github cheemu21/kid-with-sword-remake ff7
FF7 (pre-release): 3D and HUD unstretched in Wide view, amiibo + NFC, smooth title screen (includes FF5-FF6)

pre-releaseone hour ago

Pre-release: source code only. No IPA and nothing from the game are attached or in the repository. Build your own from your own dump of the game (base game + update v131072) with the steps in docs/games/kid-with-sword-remake.md, using the env file under "Build settings" below.

The Legend of Zelda: Ocarina of Time (Switch 2) as a native iPhone app, on top of nxnative.

FF5 and FF6 were test builds; their changes are all in FF7.

Widescreen with nothing stretched

  • 3D models are no longer stretched in Wide view. FF4 widened the screen but the 3D still used the game's 16:9 shape, so Link and everything else looked wide. The game's 3D cameras now use the screen's real shape (about 19.5:9).
  • The HUD keeps its shape. Hearts, buttons and menus are drawn at their own 16:9 proportions on the wider screen instead of being pulled sideways.
  • Wide view is still on by default; the launcher's Wide view row turns it off.

Amiibo and NFC

  • Scan real amiibo with the iPhone's NFC reader, or pick a virtual amiibo from the in-game menu.
  • The daily amiibo limit is off.

Smooth title screen and opening

  • Light movie mode. The title screen and the opening are videos, and the game ran an AI filter on every frame of them. The filter took about 15 ms of GPU time a frame, so those scenes couldn't hold 60 fps and stuttered, on the iPhone and on the Mac. FF7 skips the filter and shows the video as it is, upscaled normally: well under 1 ms a frame. The videos may look a little softer. DM_NDVE_LITE=0 brings the filter back.

Frame generation

  • Back to FF3's frame generation. FF4's full-size in-between frames were unstable on the phone. FF3's was smooth, so it's back: it never falls back to 30.

Launcher

  • The Render scale row shows the resolution in use, for example "1432 × 658 (60 %)", including Wide view's width.

Build settings

DM_UPSCALER=metalfx
DM_FPS_HOLD=off
DM_THERMAL_CAP=0
DM_QOS_MAP=1
DM_QOS_EDGES=45,59
DM_NVN_GPUPROF=every:600
DM_GUEST_FILE=1

Status

  • 3D and HUD in Wide view: checked on a Mac. The 3D cameras measure the screen's shape (2.18:1 for a 2352x1080 picture), and the HUD's hearts keep their shape.
  • FF7 hasn't been played on a phone yet.
  • Known issue: the phone heats up at native 60. In a test of the build before FF7 (native 60, frame generation off, render scale 0.6), the game held 60 fps for about 50 seconds. Then the phone got warm, iOS lowered the CPU speed from 3.8 to about 1.6 GHz, and frames slowed down. Frame generation (the game at 30, shown at 60) uses about half the CPU and holds up longer.
  • A few short freezes (up to about half a second) when the first area loads its textures.
  • Keep at least 15 GB free on the phone: the game stops itself under 5 GB free.

Credits

Not affiliated with Nintendo.

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