Homebrew Homebrew game [Release] Win9x 3D Maze screensaver port

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Headshotnoby

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This project aims to port the original source code of the iconic 3D Maze screensaver from Windows 9x to other platforms, including game consoles like the Nintendo DS.
Plus, it's even playable! Just press START to toggle between player mode and CPU mode.

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Last edited by Headshotnoby,
Super cool! Wish I saw this sooner. :P

Anyways, fun fact, the "NitroFS" version for emulators works on N-Card flashcarts. Likely due to how those cards work. (they emulate retail card reads on the hardware level instead of rom patching. ;) ) N-Card DLDI is 32KB which this homebrew doesn't support but fortunately I can just use the NitroFS version on those. :D

Also I noticed a bug...the A button for toggling map doesn't appear to work. Nothing happens when I press it. Would be nice to have an option for turning off the bottom screen (or perhaps displaying the map on the bottom screen).

Map being on the bottom screen would be a nice feature. Maybe that's already the intended behavior but since A button toggle seems to be broken I can't know for sure so I'll suggest that anyways.

Also it seems to close to twice as fast as normal when I compared it to the screensaver's run speed on my PC so that might be another thing that needs looking into. Also the little 3D shape things used to flip the maze upside down seem to be way darker in shading then they actually are in the original PC version.

I wanted to try compiling the DS port source myself but I get a generic Error 1 message for build/3dmaze/source/shared/genmaze.c.o and it's not telling me why. I did make sure to update my BlocksDS install...but to no avail. :(
 
Last edited by Apache Thunder,
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Super cool! Wish I saw this sooner. :P

Anyways, fun fact, the "NitroFS" version for emulators works on N-Card flashcarts. Likely due to how those cards work. (they emulate retail card reads on the hardware level instead of rom patching. ;) ) N-Card DLDI is 32KB which this homebrew doesn't support but fortunately I can just use the NitroFS version on those. :D

Also I noticed a bug...the A button for toggling map doesn't appear to work. Nothing happens when I press it. Would be nice to have an option for turning off the bottom screen (or perhaps displaying the map on the bottom screen).

Map being on the bottom screen would be a nice feature. Maybe that's already the intended behavior but since A button toggle seems to be broken I can't know for sure so I'll suggest that anyways.

Also it seems to close to twice as fast as normal when I compared it to the screensaver's run speed on my PC so that might be another thing that needs looking into. Also the little 3D shape things used to flip the maze upside down seem to be way darker in shading then they actually are in the original PC version.

I wanted to try compiling the DS port source myself but I get a generic Error 1 message for build/3dmaze/source/shared/genmaze.c.o and it's not telling me why. I did make sure to update my BlocksDS install...but to no avail. :(
yeah i kinda left the map view unimplemented on the DS, my fault there 😅
i'll look into the dark shape's shading and making the speed adjustable when i can

that blocksDS error 1 sounds like it couldn't find the arm-none-eabi-gcc executable, maybe check your path environment variables or something?
 
yeah i kinda left the map view unimplemented on the DS, my fault there 😅
i'll look into the dark shape's shading and making the speed adjustable when i can

that blocksDS error 1 sounds like it couldn't find the arm-none-eabi-gcc executable, maybe check your path environment variables or something?
Hmm odd because I have some other blocksDS stuff I've been able to compile just fine....So I'm not sure why it's happening. Might be how the project is built since it's all unified. Maybe the DS version could compile for me if it was it's own project. But I'm not familiar enough with BlocksDS stuff to try that. I'm used to libnds makefile configurations. :P

And I did make sure to compile it via the wonderful toolchain shell like I do with the few other blocksds stuff I compiled in the past.

EDIT: Checked and my other blocksds stuff isn't compiling anymore either. I'm not sure why it broke. What does arm-arm-none-eabi-gcc path env settings supposed to look like? I don't remember what all that is supposed to be now. I just now had to remove some other thigns from path because the path string got too long for Windows's path dialog to handle. :P (removed some duplicates and unrelated stuff so shouldn't impact this stuff.

Just now checked and my libnds stuff still compiles under standard cmd shell. So normal devkitpro stuff still compiles fine for me.

EDIT2: calling gcc --version from my wonderfull toolchain shell works too....so I'm not sure what's going on here.... :(

This is what my path currently looks like:

1762463705826.png


EDIT: I have since solved my problem by installing wonderful tool chain and it's associated packages to the msys2 folder in devkitpro folder instead of the separate install of msy64. BlocksDS stuff compiles for me now (including this one)
 
Last edited by Apache Thunder,

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