Consolidate project documentation and attribution
Add public-alias credits and a tested in-game credits page, centralize project guidance and asset provenance, import the complete authored fur channel maps, and keep starter-island collision synchronized with imported props.
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# PortMaster release builds
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NETfishing's PortMaster release is a canonical PortMaster package, not a
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version-named generic ZIP. The installer-facing archive must be named
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`netfishing.zip`, and its root must contain exactly:
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```text
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NETfishing.sh
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netfishing/
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port.json
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```
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Do not derive a release package from an older local `portmaster-stage`
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directory. The templates in `scripts/portmaster/` are authoritative.
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## Release contract
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- `port.json` uses schema version 4 and names `netfishing.zip`.
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- `NETfishing.sh` starts with `# PORTMASTER: netfishing.zip, NETfishing.sh`.
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- The executable is `netfishing/NETfishing.aarch64`.
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- The package declares AArch64, two analog sticks, GLIBC 2.28, and
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`weston_pkg_0.2.squashfs`.
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- The launcher must not start GPTOKEYB. Godot and NETfishing's controller
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mapping manager handle controller input directly.
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- Persistent device data remains under `netfishing/conf/data`,
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`netfishing/conf/config`, and `netfishing/conf/cache`.
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- The archive must not contain `conf/`, saves, identities, logs, source files,
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`.git`, or `.godot` content.
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- Release downloads must publish `netfishing.zip`. A renamed versioned ZIP is
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not a substitute because HarbourMaster identifies the canonical port by
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archive name.
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## Build
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Run this only after the release commit and annotated `v<project-version>` tag
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are pinned to the same clean `main` commit:
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```bash
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bash scripts/build_portmaster.sh
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```
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The script deletes and regenerates the Linux ARM64 export, stages the package,
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validates its structure, and writes:
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```text
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builds/v<project-version>/netfishing.zip
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```
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`--package-only` is reserved for repackaging an already validated ARM64 export.
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It does not rebuild game content.
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## Local muOS installation
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The muOS auto-install directory is:
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```text
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/mnt/mmc/MUOS/PortMaster/autoinstall/
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```
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For an explicit offline installation test, copy `netfishing.zip` to a temporary
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device directory and run:
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```bash
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/mnt/mmc/MUOS/PortMaster/harbourmaster \
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--offline --no-check install ./netfishing.zip
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```
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Before upgrading an existing installation, preserve
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`/mnt/mmc/ports/netfishing/conf/` on the device. After installation:
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1. Confirm the installed executable and PCK hashes match the staged release.
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2. Confirm the installed launcher contains the canonical PortMaster header and
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does not contain `GPTOKEYB`.
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3. Confirm `conf/` was not replaced or removed.
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4. Launch the installed port through the normal muOS menu.
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5. Verify the displayed game version and controller face-button mapping.
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Installing the public PortMaster catalog entry can still install an older
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catalog build until the upstream `netfishing.zip` is updated. A local release
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test must install the generated local archive explicitly.
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## Template provenance
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The current catalog screenshot is a 640x480 PNG copied
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byte-for-byte into the package template:
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```text
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f24daae48f543b3a270a5aa46b5e73a31904bf0c7216d4c8a9e15a8dc48a5eed screenshot.png
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```
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The remaining catalog metadata assets were copied from the installed official
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`netfishing.zip` package and are intentionally preserved byte-for-byte:
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```text
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e2a9d132744684c67865c01eca027a8c9946b4c5a19da57c82f1af0373dc83b7 gameinfo.xml
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```
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The package’s `licenses/` directory is now assembled from the authoritative
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root license, asset-license, credits, trademark, font, and third-party-notice
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files at build time. It also records the exact release tag and corresponding
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GPL source commit. Do not restore stale duplicated license templates beneath
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`scripts/portmaster/`.
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The original catalog porter credit, `Voyager`, remains in `port.json`.
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## muOS H700 controller mapping
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Godot 4.7.1 and the SDL2 utilities shipped by muOS identify the same virtual
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controller differently. The PortMaster SDL2 database uses GUID
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`19000000010000000100000000010000`, while Godot reports GUID
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`19004ca6010000000100000000010000`. Passing the SDL2 entry unchanged leaves
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most controls unmapped in Godot.
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The device-verified Godot mapping is:
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- A `b0`, B `b1`, Y `b2`, X `b3`
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- left bumper `b4`, right bumper `b5`
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- select `b6`, start `b7`, guide `b8`
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- left-stick click `b9`, left trigger `b10`, right trigger `b11`, right-stick click `b12`
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- D-pad `h0`; left and right sticks `a0..a3`
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`scripts/portmaster/NETfishing.sh` must replace the incompatible SDL2 entry
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with the Godot entry when that SDL2 GUID is selected. Do not append the two
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entries with a newline: WestonPack evaluates launcher arguments through a
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shell and treats the second line as a command. Pass the single selected mapping
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as `SDL_GAMECONTROLLERCONFIG` in the game command after Weston initializes;
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Weston sources PortMaster's control file internally and otherwise restores the
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SDL2 value.
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Do not call `Input.add_joy_mapping(..., true)` for a recognized connected muOS
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controller. Updating this virtual controller after connection can stop Godot
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from delivering its standardized controller events until restart.
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Before shipping a PortMaster build on H700 hardware, verify all of the
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following in the installed game:
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- A, B, X, and Y each register independently.
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- The D-pad navigates every menu direction.
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- Both sticks, both bumpers, both triggers, Select, Start, L3, and R3 register.
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- A single button never cancels auto-map.
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- Holding both bumpers together for 1.25 seconds cancels auto-map.
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