Homebrew [Release] JFBlood for 3DS

I'm curious to know, are the physics in this port tied to clock speed at all? I've noticed slowdowns at certain parts, really depends on the map, but certain areas cause Caleb to move slower while the rest of the game moves at normal speed. This includes enemies. I think I've mentioned it before and typically it isn't much of a bother, but it is noticeable enough that I'd realize if it was gone. There is one level I made, however, that runs just fine on other platforms, but when I run it on this port it's basically unplayable. This is due to the fact that the slowdowns happen severely in some spots where the player needs to be able to leap a gap, and the slowdown causes Caleb to lack the needed momentum. It also makes fighting enemies significantly more difficult since they still move and attack as usual. I could send you the map file if you're interested in playing around with it, but the issue isn't specific to my map. My map just happens to be the only one I've found so far that has the issue to this extent. Overall I think it's worth looking into since it does affect most levels across the base game, expansions, and Deathwish from my thorough testing. Let me know if you end up looking into this, all the best.
I've made some changes to the timings. You're correct, some calculations where just plain wrong.
Hopefully this will fix some of the issues you've encountered.
 

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I've made some changes to the timings. You're correct, some calculations where just plain wrong.
Hopefully this will fix some of the issues you've encountered.
I tested my custom map and I'm noticing a major improvement in performance. The slowdowns are still present and can be mildly frustrating, but they're much more bearable and there's fewer of them. The level is not only playable now, but enjoyable aside from a few problem areas. This is an extreme case, so I'd assume the slowdowns would be virtually nonexistent for most other maps. Overall it's a huge improvement but I haven't tested anything beyond this specific map.

side note: Is there a way to configure the game to detect a "Maps" folder for miscellaneous maps? For now, I'm just loading my map up from the NBlood folder which works fine for now. If I had more maps though, a map folder would be ideal. I wonder if I could set it up to work with the current mod system so I can select them from the start menu. Just a "mod" package of a bunch of maps in one bundle.

Aside from minor slowdowns in specific circumstances, I haven't noticed any other bugs on my end. I do think it'd be useful to note that the slowdowns can depend on where the player is facing, so if you run backwards it can sometimes be faster than running forwards. Other than that, it plays pretty much how I'd expect.
 
You should probably also try to turn down the saturation values for the circlepad axis.
In the 'controller->axis assignment' menu, set the saturation value to 0.500 for both circlepad x and y axis.

If you want to load custom maps from a separate folder and load them with the default 'BLOOD.INI', you can just create a folder 'example_folder' in the NBlood folder.
Then, in 'modlaunch.cfg' under the 'Blood' entry, change : ' path=.' to ' path=example_folder'.
It just adds the 'path' value to the list of search paths, and load the default 'BLOOD.INI'.

The .ini files define the campaign, so you could also create a custom .ini listing your maps, and add a additional [game] entry in 'modlaunch.cfg' to add it to the selection list.

btw, i've added weapon selection to the bottom screen. Note, the console is disabled, so it's just a black screen during loading.
 

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I adjusted the values as suggested and even in that one problem map there were no significant slowdowns. The gameplay ran smooth even when there was slight lag from high enemy count. Amazing work.

The maps folder works as expected now that I've set the path. In the future I'll experiment with creating an episode with the modlaunch cfg.

Love the weapon selection, it looks very clean and adds that needed finishing touch to the gameplay. It looks a lot more like an official port now. This has easily become my favorite platform to play Blood on.

I was wondering, is there a way to to open the in-game messages to enter cheats? Could be useful for testing with invincibility, and of course for general gameplay. Maybe there's a keybind I missed.
Also, is it possible to view demos on the main menu? It'd be awesome to watch replays and record them with the Spielberg cheat.
 
The console is not available at the moment. But at this point is pretty easy to add access, which i plan to do so eventually.
The weapon selection looks quite static right now, but it's build to be expanded. Showing weapon availability and ammo for example. I also want item selection and quick save / load to be easily available.

The modlauncher and weapon selection are added using citro2d and are fully made of sprites allowing for easy expansion, perhaps some basic animation, without having to worry about performance too much. Biggest task ahead would probably be getting all sprites and make it look nice. ..and adding similar functionality to Shadow Warrior.
 
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MrHuu is probably finished with it and moved on. He's very prolific in making homebrew for the 3DS. He's been working on a Carmageddon port last I looked.

Not sure why his account seems to be deleted.
He abandoned the Carmageddon port, and check his last post as to why he left
 
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Just click his deleted member name them messages
So basically because people don't like Nintendo and didn't care that they got hacked? Fair enough I suppose, I can't say I really understand tho. Personally I don't care to defend corpos
 
Hi, I'm new and I know almost nothing about the subject, can someone make a tutorial on how to install it on an old 3DS please?
 
Hi, I'm new and I know almost nothing about the subject, can someone make a tutorial on how to install it on an old 3DS please?
Installation instructions:



Download: https://github.com/MrHuu/jfblood-3ds/releases/latest

- Create a folder 'NBlood' on your SD: 'sdmc:/3ds/NBlood/'
- Copy these files from your copy of Blood: BLOOD.INI
BLOOD.RFF
GUI.RFF
SOUNDS.RFF
SURFACE.DAT
TABLES.DAT
TILES000.ART, ..., TILES017.ART
VOXEL.DAT

BLOOD000.DEM, ..., BLOOD003.DEM (optional, not recommend on 3DS)

CP01.MAP, ..., CP09.MAP (optional, Cryptic Passage)
CPART07.AR_ (optional, Cryptic Passage)
CPART15.AR_ (optional, Cryptic Passage)
CPBB01.MAP, ..., CPBB04.MAP (optional, Cryptic Passage)
CPSL.MAP (optional, Cryptic Passage)
CRYPTIC.INI (optional, Cryptic Passage)
CRYPTIC.SMK (optional, Cryptic Passage)
CRYPTIC.WAV (optional, Cryptic Passage)
- Run with the Homebrew launcher
- Or install and run .cia
 
I knows the OG music doesnt work due to the 3ds not being able to play MIDI files, If i remaster the whole soundtrack and export it into .ogg files would we be able to make it work?
 
Last edited by Longplay009,
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I knows the OG music doesnt work due to the 3ds not being able to play MIDI files, If i remaster the whole soundtrack and export it into .ogg files would we be able to make it work?
For the sake of creation, and since this port won't be getting any more official updates, I say go for it and release the .ogg files here if you end up making it work. Personally I use the .ogg soundtrack but I'd love to see the MIDI versions make it into the game
 
just got into this DS ports, could anyone please provide a step by step instructions on how to download and run Blood on a ds new xl?
 
Pretty nice port, although quite janky. Most likely will never be updated again but still my fav game on my fav console. Here are notable errors and incompatibilities I've seen so far after completing 2 levels:
-Caleb walks so slow using the analog stick so you need to replace one of the files from the other person who has edited on this forum
-You need to manually exit the game and cannot just press the home button unlike any other games or you will literally stuck and needing to manually shut down the console by holding the power if you accidentally pressed it
-Some game options will also makes you stuck on your screen. I might be just dumb but after trying to mess around with the options and accidentally selected the key re-binding options for the keyboard the game will stuck and you cannot press anything

Also, I came across a problem where I tried to mess around with the strafing settings for the joystick but I don't know how to reset it so now I cannot literally move left or right in the game
 
Pretty nice port, although quite janky. Most likely will never be updated again but still my fav game on my fav console. Here are notable errors and incompatibilities I've seen so far after completing 2 levels:
-Caleb walks so slow using the analog stick so you need to replace one of the files from the other person who has edited on this forum
-You need to manually exit the game and cannot just press the home button unlike any other games or you will literally stuck and needing to manually shut down the console by holding the power if you accidentally pressed it
-Some game options will also makes you stuck on your screen. I might be just dumb but after trying to mess around with the options and accidentally selected the key re-binding options for the keyboard the game will stuck and you cannot press anything

Also, I came across a problem where I tried to mess around with the strafing settings for the joystick but I don't know how to reset it so now I cannot literally move left or right in the game
I'd recommend you just replace your config files to reset your controls, I've had the exact same issue before. Caleb's walking speed, at least in my experience, is fine for the most part but can slow down a little based on how much is happening at any given time. Some high-action levels can cause a little slowdown but I brought this up with the creator when this port was still being updated and it's since been patched for the most part.
 

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