Homebrew [Poll] Help MarcusD Decide What To Port Next!

What should @MarcusD work on next?


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Sono

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What about a game less nintendo-ish?

There's some games I would love to see in 3d. Something like an ad-hoc or offline Trackmania style game for 3DS could be great and would make a great use of the stereoscopic display.

Ugh... well, I haven't done 3D rendering before :/ I'm stuck in 2D :P
I don't think I would be able to port/recreate a game with this complexity. Nintendo games are simple yet fun, so it's easy to recreate them :P
 

Urbanshadow

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Ugh... well, I haven't done 3D rendering before :/ I'm stuck in 2D :P
I don't think I would be able to port/recreate a game with this complexity. Nintendo games are simple yet fun, so it's easy to recreate them :P

If you need some push for the 3d mode just let me know. It's actually quite easy once you have written and parameterized most of the generic stuff.
 

Sono

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If you need some push for the 3d mode just let me know. It's actually quite easy once you have written and parameterized most of the generic stuff.

I know how the 3D *mode* works, but I don't know jack shit about 3D *rendering* :( To be more precise, I don't know how to use the GPU commands (either ctrulib ones or opengl, or suff like that), so *that's* why I can't make it :(

Edit: to clear up, I could abuse sf2dlib to render in 3D, but I don't know how to render normally, and not abusing stuff.
 
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Urbanshadow

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I know how the 3D *mode* works, but I don't know jack shit about 3D *rendering* :( To be more precise, I don't know how to use the GPU commands (either ctrulib ones or opengl, or suff like that), so *that's* why I can't make it :(

Yeah I got you, just I have not expressed correctly. I know how the 3d Rendering part works with citro3d and libctru (gpu acceleration lib provided by devkitpro) and I was just offering you free knowledge in case you were interested so you could be able to make them if you wish to. I was not implying in any moment that you should take the idea I posted before. You can try whatever you like with that knowledge.
 
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Sono

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Yeah I got you, just I have not expressed correctly. I know how the 3d Rendering part works with citro3d and libctru (gpu acceleration lib provided by devkitpro) and I was just offering you free knowledge in case you were interested so you could be able to make them if you wish to. I was not implying in any moment that you should take the idea I posted before. You can try whatever you like with that knowledge.

Please see my edit. I AM interested in learning proper 3D rendering, and not abusing sf2dlib :P
 

Sono

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WELL I was going to suggest something like an updated SEGA genesis emu, but I see you don't like porting emulators.

Ye, sorry :(

Quick question if Mario maker is made what graphics would it be on? (smb,smb3,smw obviously not wii u Mario)

None and all of them :P That's what resoospacks are invented for :P
 
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Urbanshadow

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Please see my edit. I AM interested in learning proper 3D rendering, and not abusing sf2dlib :P

Oh then you would like to hear I do not use sf2dlib or sfillib at all. I have used them in the past and they are very handy, but I don't use them anymore. Last week fixed the direct loading of png textures through lodepng with alpha support, and citro3d consumes them directly so I just put the png on the data folder and is ready to use.
 

Sono

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Oh then you would like to hear I do not use sf2dlib or sfillib at all. I have used them in the past and they are very handy, but I don't use them anymore. Last week fixed the direct loading of png textures through lodepng with alpha support, and citro3d consumes them directly so I just put the png on the data folder and is ready to use.

I don't use sfillib either :P I have my own way of storing and loading textures.
 

Sono

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What's resoospacks?

Yes, those are resource packs.

There are gonna be 3 types of resoospacks:
  • Assets:
    They change graphics and sound effects, but don't affect the gameplay in any way (unless someone fucks up the player's texture size, since collision is texture-relative :P)
  • Mods:
    Can contain assets, but also contains code modifications, and new added stuff that requires to be coded
  • Levels:
    Levels can contain assets and mods for their needs, but they obviously also contain the level itself :P
 
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Sonic Angel Knight

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WELL I was going to suggest something like an updated SEGA genesis emu, but I see you don't like porting emulators.
I probably be happy if someone can inject roms into the 3D Sega titles or even game gear ones. :P
MUST PLAY SONIC ROM HACKS.... And Ninku. :)

Just a sonic game engine, since i doubt you can just use the retro engine from sonic cd 2011 since is not open source, there plenty of open source sonic engine by fans that could be good. :)

OR MUGEN PORT! :D
 
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CeeDee

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Yes, those are resource packs.

There are gonna be 3 types of resoospacks:
  • Assets:
    They change graphics and sound effects, but don't affect the gameplay in any way (unless someone fucks up the player's texture size, since collision is texture-relative :P)
  • Mods:
    Can contain assets, but also contains code modifications, and new added stuff that requires to be coded
  • Levels:
    Levels can contain assets and mods for their needs, but they obviously also contain the level itself :P
What about stuff like SMW? IIRC in SMW Mario has a 16x16 hitbox but has a 16x32 sprite (with only a few pixels used at the bottom as the top of his hat)
 

Sono

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What about stuff like SMW? IIRC in SMW Mario has a 16x16 hitbox but has a 16x32 sprite (with only a few pixels used at the bottom as the top of his hat)

Well, here it's gonna be a bit different...
First, tiles gonna have a flag that says which collision to use: point or side collision. If it uses side collision, it's a solid block. If it uses point collision, it's gonna be a slope (well, my point collision engine is VERY weird, but it allows for slopes to be implemented).
Also, the player is 14x30 (might change it to 13x29 for obvious reasons), and I haven't yet implemented crouching :P
 

Pandaxclone2

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As far as I'm aware this was a similar problem that cropped up with SMM; should they make each engine seperate and thus accurate, or as a singular engine to cut down on cost? They went with the latter and as a result all of the visual modes follow the NSMB engine.

Maybe we should do the same here? Unless we're going for accuracy in which case forget what I said.
 

Sono

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As far as I'm aware this was a similar problem that cropped up with SMM; should they make each engine seperate and thus accurate, or as a singular engine to cut down on cost? They went with the latter and as a result all of the visual modes follow the NSMB engine.

Maybe we should do the same here? Unless we're going for accuracy in which case forget what I said.

This engine is a mixture of the original with a bit of SMW :P I'm not planning on being able to change the engine without recompiling the whole thing.
 

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