Homebrew [Release] OpenSyobon3DS - Open Syobon Action (a.k.a CAT Mario) for 3DS

TheCruel

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If you just add git tags to your repo, you can use github's releases page to upload files and keep track of version changes. But more integrated and standard than using wiki.

Good work. (though the source is ugly, that's mostly not your fault lol)
 
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nop90

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If you just add git tags to your repo, you can use github's releases page to upload files and keep track of version changes. But more integrated and standard than using wiki.

Good work. (though the source is ugly, that's mostly not your fault lol)

Thank you for the hint with github, I usualy upload the compiled files here but this thime the size is more than 2mb,

The code is really ugly:, my part is not very clean and I use to clean it when I'm close to a final release, but making the original source readable is impossible, so this time I'll leave it mostly as is.

I hope to release v1.1 tomorrow, all the changes and fixes are finished, I'm working on resized graphics tuning the new sprites coordinates.
 

TheDuckMan64

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I was never able to fix this error:
Code:
/Users/me/devkitARM:??/3ds_rules: No such file or directory

Are the colon and question marks supposed to appear?
 

TheDuckMan64

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How is defined your DEVKITARM enviriment variable?
I defined DEVKITPRO as /opt/devkitpro, and DEVKITARM as $DEVKITPRO/devkitarm. Changing devkitarm's path to /Users/me/devkitarm results in a really strange error though:

make[1]: *** /Users/edmonds_ha/Downloads/OpenSyobon3DS-master: Is a directory. Stop.

That's like simply dragging a folder into my command prompt and pressing enter? Just out of curiousity, how did you define devkitpro and arm?
 
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nop90

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I defined DEVKITPRO as /opt/devkitpro, and DEVKITARM as $DEVKITPRO/devkitarm. Changing devkitarm's path to /Users/me/devkitarm results in a really strange error though:

make[1]: *** /Users/edmonds_ha/Downloads/OpenSyobon3DS-master: Is a directory. Stop.

That's like simply dragging a folder into my command prompt and pressing enter?

Don't know, seems something related to the toolchain configuration on your systems and I never configured devkitpro un linux.

If you build one of the ctrulib example, does everything work fine?
 

TheDuckMan64

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Don't know, seems something related to the toolchain configuration on your systems and I never configured devkitpro un linux.

If you build one of the ctrulib example, does everything work fine?
I fixed it! Devkitpro messed with my file permissions, so I had to reset those and now it can properly read the files! :P Pretty stupid mistake on my half. It can't find the three libs though:

/opt/devkitpro/devkitARM/lib/gcc/arm-none-eabi/5.3.0/../../../../arm-none-eabi/bin/ld: cannot find -lsftd

/opt/devkitpro/devkitARM/lib/gcc/arm-none-eabi/5.3.0/../../../../arm-none-eabi/bin/ld: cannot find -lsf2d

/opt/devkitpro/devkitARM/lib/gcc/arm-none-eabi/5.3.0/../../../../arm-none-eabi/bin/ld: cannot find -lsfil

I re-installed and got the /lib/gcc folder, I just need to know where to put my libs :P
 
Last edited by TheDuckMan64,

nop90

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For the libs, download the source and run make install. They install in the right position if your toolchain is properly installed.

Renember you have to install portlibs too.
 
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TheDuckMan64

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There seems to be only one error left :P

make[1]: *** [/Users/me/Downloads/OpenSyobon3DS-master/OpenSyobon3DS.3dsx] Error 154

make: *** [build] Error 2

I have no idea whats going on here
 

nop90

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Still loading it. I just changed the OP.

--------------------- MERGED ---------------------------

Finished uploading. v1.1 published and OP updated.

The keymapping for killing the player, going back to menu and exiting the game are changed. Refer to the OP.

All the resources (images and sounds) are now included in the 3dsx or in the cia, you don't need anymore the syobon folder, but before deleting it, move the .sav file (if any) in the 3ds/OpenSyobon3DS

And last I modified most of the sprites using @Sonic_Cee_Dee files (with some changes).
 
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TheDuckMan64

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I figured out why OSX users will get path errors whenever they try to compile. Places like ~/bash_profile and ~/.bashrc will automatically add quotation marks around paths, e.g DEVKITPRO="opt/devkitpro". Your makefile doesn't account for this :P
 

Intronaut

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Thanks for the port!

I found a bug in the second level: if you catch the first mushroom and you get big and destroy the floor, you don't lose so you have to press start to return to the main menu
 

nop90

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I found a bug in the second level: if you catch the first mushroom and you get big and destroy the floor, you don't lose so you have to press start to return to the main menu

Which mushroom? I tryed the one from the first question mark block of the level and everything is ok. Try again, maybe you found one of the many glitches of the syobon code.

Anyway if you are blocked, the SELECT key should kill the player without leaving the level.
 

CrispyYoshi

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Still loading it. I just changed the OP.

--------------------- MERGED ---------------------------

Finished uploading. v1.1 published and OP updated.

The keymapping for killing the player, going back to menu and exiting the game are changed. Refer to the OP.

All the resources (images and sounds) are now included in the 3dsx or in the cia, you don't need anymore the syobon folder, but before deleting it, move the .sav file (if any) in the 3ds/OpenSyobon3DS

And last I modified most of the sprites using @Sonic_Cee_Dee files (with some changes).
After some of the most miserable moments of my life, I've managed to beat 2-2 and 2-3! I'm taking a break before I play 2-4.

Loving the new update! Thanks for removing the X suicide button, and the screen scrolling works like a charm! I was wondering if you could keep track of savepoints if the user accidentally presses Start to exit the level, and also was curious about the upsidedown spike graphics appearing like single white lines (Is that a graphical bug?)

It's also very cool that you removed the resources from the root, and put the save in the game's /3ds/ folder! (Would the .cia version still rely on that location?) All in all, I'm glad you made this port, and I hope I can manage to beat the final two levels!
 

Intronaut

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Another bug: I completed world 1 - stage 4. However, world 2 - stage 2 doesn't get unlocked. Even the credit music sounds in the menu
 

nop90

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Another bug: I completed world 1 - stage 4. However, world 2 - stage 2 doesn't get unlocked. Even the credit music sounds in the menu
Did you exit to menu before the end of the credits?

The stages are unlocked wgen they srarts (in the screen showing lives) not in the credits screen.

I should update it, bu don't know if I'll do or when. IMHO it s in tge spirit of the game not getting the level unlocked if you don't wait. :rofl2:

--------------------- MERGED ---------------------------

and also was curious about the upsidedown spike graphics appearing like single white lines (Is that a graphical bug?)

In which level? I didn't arrive there. I have to check it.probably thecspikes are drawn with two lines but only one is drawn because PICA had't a line primitive and lines are drawn with a trick in sf2dlib that somerime miss a line.

I can try to modify a little the spikes size to make them show if this is the reason of the bug.
 

Intronaut

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No, I didnt press any button. I checked this bug completing the stage three times. The return to the menu is automatic after the credits
 

nop90

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No, I didnt press any button. I checked this bug completing the stage three times. The return to the menu is automatic after the credits

@Intronaut : I need some help. How do you finish level 1-4? you run over the ceiling to the green fruit (this way for me correctly unlock the 2-1 level) or you pass the bridge and go in the tube with the number 51 over it? (don't know if this is possible, never tryed to go over the bridge).

The credits should be shown only ending the whole game and I think that the level 1-4 have two endings. I could force the unlock of the 2-1 level in both cases, but don't know if it's correct.

Btw I fized the music not stopping after the credits screen while waiting for your answer I'll fix the music not stopping returnin to main menu in CIA version and the spikes.


PS: what happens finishing level 2-4: is there the credit screen again, or you go to level 3-1?



EDIT: the spikes are shown like white lines in the original version of Open Syobon (you can play it online in you browser) so I'm not going to change it.
 
Last edited by nop90,

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