Add OpenJKDF2 port for Star Wars Jedi Knight: Dark Forces II.#2499
Add OpenJKDF2 port for Star Wars Jedi Knight: Dark Forces II.#2499juanvillacortac wants to merge 10 commits into
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Native aarch64 GLES port for PortMaster handhelds; requires original game files. Co-authored-by: Cursor <cursoragent@cursor.com>
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Game appears to be missing AmberELEC and ROCKNIX testing (according to your checklist)?
Fix Linux case-sensitive game data installs, add ROCKNIX launch tweaks and startup diagnostics, refresh the aarch64 binary, and align port.json with PortMaster v4 requirements. Co-authored-by: Cursor <cursoragent@cursor.com>
Move shared launch logic to .openjkdf2.launch.inc so EmulationStation only lists the two game wrappers, add the optional MOTS launcher with metadata, and ship an engine build with corrected menu letterbox and small-screen scaling. Co-authored-by: Cursor <cursoragent@cursor.com>
Move shared launch logic to openjkdf2/launch.run with a full PortMaster header and $directory GAMEDIR, thin wrappers that exec into it, and openjkdf2.gptk so gptokeyb only handles Select+Start quit without remapping SDL controls. Co-authored-by: Cursor <cursoragent@cursor.com>
Co-authored-by: Dia <lothk113@gmail.com>
Inline PortMaster shell template into both wrappers, move Linux helpers to helpers.inc, remove launch.run, fix gptokeyb gptk unmaps, and rebuild binary with SDL_WINDOW_OPENGL plus ES driver hints for ROCKNIX Wayland. Co-authored-by: Cursor <cursoragent@cursor.com>
Ship an updated aarch64 binary that reads handheld policy at runtime instead of compile time. Co-authored-by: Cursor <cursoragent@cursor.com>
Engine build 9889aa77: 2-MRT lite shader, fused scene composite, Mali crash fixes, and handheld viewport corrections for stable performance. Co-authored-by: Cursor <cursoragent@cursor.com>
Match jkdf2/port launcher logic without OPENJKDF2_TRACE; default full internal resolution on 720x480-class handhelds now that GLES perf optimizations are stable on Mali-G31. Co-authored-by: Cursor <cursoragent@cursor.com>
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OpenJKDF2 port — release update New build for Star Wars Jedi Knight: Dark Forces II. For now I'm hoping this is the last release in this round — I'm pretty happy with how it turned out. All that's left on my side is testing on ROCKNIX; on KNULLI (RG34XX SP, Mali-G31) it's running great. Main takeaway: the game now runs very smoothly at full internal SSAA (1.0) — no need to downscale resolution on an H700. Engine optimizations (GLES): In practice: similar RAM usage (~400 MB), better FPS, clean pause menu, and SSAA 1.0 is playable on the RG34XX SP. |
Native aarch64 GLES port for PortMaster handhelds; requires original game files.
Game Information
Submission Requirements
CFW Tests
Ensure your game has been tested on all major CFWs:
Resolution Tests
Test all major resolutions:
File Structure
python3 tools/build_release.py --do-checkpasses locally.Notes
openjkdf2/jk1/(GOG or Steam).openjkdf2/mots/and in-game Expansions & Mods menu.