ExOK / Celeste64

A game made by the Celeste developers in a week(ish, closer to 2)
1.58k stars 125 forks source link

What is the stance on usage of the assets on Contents/? #86

Open JohnnyonFlame opened 3 months ago

JohnnyonFlame commented 3 months ago

Hi,

I'm trying to port Celeste 64 to low-power ARM devices, but I'm running into a series of problems which will require me to maybe rework certain aspects of the assets to be possible, such as improving renderer performance (atlasing/etc), ensure the renderer works on OpenGL ES (maybe port to 2.x? unsure how doable) and debug/workaround why the game is failing to render on mali devices (panfrost/blobs both fail to render in different, interesting ways).

What is the stance on redistributing a port of Celeste 64 itself, instead of a fangame/etc? I would redistribute these free of charge (repo on github with prebuilt binaries, or a package containing the original game plus patches depending on stipulations).

NoelFB commented 3 months ago

Redistributing an open-source and free-of-charge port of Celeste 64 assets is fine. We're mostly just concerned with using the Celeste assets for commercial purposes, which this is not doing.

JohnnyonFlame commented 3 months ago

Haven't been able to dig deeper to try and profile the game yet, a straightforward port to OpenGL ES 3.x shows promise however! .NET 8.0.3 solved a lot of the odd bugs I've had with the prebuilt ARM64 images.

https://www.youtube.com/watch?v=LIFXxe7Qif0

I've had to make a number of changes (removed #version 330 from shaders, instead including a version preamble at runtime), plus there are plenty of cases on the default shaders where ints are mixed with floats.

Since I'm unsure what your plans for Shaders in Foster are, or what your policies on PRs are right now, I'm relunctant to push any PRs, but I thought to share my findings.

NoelFB commented 2 months ago

Since I'm unsure what your plans for Shaders in Foster are

Long term the plan is to use whatever SDL3's GPU implementation ends up doing. I suspect it will be some GLSL/HLSL variant that then can get automatically translated to specific platform APIs.

I'm relunctant to push any PRs, but I thought to share my findings.

Yeah that's fair! I saw your video though, looks great :D