Homebrew [WIP] Undertale Techdemo

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Well, that
essay part from Mettaton Ex
would be a problem, too.

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What do you mean? Porting the game to another system, or making it work on another program?
Making theengine to run under another system
 
Well considering how much dosh the game made on Steam it honestly wouldn't be a bad idea to make Linux and console ports of the game. I'd be more concerned with how the more meta stuff would work on consoles - like when
Flowey crashes your game, or when Chara irreversibly takes your soul at the end of the Genocide run.
Will you end up porting any of that to your port?

Will your port even be a full port of the game or just the basic engine?

edit: Wrong person, questions for OP
 
Last edited by CeeDee,
Will you end up porting any of that to your port?

Will your port even be a full port of the game or just the basic engine?
I think you replied to the wrong person :ha:

By goal is to remake the bare-bones of the engine and make some interactivity with some objects in Toriel's house. Making something from the full game could cause me trouble, since it's paid (the demo, of what I am currently taking out the resources, is free).
 
Last edited by lolzvid, , Reason: I'M SO GOD DAMN SLEEPY, THAT I CAN'T TYPE IN CORRECTLY
Well considering how much dosh the game made on Steam it honestly wouldn't be a bad idea to make Linux and console ports of the game. I'd be more concerned with how the more meta stuff would work on consoles - like when
Flowey crashes your game, or when Chara irreversibly takes your soul at the end of the Genocide run.

Maybe making the screen going just black and making the player exit to homebrew launcher?

Yeah, hadn't thought of that. I feel like it could probably be replaced with a quiz like in the first Mettaton fight.
But yeah, Toby definitely didn't have consoles in mind when he made this game.

How about a digital keyboard on the touch screen??
 
Maybe making the screen going just black and making the player exit to homebrew launcher?



How about a digital keyboard on the touch screen??
I'm going to say just use the same keyboard used for the name input. We have the whole touch screen so it should be a non issue.
 
How about a digital keyboard on the touch screen??
That would be the most straightforward way to translate that scene to a console-based game, but remember you only have a limited time to type your answer and touchscreen controls aren't the most responsive. Besides, implementing a fully functional touch keyboard for a single fight might be a bit much.
 
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I think you replied to the wrong person :ha:

By goal is to remake the bare-bones of the engine and make some interactivity with some objects in Toriel's house. Making something from the full game could cause me trouble, since it's paid (the demo, of what I am currently taking out the resources, is free).
It shouldn't be too much of a big deal - paid games have been ported and emulated without trouble.
 
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That would be the most straightforward way to translate that scene to a console-based game, but remember you only have a limited time to type your answer and touchscreen controls aren't the most responsive. Besides, implementing a fully functional touch keyboard for a single fight might be a bit much.
Or increase the time.
 
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It shouldn't be too much of a big deal - paid games have been ported and emulated without trouble.
Of course he wouldn't be able to post it here if he went that route - but I feel he wouldn't have much trouble releasing it on the ISO site that shall not be named, or on /r/3dshacks.
That is, assuming he even wants to work on such a large project.
 
Well, I wanted to ask for permission to port just the demo.
That being said, people pirate anyways, so maybe we could get away with under the expectation that people own their own copy before playing, I mean, Undertale is DRM free afaik, so you can literally share it.
 
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Of course he wouldn't be able to post it here if he went that route - but I feel he wouldn't have much trouble releasing it on the ISO site that shall not be named, or on /r/3dshacks.
That is, assuming he even wants to work on such a large project.
Yeah, I guess that makes sense.
 
Well, I wanted to ask for permission to port just the demo.
That being said, people pirate anyways, so maybe we could get away with under the expectation that people own their own copy before playing, I mean, Undertale is DRM free afaik, so you can literally share it.
The version downloaded from Radiation's site is DRM-free, I don't think the Steam release is. But yeah, considering how many people actually have and use homebrew in their 3DS systems, I don't think a free 3DS version of the game would cut into his sales significantly - the game is doing really good so far and it's only bound to sell more copies in the future, a homebrew version won't change this. Maybe, *maybe* if he intended to release it on 3DS in the future, but he already said he's not interested and doesn't even own any current-gen consoles, so why not?
Perhaps you could make it a requirement - you have to place your legally-obtained copy of Undertale in the SD card, so that the game pulls assets from there - kind of like what NXEngine does.
Of course that's easier said than done - I have no idea how UT stores its assets, but it'd be worth looking into I guess.
 
c717870825.png

It's DRM Free if you grab it off of Humble Bundle (which is what the official site uses) like I did. :D

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The version downloaded from Radiation's site is DRM-free, I don't think the Steam release is. But yeah, considering how many people actually have and use homebrew in their 3DS systems, I don't think a free 3DS version of the game would cut into his sales significantly - the game is doing really good so far and it's only bound to sell more copies in the future, a homebrew version won't change this. Maybe, *maybe* if he intended to release it on 3DS in the future, but he already said he's not interested and doesn't even own any current-gen consoles, so why not?
Perhaps you could make it a requirement - you have to place your legally-obtained copy of Undertale in the SD card, so that the game pulls assets from there - kind of like what NXEngine does.
Of course that's easier said than done - I have no idea how UT stores its assets, but it'd be worth looking into I guess.
That's actually a good idea, since the assets should be the right size too...
 
He
The version downloaded from Radiation's site is DRM-free, I don't think the Steam release is. But yeah, considering how many people actually have and use homebrew in their 3DS systems, I don't think a free 3DS version of the game would cut into his sales significantly - the game is doing really good so far and it's only bound to sell more copies in the future, a homebrew version won't change this. Maybe, *maybe* if he intended to release it on 3DS in the future, but he already said he's not interested and doesn't even own any current-gen consoles, so why not?
Perhaps you could make it a requirement - you have to place your legally-obtained copy of Undertale in the SD card, so that the game pulls assets from there - kind of like what NXEngine does.
Of course that's easier said than done - I have no idea how UT stores its assets, but it'd be worth looking into I guess.
Here is where the problem starts: the sprites are in a .sprite format, and it's kind of different than normal PNG and JPEG files (on my experience, I always needed to import and export them). The tilesets and the backgrounds are similar. The objects use the GameMaker Studio proprietary coding, so it's basically useless. And there's data.win, that I have no idea on how to extract and use its contents.

At least it's DRM free, so our biggest problem is gone.
 
Last edited by lolzvid,
He

Here is where the problem starts: the sprites are in a .sprite format, and it's kind of different than normal PNG and JPEG files (on my experience, I always needed to import and export them). The tilesets and the backgrounds are similar. The objects use the GameMaker Studio proprietary coding, so it's basically useless. And there's data.win, that I have no idea on how to extract and use its contents.

At least it's DRM free, so our biggest problem is gone.
How about we check for certain undisclosed files located in the game directory, and if they exist, the game proceeds, whereas if they don't the game exits.
 
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How about we check for certain undisclosed files located in the game directory, and if they exist, the game proceeds, whereas if they don't the game exits.
I was just about to suggest that - maybe ask the users to place their legally-obtained data.win in the Undertale folder of their SD card. You'd check the file's MD5 hash to make sure it's actually a legit, unmodified data.win before starting the game.
Otherwise there's nothing stopping the player from grabbing a random file and renaming it data.win, is there?
 
Yeahh, it doesn't matter how hard we try to do it, since people will pirate anyways, we just need to come up with the right amount of 'protection'.
 
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