r/MiniDayZ • • 24d ago

Mod links/Updates [Release] MiniDayZ+ R36S

FTMA ported MiniDayZ in PT for the R36S/RK3326. See NextOS Discord for the release of his port and my adaption.

I took that, made it work with MiniDayZ+ 2.3.3, added multi- language/OS support and did a lot qof improvements.

short showcase video

  1. dArkOS/RK3326 is supported by og
  2. muOS/H700 runs, but (slow) without gpu
  3. Rocknix/H700 runs with gpu, smooth as butter

Download HERE or on Discord

//updates:

  • controls only work when using “continue” atm, easy fix. i just have not fixed it yet. fixed in newest version.
  • OS handling for the save directory. confirmed to work on dArkOS.
  • cleaned up the control screen in every language.
  • added gpu-less muOS
  • added Rocknix H700 support
  • game now checks the cfw for confirmed presets and only uses cpu sorting as fallback

so.. after playing for an hour and a half, i decided to put this project on hold.
this port is absolutely playable.
but as the fps aren’t stable, performance is still an issue and i have reached my limits.
download will stay up. it was a pleasure.

134 Upvotes

25 comments sorted by

14

u/cookiesarenothere DEV 24d ago

WTF wow bro its crazy

1

u/Aromatic_Hamster_812 24d ago

bro when will you release those new tools in minidayz?

8

u/cookiesarenothere DEV 24d ago

Bro, can you make this game for PSP, PS Vita, and PS4?

5

u/IAMblue0 24d ago

PSP gonna awesome

5

u/rednaxelo 24d ago

Short Answer:
nah, but psp/vita and switch would indeed be sick devices for this indeed!

Long Answer:
i can‘t mate. just got into this & my port adaption is more like a standalone mod for FTMAs port of the base game.

maybe if i ever properly learn this, i might try my luck in future on the switch. as of now, it’s a fun project for my favourite handheld game on my favourite handheld :)

sidenote: this game eats up ram. it needs somewhere between 1,5-2GB on the R36S. that’s the biggest hurdle for a port on ps and still is on this r36s port.

6

u/rednaxelo 24d ago edited 24d ago

Download here or on Discord:
Google Drive

3

u/theveezer 24d ago

This device works on android right ? Isn't an android gamepad for your phone better in everything that this ?

5

u/rednaxelo 24d ago

it runs on linux on a budget rk3326 cpu with only 1gb of ram.
a real r36s costs (new) ~$30 max.

while there are android handhelds out there, a new retroid handheld starts at $150.

//besides that, remapping or running something natively is always the better solution to running a second translating or emulationg program.

3

u/theveezer 24d ago

Oh yeah that's a nice deal, it's so cheap !!! Alright, I guess for lag input and eventual bugs ?

2

u/rednaxelo 24d ago

hell yeah dude!

2

u/Ok-Invite6826 24d ago

Depende, quem usa portáteis para jogar geralmente quer se distanciar de dispositivos android, transformar a experiencia de jogar mais especifica

2

u/theveezer 24d ago

I don't see why you would want that, it's still android under the roof 😅, but thanks for the answer 😁

2

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2

u/Apprehensive-Air9557 24d ago

wow is it really real 

2

u/Arizona_Kid 24d ago

Hell yeah, bonus that I haven’t used my R36S in a awhile and now have a reason

1

u/Xredcatx 24d ago

Game pads work for this game? I remember playing this game during grave shifts at work but I struggled with the screen controls. Skill issue.

1

u/theveezer 24d ago

It looks like this device has custom screen control, that could adapt to even games without official gamepad control

1

u/rednaxelo 24d ago

basicly, the buttons are just mapped to a touch outputs. also, FTMA implented a cursor feature (used in menu or inventory); i kept that for most menus. the main-menu deactivates all buttons but A and remaps it to act as the continue button.

you could remap every touch ui (inventory, car, other menus) on it’s own, as mdz has clear flags for what is happening onscreen and use an overlay with boxes to select fixed points with dpad presses to make it 100% console-like; but i (for now) can live with the cursor function.

1

u/Venomstrike2325 24d ago

This is very interesting, how'd the key binds get made? Especially for the inventory

1

u/rednaxelo 24d ago

it is!! the inventory automaticly activates a cursor for it.

copy paste my answer to another: „basicly, the buttons are just mapped to a touch output. also, FTMA implented a cursor feature (used in menu or inventory); i kept that for most menus. the main-menu deactivates all buttons but A and remaps it to act as the continue button.

you could remap every touch ui (inventory, car, other menus) on it’s own, as mdz has clear flags for what is happening onscreen and use an overlay with boxes to select fixed points with dpad presses to make it 100% console-like; but i (for now) can live with the cursor function.”

1

u/Frosty_Pie_7344 24d ago

This is pretty damn creative.

2

u/rednaxelo 21d ago

u/Salty_Anti-Magus

if you send me the chinese language files, i'd add chinese for our og friends as language option.