. Everything else is built into the NRO.
| Setting | What it does |
|---|---|
feedingfrenzy_language | Empty (default): the console's system language (English when the game does not have it). Or en, de, es, fr, it, ja or pt |
input_xbox_layout | Face buttons by position (true, default) or by letter (false) |
input_joycon_sideways | A single Joy-Con held sideways (true, default) |
input_joycon_sideways_stick | With it, a single Joy-Con's stick turned for the sideways grip (true, default) |
If you delete feedingfrenzy.toml, the game writes the default one again at the next start.
The game draws 1280x720 in handheld and docked mode and runs at 60 FPS. No log files are kept; only a crash
writes logs/rex/rex_crash.log.
deko3d_shaders.bin.| Document | What it explains |
|---|---|
| docs/building.md | How to build the PC test build, the NRO and the game data |
| docs/feedingfrenzy-notes.md | Notes on the game's code and every change of the port, each with its evidence |
| docs/optimising-functions.md | How the game's hot functions are made faster, measured and checked |
| docs/hand-natives.md | The rules for hand-written native functions |
| docs/bejeweled3-notes.md | The Bejeweled 3 port's notes: the code this port is made from |
여기까지가 README 앞부분입니다. 나머지는 원문에서 읽을 수 있습니다. README 전문 보기 ↗