Homebrew Official Ast-U-Roids v2.5 Elf for Homebrew Launcher

What do you want the most?

  • Ast-U-Roids completed with sound and extra content

    Votes: 13 25.5%
  • Another of my projects updated for HBL (post which one)

    Votes: 3 5.9%
  • A full-featured emulator port (NES, SNES, N64, etc.) (post which one)

    Votes: 35 68.6%

  • Total voters
    51

brienj

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Ast-U-Roids for the Homebrew Launcher has been updated to v2.5 and has sound now.

I want to thank the 386 people that downloaded my previous versions of the game.

I just realized that you can play Virtual Console games with Loadiine, so if I do an emulator, I don't think it will be a Nintendo one. If you vote for that, please tell me which emulator you want. My personal preference is the Sega Genesis. :D

Here is the Readme -
AST-U-ROIDS v2.5 Elf Version for Homebrew Launcher by brienj

I put a lot of work into this. I built a custom vector library that draws shapes from lines. It also slightly emulates the look and feel of an actual arcade game that uses a vector monitor, and it has a glowing effect that is subtle yet noticeable. Instead of using the full resolution of the DRC and TV, the graphics are about a 1.6 ratio, slightly more than a 4/3 screen, yet slightly less than a 16/9 screen. I did not draw the borders, because it looked tacky, and you can "feel" the limits of the screen after you've played a while. I mainly did this to be closer to the actual resolution of the arcade version, and also so your shots can hit every corner of the screen, yet not completely wrap around to your ship when shooting directly north or south.

In the new version, I have also developed my own real-time image decompression technique that seems to be working well and that I have incorporated into the title sequence. The newest version now has sound. To change the background music, put a file named "bgMusic.ogg" in the "media" folder. The game starts off playing the background music. To turn off the background music, and switch to the heartbeat sound for the background sound, press LB on the controller. To switch back to the background music, press RB on the controller.

Setup:
Put the included asturoids folder in the apps folder with your other Homebrew Launcher apps.

Instructions:
As far as gameplay goes, it plays as close to the original as possible. You use the left-stick to turn your ship, and press the B button for your thrust. The thrust will vary depending on how long you hold the button down like the original game. You get 20 points for a big asteroid, 50 for a medium one, and 100 for a small one. You have 5 shots, which are shot as fast as you can press the A button. You don't hold it down, it's tapped like the original. Once those 5 shots are on the screen, you can't shoot any more until one of them is no longer active, plus a slight delay, just like the original. I haven't played in a while, but I think I got all of this pretty close. Also, when a level starts, you will not appear until there are no asteroids in your path, if you are starting a new level while still alive, and an asteroid appears over you, you will slightly blink instead of not appearing like the beginning of the game or after you die. During this time, you can move, but can not shoot until you are clear and have turned solid. I have now added the asteroids breaking apart when you run into them with your ship. You get no points for the asteroid if you run into it. You can press either the X or Y button to use hyper-space. Like in the original, it will randomly place you somewhere else on the screen. On NORMAL difficulty, you get an extra ship every 10,000 points, like the original. Your score is shown in the top left, along with the number of ships you have left. In the top middle, your level number is shown, and on the top right, the amount of points left until you get another life, or on the menu screen, the number of points needed for each ship, depending on the difficulty level you have selected on the menu. Pressing the MINUS button will open up the options menu. You use the D-PAD to navigate. UP/DOWN changes between the difficulty, number of lives, and exit/giveup menus. LEFT/RIGHT increases or decreases each of the top two settings. Use the PLUS button with exit selected on the options menu on the main menu, to exit out of the whole game and go back to the Wii U system menu. Use the PLUS button with giveup selected on the options menu on the pause screen, to quit your current game and go back to the main menu. The difficulty choices are EASY, NORMAL, HARD, and INSANE. I tried to make NORMAL as close to the original as possible. You start with 3 big asteroids on EASY, 4 big asteroids on NORMAL, 5 big asteroids on HARD, and 6 big asteroids on INSANE. The speed of the asteroids range from 1/2 speed for EASY to 2x speed for INSANE. You get a free ship every 7,500 points for EASY up to every 15,000 points for INSANE. Each level you complete, the speed of the asteroids will increase by 1 percent of the current factor. Just as in the game, each asteroid has a random speed, depending on size. The big asteroids are the slowest, and the small asteroids are the fastest. Each new level, an extra big asteroid is added, until you reach the max of 10 big asteroids. You can pause the game at any time with the PLUS button or the MINUS button, which also brings up the options menu. You also use the PLUS button to start each new game after you've set your options, just make sure you do not have exit selected.

Planned to be added:
Configuration file
Highscore list
SD Card support for multiple background music selections
Separate volume control for SE and BGM
More asteroid shapes
Saucers



Download link - http://www.mediafire.com/download/dw8yp9wzw0ja9fg/asturoids-HBL.7z

I am assuming this should work on all firmware version now since it is HBL compatible. Let me know if it isn't.
 
Last edited by brienj,

pwsincd

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well seeing as you didnt include my sexyness , ill link it here :P

asturoids.png


looking forward to giving it a good play when my SD comes tomorrow..
 
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brienj

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well seeing as you didnt include my sexyness , ill link it here :P

asturoids.png


looking forward to giving it a good play when my SD comes tomorrow..
It's a long story, but I always have to put the XHP logo in my releases, and why I used mine. The short version is that the XHP logo came about from making fun of THQ right before they went out of business, and frankly, that will never get old for me.

I'm working on getting the sound added, however I don't think it will be tomorrow, but it will certainly be SOON™.
 
Last edited by brienj,

geheim

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Thanks!! Great game, looking forward to it having sound :)
Regarding the emulator port I would wish mostly, it's N64. Because N64 injection in VC doesn't work that well... And we don't have a good vwii N64 Emu, too.
 
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brienj

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Thanks!! Great game, looking forward to it having sound :)
Regarding the emulator port I would wish mostly, it's N64. Because N64 injection in VC doesn't work that well... And we don't have a good vwii N64 Emu, too.
Ok, I haven't actually tested the Virtual Console stuff yet, I only saw that it was possible, but thanks for letting me know about that.
 

KiiWii

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Not64 port (extremes) would be amazing.

I have 51 N64 injects for loadiine and they work great, but a full emu would be incredible considering N64 had 247 releases in PAL alone.

Edit:

I wonder whatever happened with emulatemii / wii64 and emukidid?

Perhaps on Gcforever they might stir up some fresh interest with the latest exploits?

That emu had texture replacement as a feature before it vanished into vapourware.
 
Last edited by KiiWii,

brienj

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Not64 port would be amazing.

I have 51 N64 injects for loadiine and they work great, but a full emu would be incredible considering N64 had 247 releases in PAL alone.

Edit:

I wonder whatever happened with emulatemii and emukidid?

Perhaps on Gcforever they might stir up some fresh interest with the latest exploits?
Right now, I would LOVE to program or port an emulator, but I am kind of waiting on help from Dimok on easily using his sound functions in the dynamic libraries instead of having to reinvent the wheel and code my own AX functions from scratch. Once he helps me with that, it will make a bunch of things much easier when I decide to program something else. I also really want to finish this project, being able to add sound, and even add a simple thing like keeping track of highscores will make this so much better. Everything I put into this program will always help in any other projects I do too.
 
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dimok

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@brienj
The NES, SNES and GBA emulators can be ported from the Wii, the ones made by Tantric and co.. It shouldn't be too hard. I just didnt see a point to invest time into it since those can be just as well be used on the vWii. The N64 emulator would mean quite a bit of work actually as that requires more advanced usage of GX2 if you want it to run smoothly but its not impossible of course.
 

KiiWii

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@brienj
The NES, SNES and GBA emulators can be ported from the Wii, the ones made by Tantric and co.. It shouldn't be too hard. I just didnt see a point to invest time into it since those can be just as well be used on the vWii. The N64 emulator would mean quite a bit of work actually as that requires more advanced usage of GX2 if you want it to run smoothly but its not impossible of course.

Didnt Ingperera work on dynarec for wii64... or was that ps364....? Cant remember now if that was just for PS3 though...

http://emulatemii.com/wii64/

https://github.com/Extrems/Not64
 

brienj

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brienj

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Opera Mini wont let me download it, Windows Defender said it was malware. Is the 7z file dangerous?
All it contains is the elf file, png logo, meta.xml file, and a readme file. Sounds like Nintendo made a payment to Microsoft ...

I don't see how any signature in the elf file would even pop positive for a virus.

Windows defender is telling me that this is a trojan! Is this true?
How can anyone think that a file meant to run on the Wii U and not even on your PC is a virus? Sorry, just boggles my mind ...
 
Last edited by brienj,

ShadowOne333

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Thanks for the HBL ELF!
Makes trying out new apps easier for the end user. :)
Also, I vote for N64 Emu too, as most injections are not really fully compatible since N64 VC depends on some INI files per game which Nintendo releases within the VC emu.

If a certain injection is compatible, then lucky you, if not then you're out of luck.
Besides, I'd like to have the option to stretch the image to full screen for games like DK64 that support 16:9 and NOT having that damn dark image all the time. :/
 

supermario18

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All it contains is the elf file, png logo, meta.xml file, and a readme file. Sounds like Nintendo made a payment to Microsoft ...

I don't see how any signature in the elf file would even pop positive for a virus.


How can anyone think that a file meant to run on the Wii U and not even on your PC is a virus? Sorry, just boggles my mind ...

Freakin' Windows Defender....
 

barnhilltrckn

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I would have to vote for a Retroarch port. With that ALOT of emulators come over. If you contact them I'm sure they would even help you with the port. They want it running on as many systems as possible.
 
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brienj

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And just in case http://www.libretro.com here you go. Hands down best emulation frontend ever. It can seem a little overwhelming when you first try to learn it but once you learn it.....its great.
There are a few people working on this, and once the ground work for it is laid out, I'll help as much as possible. Right now I had to move away from Wii U programming for a little bit and I am doing a little PC programming, I was getting frustrated with some things on the Wii U and figured a little break would clear my mind.

If you want to know one of the PC projects, go to my Twitter.
 
Last edited by brienj,

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