Homebrew game AM2R 3DS Port

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Osga21

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Ported AM2R to the n3DS, runs and plays well as far as I've played, needs wider testing.

Haven't tried this on an original 3DS, but gamemaker isn't exactly the lightest thing ever. In any case there's a frameskip option in the settings to lock the game at 30fps.

Uses am2r 1.5, you'll need to provide the 1.1 files yourself, patch them to 1.5 using the community patcher and run the script (preferrably on linux) to convert the files to a format the 3DS can read.

https://codeberg.org/NattensMadrigal/AM2R_3DS/releases


(playing through your phone isn't easy)

The port is 100% slopped up, this post and my replies are not.

AI has not made a single artistic change or decision, the focus was on porting AM2R to the 3DS, no assets were created or modified, no gameplay was touched.
 
Last edited by Osga21,
Hey! Thanks for your work porting this game :) it was something I was looking for :D
I'm opening the am2r-sd.bat file does nothing on my end, am I doing something wrong?
 
The port is 100% slopped up

It's pretty noticeable. The conversion script is buggy. For some reason, there's also a Linux version of it, but it requires Windows files. The Linux version of AM2R doesn't have a data.win file; it uses game.unx instead. The Android version uses yet another file extension.

I launched it and played for a few minutes. The console's sleep mode doesn't work at all. There's no music, the intro keeps flickering, and the game is stretched horizontally. When I switch to other display settings, parts of the UI get cut off.
 
It's pretty noticeable. The conversion script is buggy. For some reason, there's also a Linux version of it, but it requires Windows files. The Linux version of AM2R doesn't have a data.win file; it uses game.unx instead. The Android version uses yet another file extension.

I launched it and played for a few minutes. The console's sleep mode doesn't work at all. There's no music, the intro keeps flickering, and the game is stretched horizontally. When I switch to other display settings, parts of the UI get cut off.
There's no version of tex3DS, for windows, it installs an instance of WSL and runs it there.

Not getting any of the issues you mentioned on my end but you're welcome to give me the log.txt that exists in the game folder or submit a codeberg issue.

In any case I've uploaded a recording of some gameplay on actual hardware with music playing correctly, constant 60fps, sleep mode and none of that horizontal stretch issue.

Are you sure you've patched your game to 1.5, it says you must do so multiple times in the instructions.
 
New release, fixed a couple issues users had found and you no longer need to use the shell scripts to convert your files, there's an automated web app for that.

If you have already installed the game all you need to do is update the .cia, no need to convert and transfer game files again.
 
There's no version of tex3DS, for windows, it installs an instance of WSL and runs it there.

Not getting any of the issues you mentioned on my end but you're welcome to give me the log.txt that exists in the game folder or submit a codeberg issue.

In any case I've uploaded a recording of some gameplay on actual hardware with music playing correctly, constant 60fps, sleep mode and none of that horizontal stretch issue.

Are you sure you've patched your game to 1.5, it says you must do so multiple times in the instructions.


I patched the game to the latest version and used your online converter. I’m guessing the audio issue was caused by the conversion on my Linux setup, because the audio works fine now after using your web-based converter. Sleep mode is also working now.

Below is a recording showing what I meant by the glitches in the intro. I haven’t tested it extensively, but I also noticed the screen flickering occasionally at random points during gameplay.

A few extra things I noticed:
  • There are occasional, random audio stutters.
  • Even though the game supposedly maintains 60 FPS on New 3DS, it still stutters randomly.
  • Im not sure if this can be improved, but I honestly don’t understand why there are different display modes in the menu. Especially since x2 is practically unusable.
    Would it be possible to adapt the game to the 3DS’s native resolution without stretching the image? With x1, part of the UI is slightly cut off, while the default "stretch" mode causes pixel shifting during movement, slightly distorted sprites, and messed-up fonts (see attached picture).
  • This is more of a visual nitpick, but the A, B, etc. button prompts could match the colors of the buttons on the 3DS. Now they currently use Xbox controller colors.
  • The game can crash. It crashed once when I tried to return to the main menu. It also crashed randomly right after the intro ended, just after I finished recording.
 

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I patched the game to the latest version and used your online converter. I’m guessing the audio issue was caused by the conversion on my Linux setup, because the audio works fine now after using your web-based converter. Sleep mode is also working now.

Below is a recording showing what I meant by the glitches in the intro. I haven’t tested it extensively, but I also noticed the screen flickering occasionally at random points during gameplay.

A few extra things I noticed:
  • There are occasional, random audio stutters.
  • Even though the game supposedly maintains 60 FPS on New 3DS, it still stutters randomly.
  • Im not sure if this can be improved, but I honestly don’t understand why there are different display modes in the menu. Especially since x2 is practically unusable.
    Would it be possible to adapt the game to the 3DS’s native resolution without stretching the image? With x1, part of the UI is slightly cut off, while the default "stretch" mode causes pixel shifting during movement, slightly distorted sprites, and messed-up fonts (see attached picture).
  • This is more of a visual nitpick, but the A, B, etc. button prompts could match the colors of the buttons on the 3DS. Now they currently use Xbox controller colors.
  • The game can crash. It crashed once when I tried to return to the main menu. It also crashed randomly right after the intro ended, just after I finished recording.
Screen modes will be removed, they just don't make sense on the 3ds, at this point the only reason they're still in is because they were in the original code.

The 3DS has a 5:3 aspect ratio which doesn't work particularly well with any of the display modes of AM2R. Due to the way the game is made you'll always either have the game running in a box, have parts of the game offscreen or stretched pixels. What we have by default is what I've found to be the best compromise.

The sprites for the buttons are indeed the ones with the xbox colours but assigned correctly to the Nintendo layout. Yes, it also irks me but because AI has a large part in this decomp I didn't really want to touch art assets even manually. I may end up just doing pure B/W button prompts.

I'll look into those crashes, I've not encountered too many so far and the ones I did catch have been solved.

I'll also see what I can do about the intro
 

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