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PortMaster reference
NETfishing's PortMaster release is a canonical PortMaster package, not a
version-named generic ZIP. The installer-facing archive must be named
netfishing.zip, and its root must contain exactly:
NETfishing.sh
netfishing/
port.json belongs at netfishing/port.json in the distributable archive.
The upstream source-submission layout keeps it beside the launcher and port
directory, but PortMaster's release builder relocates it into the declared
port directory. Do not copy the source-submission layout directly into a
release ZIP.
HarbourMaster's installer also relocates recognized non-script files found at
an archive root into the detected port directory. That compatibility behavior
masked NETfishing's former root-level port.json during auto-install tests.
Directly extracting the same archive into /ports did not perform the repair.
Do not rely on installer relocation; build the distributable layout correctly.
Do not derive a release package from an older local portmaster-stage
directory. The templates in scripts/portmaster/ are authoritative.
Release contract
port.jsonuses schema version 4, namesnetfishing.zip, and marks the self-contained package ready to run.NETfishing.shstarts with# PORTMASTER: netfishing.zip, NETfishing.sh.- The executable is
netfishing/NETfishing.aarch64. - The package declares AArch64, two analog sticks, GLIBC 2.28, and
weston_pkg_0.2.squashfs. - The launcher starts GPTOKEYB with the explicit
netfishing.gptkno-op map. Every keyboard and mouse binding is disabled, leaving only PortMaster's device-specific force-quit chord while Godot and NETfishing's controller mapping manager handle gameplay input. - The launcher calls
pm_platform_helperfor the game executable after starting GPTOKEYB and callspm_finishafter the game exits. - New installations automatically create player data under
ports/saves/netfishing/and do not present the in-game folder picker. - Existing installations with a selected data root keep that location when
upgraded. Device-local data, configuration, and cache remain under
netfishing/conf/data,netfishing/conf/config, andnetfishing/conf/cache. - The archive must not contain
conf/, saves, identities, logs, source files,.git, or.godotcontent. - Release downloads must publish only the canonical
netfishing.zipfor this platform. Do not also publish a byte-identical versioned PortMaster ZIP; HarbourMaster identifies the port by its canonical archive name and the Forgejo release tag already supplies the version.
Build
Run this only after the release commit and annotated v<project-version> tag
are pinned to the same clean main commit:
bash scripts/build_portmaster.sh
The script deletes and regenerates the Linux ARM64 export, stages the package, validates its structure, and writes:
builds/v<project-version>/netfishing.zip
--package-only is reserved for repackaging an already validated ARM64 export.
It does not rebuild game content.
For a packaging-only correction to an already published game release, commit only PortMaster launcher, packaging-script, or PortMaster documentation changes after the immutable release tag, then run:
bash scripts/build_portmaster.sh --package-only --hotfix
The hotfix keeps the game executable and PCK tied to the release tag while
recording the newer packaging commit separately in BUILD-INFO.txt. Replace
the release's existing netfishing.zip; never move the game release tag.
Local muOS installation
The muOS auto-install directory is:
/mnt/mmc/MUOS/PortMaster/autoinstall/
For an explicit offline installation test, copy netfishing.zip to a temporary
device directory and run:
/mnt/mmc/MUOS/PortMaster/harbourmaster \
--offline --no-check install ./netfishing.zip
Before upgrading an existing installation, preserve
/mnt/mmc/ports/netfishing/conf/ and /mnt/mmc/ports/saves/netfishing/ on the
device. After installation:
- Confirm the installed executable and PCK hashes match the staged release.
- Confirm the installed launcher contains the canonical PortMaster header,
starts GPTOKEYB with
netfishing.gptk, and callspm_platform_helperfor the game executable. - Confirm
conf/and the external save directory were not replaced or removed. - Launch the installed port through the normal muOS menu.
- Verify the displayed game version and controller face-button mapping.
- Verify PortMaster's force-quit chord exits the game. This is Start+Select on most devices.
Installing the public PortMaster catalog entry can still install an older
catalog build until the upstream netfishing.zip is updated. A local release
test must install the generated local archive explicitly.
Template provenance
The current catalog screenshot is a 640x480 PNG copied byte-for-byte into the package template:
f24daae48f543b3a270a5aa46b5e73a31904bf0c7216d4c8a9e15a8dc48a5eed screenshot.png
The remaining catalog metadata assets were copied from the installed official
netfishing.zip package and are intentionally preserved byte-for-byte:
e2a9d132744684c67865c01eca027a8c9946b4c5a19da57c82f1af0373dc83b7 gameinfo.xml
The package’s licenses/ directory is assembled from the authoritative root
licenses and trademarks, the consolidated docs/ATTRIBUTION.md, and the font
notices at build time. It also records the exact release tag and corresponding
GPL source commit. Do not restore stale duplicated notice templates beneath
scripts/portmaster/.
The original catalog porter credit, Voyager, remains in port.json.
muOS H700 controller mapping
Godot 4.7.1 and the SDL2 utilities shipped by muOS identify the same virtual
controller differently. The PortMaster SDL2 database uses GUID
19000000010000000100000000010000, while Godot reports GUID
19004ca6010000000100000000010000. Passing the SDL2 entry unchanged leaves
most controls unmapped in Godot.
The device-verified Godot mapping is:
- A
b0, Bb1, Yb2, Xb3 - left bumper
b4, right bumperb5 - select
b6, startb7, guideb8 - left-stick click
b9, left triggerb10, right triggerb11, right-stick clickb12 - D-pad
h0; left and right sticksa0..a3
scripts/portmaster/NETfishing.sh must replace the incompatible SDL2 entry
with the Godot entry when that SDL2 GUID is selected. Do not append the two
entries with a newline. WestonPack reconstructs the wrapped game command
through a shell, so raw mapping values passed in that command can be split into
unintended commands. Controller names may legally contain spaces, which caused
this failure with the GO-Super Gamepad mapping. The outer Weston environment
also does not reliably preserve the corrected muOS mapping for the game.
Write the exact selected mapping to conf/cache/controller_mapping.txt before
starting Weston. Weston must launch launch-netfishing.sh, which reads that
file, exports SDL_GAMECONTROLLERCONFIG, and immediately replaces itself with
the game process. This applies the mapping at the same point as the working
0.10.1 launcher without passing its raw text through WestonPack's command
reconstruction. Do not move the mapping back to either side of
westonwrap.sh.
Legacy GPTOKEYB builds can load their compiled default keyboard map when no
-c file is supplied. That map translates face buttons, D-pad directions, and
sticks into keyboard or mouse events on top of Godot's native controller input.
Always pass netfishing.gptk, which explicitly unassigns every direct and
hotkey binding with GPTOKEYB's \" value. Do not add gameplay mappings to this
file. The Start+Select kill chord remains independent of the no-op bindings.
Do not call Input.add_joy_mapping(..., true) for a recognized connected muOS
controller. Updating this virtual controller after connection can stop Godot
from delivering its standardized controller events until restart.
Before shipping a PortMaster build on H700 hardware, verify all of the following in the installed game:
- A, B, X, and Y each register independently.
- The D-pad navigates every menu direction.
- Both sticks, both bumpers, both triggers, Select, Start, L3, and R3 register.
- A single button never cancels auto-map.
- Holding both bumpers together for 1.25 seconds cancels auto-map.
PortMaster performance profile
Every PortMaster launch defaults to the light performance profile, regardless of device family. This reflects the low-end hardware that makes up most of the PortMaster ecosystem and keeps the canonical package conservative by default.
The light profile passes these Godot options:
--single-window--disable-vsync--max-fps 30--audio-output-latency 40
It also passes NETFISHING_PERFORMANCE_PROFILE=light and
NETFISHING_LOW_END=1. The game renders the 3D world at 37.5% linear
resolution with nearest-neighbor scaling, reducing 3D pixel work by about 86%
while the separately rendered UI retains its canonical resolution. The light
profile also:
- disables the additional full-screen world-pixelation pass;
- replaces animated depth-aware water shaders with opaque, per-vertex water;
- disables ocean surface motion;
- disables foliage wind;
- keeps the title water and full-window menu patterns static;
- replaces the animated cooler water and decorative bubbles with flat water;
- disables decorative title-screen fish and bubbles;
- retains title and dusk music while omitting rain and shoreline ambience;
- reduces rain to 48 particles simulated at 8 FPS; and
- replaces procedural sky clouds and 81 moving local cloud patches with one flat cloud ceiling.
PortMaster exports are built in an isolated project copy with a dedicated micro-texture profile. Every raster texture is capped at 128 pixels on its longest side. High-volume gameplay catalogs, including fish, character parts, environment art, equipment, gathering art, and item icons, are capped at 64 pixels. All remaining raster textures use ETC2 VRAM compression. Short sound effects, speech, and calls are imported as 22.05 kHz mono QOA samples. The authoritative artwork and the desktop, Android, and macOS imports are not modified. Source artwork, design documents, tests, platform-specific icons, and ambience are omitted from the temporary export project. The original compressed title and dusk music remain available in both runtime profiles. This build-time profile is always present in the PortMaster package; selecting the normal runtime profile restores visual effects, but does not restore omitted ambience or replace the micro textures with desktop-resolution assets.
The normal profile otherwise retains the full visual presentation.
To opt a capable device into the normal profile, create the persistent file
netfishing/conf/performance_profile containing exactly:
normal
On a typical muOS installation, the full path is:
/mnt/mmc/ports/netfishing/conf/performance_profile
Set the file to light, or remove it, to restore the default. An externally
provided NETFISHING_PERFORMANCE_PROFILE=normal or light environment value
takes precedence over the persistent file. Invalid values safely fall back to
the light profile and are reported in netfishing/log.txt.
Do not use Godot's low processor mode for the light profile. It reduces idle CPU usage by sleeping between updates and is not a game-performance optimization.