Homebrew Trying to port Chip's Challenge (Open Source) to 3DS, a little help please?

KingOfHell

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Oh holy crap. I was just thinking the other day that I wanted to play this game again. I don't really have time to look at the source, but the site says it uses SDL, so, if that SDL port someone was making doesn't work, try to port the stuff that doesn't require SDL and do the rest with something like one of the other libs (Calena or sf2d, or whatever Xepi's lib was called)?

Sorry to not be much help, but at the very least there's at least one other person interested in this.
 
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nop90

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There was a port of SDL 1 for 3DS. Never tested and if I remember well it was missing some functions, but if you can find it on this forum and you are lucky, porting this game could be only matter of adjusting a makefile.

An other option is to rewrite all the drawing (and sound if the game use it) primitives. Not a fast task, but there are a lot of example on this forum.
 

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Ohh interesting. Chips Challenge was the best game to be packaged on those weird Win98 machines. I was always jealous of people with those games, since the first PC we got was a Gateway with Win 95 (RIP sweet prince) and the next one was the bastardization of all that was good and holy, shipping within that 3 month window. Thats right, my family owned a Win ME computer. So I never got those sweet free preinstalled goodies. Other than my middleschool laptops circa 2001, I haven't found what distro came with the snake game with actual levels. Anyways.

So what is the original game written in?

Also, I wish we had better toolkits. I would love to see loads of topdown games remade (homebrew or otherwise HINT HINT nintendo) with the Link Between Worlds engine.
 

OctopusRift

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There was a port of SDL 1 for 3DS. Never tested and if I remember well it was missing some functions, but if you can find it on this forum and you are lucky, porting this game could be only matter of adjusting a makefile.

An other option is to rewrite all the drawing (and sound if the game use it) primitives. Not a fast task, but there are a lot of example on this forum.
by xerpi eh? ye. I like it.

Ohh interesting. Chips Challenge was the best game to be packaged on those weird Win98 machines. I was always jealous of people with those games, since the first PC we got was a Gateway with Win 95 (RIP sweet prince) and the next one was the bastardization of all that was good and holy, shipping within that 3 month window. Thats right, my family owned a Win ME computer. So I never got those sweet free preinstalled goodies. Other than my middleschool laptops circa 2001, I haven't found what distro came with the snake game with actual levels. Anyways.

So what is the original game written in?

Also, I wish we had better toolkits. I would love to see loads of topdown games remade (homebrew or otherwise HINT HINT nintendo) with the Link Between Worlds engine.
I agree about the ALBWs thing. That'd be awesome. AND! It's open source and as @KingOfHell said, it's written in SDL so https://gbatemp.net/threads/sdl-for-3ds.374519/ this shouldn't be too difficult, one small thing though, I've never ported a program before, so any help doing so would be AWESOME!

NINJA'd: https://github.com/xerpi/SDL-3DS this too.
 

OctopusRift

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Gona take me a while aswell. :-D
do ya wanna... work... together? I dunno much about software porting at all, so if you could have help I'd be ecstatic, but I can offer you an artist to make all of your stuff for the app! (me)
 

hippy dave

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Right, here's a project I was working on that I have basically stopped doing anything with because I'm a lazy bum, and have moved on to other projects.

edit: Whoops right file this time:
https://mega.nz/#!jNA3DDaY!J6T0VTRbtHMbYfNl-QsCfK2v5qOTllApyUTbuL5NRiw

I also wanted to play Chip's Challenge, so I started porting Handy, the Atari Lynx emulator, to 3ds. The emulator works, with no sound, but seems to play CC well. I ported it from a Dingux version, which was based on an SDL version, which was based on the original - and the menu is mostly from the Dingux version which was taken from gpSP. There are various credits files scattered in there but I haven't done one.
Um, the 3dsx build seems to crash all the time from Ninjhax (1.x, haven't tried NH2), the cia build is a bit busted in that it doesn't show on the home menu, but you can run it from devmenu or equivalent. The menu mostly works, thumbnails for save states are often corrupted but that doesn't break anything. Ideally, someone will take this source, throw it up on github, and people will fix it up (I imagine the cia icon not being visible will be trivial to fix for a start) - I just can't be bothered. But in the meantime, if you throw lynxboot.img and some .lnx roms in /lynx/ on your sdcard, install the cia and run it from devmenu etc, then you too can play Chip's Challenge with no sound.
There's an exit menu option, but pressing Select also exits immediately, and writes a save state (that isn't listed in the menu), which reloads when you open that rom. I think R trigger also writes over that save state. L trigger changes screen scaling. That's probably about it, have fun.
 
Last edited by hippy dave, , Reason: Uploaded wrong file like a chump
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OctopusRift

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Right, here's a project I was working on that I have basically stopped doing anything with because I'm a lazy bum, and have moved on to other projects.

https://mega.nz/#!CN5WBDZY!GuiVdrvglu0W3sIQ_FRg4pJUY1U88IWTJqRFEi4HyHI

I also wanted to play Chip's Challenge, so I started porting Handy, the Atari Lynx emulator, to 3ds. The emulator works, with no sound, but seems to play CC well. I ported it from a Dingux version, which was based on an SDL version, which was based on the original - and the menu is mostly from the Dingux version which was taken from gpSP. There are various credits files scattered in there but I haven't done one.
Um, the 3dsx build seems to crash all the time from Ninjhax (1.x, haven't tried NH2), the cia build is a bit busted in that it doesn't show on the home menu, but you can run it from devmenu or equivalent. The menu mostly works, thumbnails for save states are often corrupted but that doesn't break anything. Ideally, someone will take this source, throw it up on github, and people will fix it up (I imagine the cia icon not being visible will be trivial to fix for a start) - I just can't be bothered. But in the meantime, if you throw lynxboot.img and some .lnx roms in /lynx/ on your sdcard, install the cia and run it from devmenu etc, then you too can play Chip's Challenge with no sound.
There's an exit menu option, but pressing Select also exits immediately, and writes a save state (that isn't listed in the menu), which reloads when you open that rom. I think R trigger also writes over that save state. L trigger changes screen scaling. That's probably about it, have fun.
It's nice to see SO MUCH love for chips!
 
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nop90

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OctopusRift

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I downloaded the zip but it doesn't seem to be your port. No makefile for 3DS and all file date very old. Can you check please.

I would like to work a little on it this summer.
I want to see this happen.
 

hippy dave

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Last edited by hippy dave,

nop90

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Tested the cia version and i'ts a nice work.

It doesn't show in menu because you didn't provided a banner and a icon file, but this is easy to fix.

The 3dsx version crashes as you said, and i suppose it's due to memory allocation issues. In the past I had similar problems in 3dsx file, not happening in the cia version.

Now I have to install all the libs you used in my devkitpro folder, buti want to use the sdl-3ds lib by xerpy linked some posts above that should have sound (I already compiled it witout problems).

The only thing to decide is if it's better to use your version and add again the sound code (yet don't know if it's only commented out or if you made some big change - I'm scared of that file from blargnes in the root) or to start from the original source checking your changes to make the port from scratch.
 

hippy dave

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Afaik that sdl lib uses software rendering, it might be useful for sound but I'd expect it to be too slow for the graphics. The emulation core already has to draw the screen pixel by pixel to memory - I've pointed it to do so directly to a texture's memory, and then that's drawn to the screen by the gpu using sf2 or whichever the library is called. No more cpu drain plus free scaling :)
 

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