Homebrew Osu3DS or Eternal Diva Announcement!

BurningDesire

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So I have been wanting to do a rhythm based Homebrew for awhile now. I plan on either porting Osu! or make a brand new one straight out of my head called Eternal Diva. Before I even start is it possible to make a live mapping system for windows that can the be exported to a file launched on 3ds? Only because with out that this will be impossible. Since you would need to press the button when the button show on the screen. Or tap. Once we can get the LiveMapping system done I will start working on one of these project titles as soon as I select then map the songs.

This will not disturb pictochat3DS development

This will be a port of Osu!


I've decided there will be three options of game play

1) Classic mode
2) Portable mode
3) Miku mode

Classic mode - Just like PC Osu
Portable mode - Same graphics of pc osu just instead of using a stylus you will use buttons.
Miku mode - (maybe)


There will be a alert box that pops up at the beginning letting you choose your gameplay type. You can change it later in settings.

Difficulty levels

1) easy
2) medium
3) hard
4) insane

I am going to try to have a easier and more prettier way to select a difficultly level. I'm not a fan of how osu currently does it. Remember this is Osu re imagined (maybe that is what i'll call it) it will not be a full on port. To be honest i find the current osu menu ugly. However, I do love the art style and colors which i will be keeping.
 
Last edited by BurningDesire,

_v3

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I hope if you decide to give this a go, that you will eradicate any input / sound delay after you release the first stable version.
The reason I'm saying this is because the android version wasn't really playable without setting the offset to atleast 100ms (which makes it really hard to time your hits perfectly, even more so if you have hitsounds on).
Anyways, good luck with this project, I'm kinda hyped now.
 

Rinnegatamante

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I hope if you decide to give this a go, that you will eradicate any input / sound delay after you release the first stable version.
The reason I'm saying this is because the android version wasn't really playable without setting the offset to atleast 100ms (which makes it really hard to time your hits perfectly, even more so if you have hitsounds on).
Anyways, good luck with this project, I'm kinda hyped now.

TriaAl ( http://gbatemp.net/threads/w-i-p-triaal-deemo-clone-for-3ds.381508/ ) has his own note triggering generator program (TriaAl Debugger, downloadable from OP of the same thread) but this is needed cause DeeMo is a closed-source game made by a commercial software house (Rayark Games).
osu! works on Beatmaps so you must use them if you want to create a porting.

Don't know if you want to write it in C/C++ or you want to use lpp-3ds.
If you'll use lpp-3ds, feel free to take a look to TriaAl sourcecode if you need some help. (It's an outdated sourcecode version but the gameplay is fairly near to the latest pirvate ones) - https://github.com/Rinnegatamante/TriaAl/blob/master/scripts/game.lua
 

MegaHaxorus

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If you were to create or port Osu to 3DS, you would easily become my favorite dev. I'm not able to help out much, since my main programming knowledge is with Java or shell scripting, but I would be happy to create or port over beatmaps for an Osu clone if a port proved to be too much.
 

_v3

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TriaAl ( http://gbatemp.net/threads/w-i-p-triaal-deemo-clone-for-3ds.381508/ ) has his own note triggering generator program (TriaAl Debugger, downloadable from OP of the same thread) but this is needed cause DeeMo is a closed-source game made by a commercial software house (Rayark Games).
osu! works on Beatmaps so you must use them if you want to create a porting.

Don't know if you want to write it in C/C++ or you want to use lpp-3ds.
If you'll use lpp-3ds, feel free to take a look to TriaAl sourcecode if you need some help. (It's an outdated sourcecode version but the gameplay is fairly near to the latest pirvate ones) - https://github.com/Rinnegatamante/TriaAl/blob/master/scripts/game.lua

I wasn't talking about Deemo, i was talking about osu!droid this port is very well done, only the delay kills it.
Deemo had some issues with delay as well but it wasn't as bad as osu!droid.
 

The Real Jdbye

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You should totally port osu!.
I actually started on a port (more of a remake really) of osu! to the openpandora once (with SDL) and the beatmap format is pretty simple so it should be easy to read existing beatmaps on a 3DS. I never finished it, but did have beatmap loading working (hitcircles displayed in tune with the music), the challenge is adding the more advanced features like storyboard support and multiplayer, but that's optional.

I checked the osu! forums and there's an open source client called opsu!, it's made in Java but it would be useful as a reference if you're having trouble implementing certain things.
 
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BurningDesire

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I'm going to try to work on the main menu for the next couple days. Does anyone know if the osu! menu images are in the actual osu file or will I have to recreate them ( I'm a terrible artist ). I will post update pictures on this thread.
 

orangy57

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I'm going to check now to see if the images are in the osu! directory. If they aren't you could always snipping tool them onto an image and get rid of the extra space.
EDIT: I just looked now and I don't see the images anywhere. They must be in the osu! exe. You could always look up the osu! default skin and menu images if you needed some.
 

Lycan911

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I think Osu3DS is a better name.
Eternal Diva is the name of the Professor Layton movie, so I don't know if any copyright stuff could strike you.
 

BurningDesire

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I think Osu3DS is a better name.
Eternal Diva is the name of the Professor Layton movie, so I don't know if any copyright stuff could strike you.
That's kind of where i got it from... I just though it sounded so fricken cool. hehe.

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I'm going to check now to see if the images are in the osu! directory. If they aren't you could always snipping tool them onto an image and get rid of the extra space.
EDIT: I just looked now and I don't see the images anywhere. They must be in the osu! exe. You could always look up the osu! default skin and menu images if you needed some.
I downloaded it. After school today i'm going to try to fix my mac then get some images on the screen and see what happens.
 

JerwuQu

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I'm actually currently working on an osu port for 3ds. I ran into some problems with sound (mostly because of the lack of documentation) though so the project is kinda stuck. Right now what I have is a very basic Taiko clone with working sound but it's mono and has stuttering. Tell me if you'd want to work together with me or if you'd rather do it alone.
I'm doing this in C btw.

PS. I talked to peppy about it and he said that the port shouldn't include the name "osu" or be mixed up with official osu in any way
 
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BurningDesire

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That's kinda greedy of peppy, because he also took the name "Osu" from the DS game "Osu Tatakae Ouendan".
Then what should I call it guys

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I'm going to to start working on it today hopefully get the top screen to display the osu logo until we get a new one and say welcome to osu

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I might need some talented artist for this.

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As well as gameplay designers. I had a couple ideas in mind but since this won't be as much osu as i want it to be. We will need some new form of gameplay. Just to get peppy off of our backs.
 

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