netfishing/docs/PORTMASTER.md
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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 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 and names netfishing.zip.
  • 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 must not start GPTOKEYB. Godot and NETfishing's controller mapping manager handle controller input directly.
  • 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 and does not contain GPTOKEYB.
  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.

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 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.

Low-end performance profile

The launcher keeps the normal game profile on unknown and stronger hardware. It enables the low-end profile only when the Linux device tree reports one of the identifiers used by Allwinner H616/H700 XX handhelds:

  • allwinner,h616
  • sun50iw9p1
  • allwinner,sun50i-h700

The low-end profile passes these Godot options:

  • --single-window
  • --disable-vsync
  • --max-fps 30
  • --audio-output-latency 40

It also passes NETFISHING_LOW_END=1. The game renders the 3D world at 75% linear resolution with nearest-neighbor scaling, reducing 3D pixel work by about 44% while the separately rendered UI retains its canonical resolution.

Do not use Godot's low processor mode for this profile. It reduces idle CPU usage by sleeping between updates and is not a game-performance optimization.

Before adding a device family, record its exact NUL-separated device-tree compatible value from hardware. Do not infer detection from a retail product name alone.