Homebrew [WIP] (More) undertale_techdemo

Kitlith

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Hey. I've been working with this project for a bit now, and I haven't stopped working on it yet, so it's probably safe to make a new thread now. *crosses fingers* The original thread is here.

So, yeah. It's a bit of Undertale, for the 3ds. If you grab it and go "You haven't done any more than what was there before you took it!" yeah, that's intended. I've been working more on the behind the scenes, refactoring and whatnot. My end goal is to move a lot of the stuff that is manually defined at the moment into external config files that can be included via the SD card or romfs, so in the end it can be very modifiable and more of an engine that happens to currently be used with assets from Undertale.

My other goal is to stop distributing art/sound copyrighted by Toby Fox in the repository, and have a way of extracting stuff from data.win automatically for use with this. The latter won't be coming any time soon, but I've started working on the first by removing a music file that was converted from an ogg file somehow... and just play the actual ogg file. Still need a way to automatically extract stuff from the game/demo, but as I said, that's not happening soon.

The only issue with my takeover... is that I don't know what this should be licenced under. I asked, but I haven't received a reply (yet). So, for now, this doesn't have an actual open source license. This is an issue I want to resolve. If necessary (which it hopefully won't be) I'll rewrite the rest of the code as much as possible so that there can't be a claim of copyrighted code. Ah well. I'll find a way to get a license on this soon.

THIS PROJECT HAS BEEN DISCONTINUED
Anyone who likes may continue it themself, code is in the repository, and I don't really care what you do with it. I can only hope that you find it useful, somehow.
Apologies. I've been busy, and when I wasn't, I was working on other things. However, it is summer time. And while I'm planning other things, *maybe* I'll get back to this.

Oh, who am I kidding. I'm never going to finish this. I'm sorry.

I think I much more technically interesting project would be to reimplement Game Maker's engine, from scratch, using libretro. That way, not only would you get Undertale, but all of the other Game Maker based games on any platform that you could port libretro to. But this is not something I see myself devoting the time to. Maybe in the future, but I doubt it. I've got powerslaves stuff to work on, as well as another project that I hope to spend most of my time over the summer on. If it actually happens (it had better :/), I will be livestreaming a bunch. My twitter will have updates if that happens.

Apologies for not replying earlier, I'm not exactly on gbatemp often. I guess I'll go update the first post, now.


Oh, I haven't linked to the repository yet? It's at https://github.com/kitling/undertale_techdemo/ . I'd LOVE contributions. Speaking of LOVE, @XavyrrVaati , one of the contributors to the original version of this has been working on what they call a "visual homebrew", and it'll eventually have interaction. You should go check out their forum thread here: https://gbatemp.net/threads/wip-love-a-visual-homebrew-for-fallen-humans.420076/

(I didn't really want to make this thread yet, but maybe it will stop people from asking about it in other threads. :P Maybe.)
...
There I did it. Now please don't ask me when the Undertale port will be done lololol.
... Assuming they want people coming to the thread. xD[/COLOR]
 
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XavyrrVaati

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Oh wow. I was wondering why I got pinged for this, quick glance at the thread title and I was about to facepalm super hard since I thought someone was bumping the dead project thread. Pleasantly surprised. Thanks for the mention! I wish you luck in your quest. I might drop commits every once in awhile, but I'm actually a *terrible* programmer, so no promises :'D

EDIT: Just a heads up, using the files from the Undertale.win might be a huge pain in the ass or a blessing depending on programming stuff. GM:S divides all of the sprites into texture atlases, so there are no individual sprites. So in order to get a single sprite, you have to add the texture atlas on it's own and then use some kind of spite batch and/or quads, and then map that to a variable for a sprite. Or something like that.
 
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Kitlith

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Will you literally kill your contributors with some LOVE? :v

Nah. They will be great partners. It would be a shame to have to kill them.

Oh wow. I was wondering why I got pinged for this, quick glance at the thread title and I was about to facepalm super hard since I thought someone was bumping the dead project thread. Pleasantly surprised. Thanks for the mention! I wish you luck in your quest. I might drop commits every once in awhile, but I'm actually a *terrible* programmer, so no promises :'D

EDIT: Just a heads up, using the files from the Undertale.win might be a huge pain in the ass or a blessing depending on programming stuff. GM:S divides all of the sprites into texture atlases, so there are no individual sprites. So in order to get a single sprite, you have to add the texture atlas on it's own and then use some kind of spite batch and/or quads, and then map that to a variable for a sprite. Or something like that.

Well, you did tell me to make a new thread for my stuff. Speaking of which, I still need to add a link to my post on the old thread. In any case, I'm glad you didn't find another reply on the old thread. And, hey, I may even drop commits on your project every once in a while. Or, at least, attempt to.

As for extracting files from Undertale's data.win, yeah, it'll be a pain no matter how I do it. There are two ways I've been contemplating:
  • Have the homebrew read the data.win directly. This could be nice because you'd just grab a single file and put it on the SD card (along with the ogg music files). Problems are the stuff have mentioned.
  • Have the user run a program on data.win/UT executable. This means that a whole bunch of files end up on the SD card... HOWEVER, it is much easier to modify, and makes more sense if I'm making this to be a kind of engine. The stuff you mentioned is still a problem, however, the stuff you mentioned is still a problem, this just moves the responsibility out of the homebrew. I think I'll go for this.
  • I could do both of the above: Extract files from the data.win if they don't exist, and use the extracted files if they do exist. Bloooooat.

The good news, either way, is that there are libraries for browsing data.win files! The bad news... I haven't found any tools for extracting individual sprites from data.win files, though that may just be bad google-fu. I did manage to find something that is written in python: https://github.com/lordscales91/gmk-resources-extractor At the very least, hopefully I can make something based on this.
 
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Job Moody

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Just so you know, the latest release build has no .3dsx
I tried to copy it over from the past build and it did not work.
Just so you know.
 

Kitlith

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Just so you know, the latest release build has no .3dsx
I tried to copy it over from the past build and it did not work.
Just so you know.
Huh. Oops. I really need to make a new release build anyway, the last release was when I was still working on the playing of ogg files, it loaded the entire file before it started everything else, which means it took a long time to start up.

Sorry about that.

EDIT: The reason why it wouldn't work is that between the two releases, I redid the sound so it used an ogg instead of a raw sound file. And the later release removed the bin file, so it probably crashed because it couldn't find the music file.
 
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Kitlith

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Kitlith

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Well... huh. Lolzvid appearantly deleted his repository from github, so it shows up that I forked it from Xavyrr now. Interesting.

It is a fact that I'll have to take my repo down temporarilly from github to remove all copyrighted content from history eventually, but I wasn't expecting the original repo to go away. Ah well.

In other news... I'm about to get to working more on this today. Laptop with broken hinge doesn't help, along with reinstalling my OS (now using arch linux, yay). Or being busy with Fanimecon. But, goodie, that's all over, getting back to it. I implemented a bad form of fading that works as long as you don't have sprites overlapping eachother... which, obviously, they are.

I'm thinking of implementing some form of states... but that comes after fixing fading and doing some more revamps to audio. (being able to play sound effects, switching between music?) And maybe after adding a configuration file. I also need to work more on the pr for 3ds_portlibs. We'll see what happens.

And we're all waiting full of LOVE to see this finished. Just please don't go after the developer...
 

XavyrrVaati

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Huh.. so he did. That's not unexpected I guess, since he really did abandon this project/site/scene...
Anyways, good to see you're alive! Looks like you got a bit of work to do :P Good luck man!

And we're all waiting full of LOVE to see this finished. Just please don't go after the developer...
I have my pitch forks ready. :tpi:
 
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Lamato

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cia or no dice
Way to sound entitled. Obviously, a .cia could appear in the future, but for early development that's not really a priority (and that goes for most developers). It's not like it's hard to throw a file into /3ds and launch Homebrew anyways.
 

Xiphiidae

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Way to sound entitled. Obviously, a .cia could appear in the future, but for early development that's not really a priority (and that goes for most developers). It's not like it's hard to throw a file into /3ds and launch Homebrew anyways.
Expressing a desire is 'entitled'? Okay then.


On topic: While I'm not a fan of Undertale by any means, I do find this port very interesting and (potentially) impressive, so good luck, @Kitlith.
 

GizmoTheGreen

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undertale is overrated shit.

anyway this isn't a port but more of a remake right? good luck with your efforts!

I once had a similar project but didn't have time to learn how to do things so I gave up lol (a certain game to the DS... huehue)
 

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