Comments (1)
Thanks for pointing this out, I was already aware of the new fork but it was not really mature last I checked (which is ages ago by now). I'll happily look into it when I have time, but one of the biggest blockers on helping out with the new upstream fork is the current toolchain (devkitPro) which might be tricky to integrate with Waf and the requirement of everything being statically compiled due to toolchain limitations.
I suggest adding methods for statically compiling game dlls into a single executable upstream before attempting to get a new switch port up and running.
I think using symbol renaming to avoid conflicts instead of the current method which is a script scanning all files and generating a header with #define's that gets included everywhere to override the symbols. But this is just a suggestion.
Also another thing is reducing the amount of file operations, I remember the old upstream wrote a ton of files every time a save & autosave was created resulting in freezing everything for seconds. This is not critical but would increase the quality of gameplay.
Also I am already in the FWGS Discord (Mats#6045) if you want to talk with me about more details
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