netfishing/docs/PORTMASTER.md

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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

Do not derive a release package from an older local portmaster-stage directory. The templates in scripts/portmaster/ are authoritative.

Release contract

  • port.json uses schema version 4, names netfishing.zip, and marks the self-contained package ready to run.
  • NETfishing.sh starts 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 in exit-only mode without a -c mapping file. PortMaster therefore owns only its device-specific force-quit chord while Godot and NETfishing's controller mapping manager handle gameplay input.
  • The launcher calls pm_platform_helper for the game executable after starting GPTOKEYB and calls pm_finish after the game exits.
  • Persistent device data remains under netfishing/conf/data, netfishing/conf/config, and netfishing/conf/cache.
  • The archive must not contain conf/, saves, identities, logs, source files, .git, or .godot content.
  • Release downloads must publish netfishing.zip. A renamed versioned ZIP is not a substitute because HarbourMaster identifies the canonical port by archive name.

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.

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/ on the device. After installation:

  1. Confirm the installed executable and PCK hashes match the staged release.
  2. Confirm the installed launcher contains the canonical PortMaster header, starts GPTOKEYB without a -c mapping file, and calls pm_platform_helper for the game executable.
  3. Confirm conf/ was not replaced or removed.
  4. Launch the installed port through the normal muOS menu.
  5. Verify the displayed game version and controller face-button mapping.
  6. 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 packages 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, B b1, Y b2, X b3
  • left bumper b4, right bumper b5
  • select b6, start b7, guide b8
  • left-stick click b9, left trigger b10, right trigger b11, right-stick click b12
  • D-pad h0; left and right sticks a0..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 evaluates launcher arguments through a shell and treats the second line as a command. Pass the single selected mapping as SDL_GAMECONTROLLERCONFIG in the game command after Weston initializes; Weston sources PortMaster's control file internally and otherwise restores the SDL2 value.

Do not pass a .gptk controller mapping to GPTOKEYB. Its exit-only process must retain PortMaster's controller configuration, while the verified Godot mapping remains scoped to the game command. This prevents duplicate or translated gameplay events while preserving the system force-quit chord.

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 50% linear resolution with nearest-neighbor scaling, reducing 3D pixel work by 75% 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;
  • reduces rain to 128 particles simulated at 12 FPS; and
  • replaces procedural sky clouds and 81 moving local cloud patches with one flat cloud ceiling.

The normal profile 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.