Atomic Bomberman for Switch

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xHR

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A Nintendo Switch port of Atomic Bomberman (Interplay, 1997). It is a from-scratch C++20 reimplementation of the game, not the original executable and not a decompilation dump. The rules come from reverse engineering the original and checking against it. The Switch build is based on the open-source project elraro/atomic-bomberman.

Download: https://github.com/rashevskyv/atomic-bomberman/releases/tag/v1.0.6
File: atomic-bomberman-modern-switch.zip (3.8 MiB). Unzip it to the root of the SD card. It needs custom firmware and the Homebrew Menu.

Do I need the original game?
No. Without game data it runs a free built-in asset set (robot characters, synthesised sound, generated arenas). For the original look and sound, copy your own copy of the game to /switch/atomic-bomberman/original/. The folder must hold COLOR.PAL and DATA (the installed game or the CD). No original files are in the zip.
At the next start the game converts the data into /switch/atomic-bomberman/assets/ (about 240 data files and 1,619 WAV sounds, about 42 MB). A progress screen shows it, and it takes a few minutes. If something goes wrong, delete assets/ and read log.txt in the same folder.

Launching: hold R while you start any game (title takeover). Do not start it through the Album: it gets too little memory there.

Controls
  • Up to 8 controllers. A Joy-Con pair counts as one controller. A single Joy-Con held sideways works.
  • On the player list, Left and Right cycle the seat: AI, KEY 0, KEY 1, JOY 1-8, OFF.
  • - or + opens the system controller screen, to split a Joy-Con pair into two players.
  • A USB keyboard works.

What works
  • Local matches against AI or other players, on all 11 levels and all original schemes.
  • Team play (up to 10 players in total), campaign files, the editor and the options screens.
  • Mods: files placed in mods/ are copied over the data at every start.

Known issues (honest status: this is a new port and nobody has played it thoroughly)
  • Network play (by address and on LAN) is in the build, but I have not tested it on the console.
I would like to hear your results: which controllers you used, whether the data conversion worked, and what the log.txt says if it did not.

Credits and licence
Code, tools and docs: GPL-3.0-or-later. The build uses SDL (zlib licence), devkitPro, libnx, SDL2 and Mesa. Upstream project: elraro/atomic-bomberman. Switch port: rashevskyv. This is an unofficial fan project, not affiliated with Interplay, Hudson Soft or Konami. Do not redistribute the original game files or anything converted from them.

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