Homebrew Batterycheck - 3DS

Archerite

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thanks for the update! seems like things are progressing well . excited to try it out
Especially this week a lot of progress has indeed been made, like for example what I was saying in the wii thread...we now have multiple sound effects!!!

The following sounds are working on the 3DS:
- Jump
- Land on ground
- Batterycollect (only the sound trigger)
- Recharge
- Die when out of energy

And although I do not like the requirement for SDL to use the original XM files and I want to optimize it a few ways it does mostly work fine, so there is now also background music on the 3DS!!! :yay:
 

Archerite

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Just posted an update in the wii thread of new features to be included (or not) in preview v0.3, and thought I might as well post that here as these will also come to the 3DS: (note: The gray parts in the list above are not for 3DS)

- Working menu system (not ready!)
- Fix the jumping animation (not a priority)
- Maybe some idle animations (not a priority)
- Completely rewritten collision detection(not ready!)
- Adjustable HUD overscan settings (needs-some-attention)
- Recharge animation when walking through a gate (if there is time left)
- Basic "wall detection" so you can not walk into a wall anymore (work-in-progress)- Standing on interactive elements: conveyor's, floats, doors, elevators (kind of works. Except for the doors....)
- Custom installer to unpacks directly from "batterycheck.zip" or Setup.exe on the console itself(work-in-progress)
- Error messages on screen when files are missing (installer takes care of that...hopefully)
- Generate icon.png and meta.xml with the installer for Wii Homebrew Channel (not-done-yet)
- Created required directories on installation (kind of, ignoring any errors)
- Cleanup old installation file locations, if requested by user (not-done-yet)

Some unexpected new features:
- Sound Effects!!!!
- Jumping, Landing, Recharge, Green Battery, Blue Battery, Extra Life, and...ehm...when out of power
- Collecting Green Batteries, Blue Batteries and extra life's (has a HUGE bug though)
- Working energy bar that slowly runs out
- Working recharge gate...including the sound effect.
- Jumping uses extra power
- Background music from original XM (only on 3DS)
- Background music from converted OGG (only on Wii...until XM can be played with MikMod)

I think this gives a good idea of what I have listed before as planned improvements and the state they are in. The bug in the collection of batteries I mentioned means that after you pick one up it play's the sound and increases your counter by one....except sometimes it does not remove the battery from the map and keeps increasing the counter. If it get's higher than 99 it's starting to show the wrong sprites...need to fix that at least to prevent higher than 99 anyway!

I said before the 3DS version will be uploaded after the Wii and GameCube version, but since I have done lot's of testing on all platforms: Linux, Wii, GameCube and 3DS......it might all come out on that same day after all!! I have set myself a deadline for Friday 24-05-2019 20:00 CEST as a form of self motivation which is working so far ;)
 
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Archerite

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Now that preview 0.3 is out for Wii and Gamecube here it also is for the 3DS! The game executable is embedded into the the installer just like I have done for the Wii and GameCube which will be unpacked at the very end. The installer does not remove or overwrite itself like it does on the Wii since I have not added that into the 3DS build.

Hope you enjoy :D



The controls have not changed much since last time but there are quite a few improvements:
- Multiple sound effects are working now!!
- Improved wall detection so you can't easily walk through them anymore
- Added collection of Batteries, Extra Lifes and Super Batteries (which has a bug that does not remove the object properly sometimes)
- Energy bar is working and slowly runs out
- Use the recharge gate to keep your battery charged (has animation and sound effects!!)
- Jumping and landing sound effects
- Background music from the original XM file (takes a little while to load unfortunately, about 10 seconds I think)
- You can now stand on interactive elements like: Floats, belts, elevators and laser-beam-one-way-platforms


Please beware that even while it has been improved with new features this is still a prototype and just a preview. The are still bugs and debug features enabled and a lot of unfinished features that prevent you from completing the level. Also keep in mind the original game was designed to run at 640x480 and none of the graphics are scaled at the moment.

The new installation instructions for both new and existing users:
1 - Go to http://www.ranjnet.nl/games/ (not working anymore! Please see here)
2 - Click on "Batterycheck" and on the next screen click "download"
3 - This will download a file called "batterycheck.zip"
4 - Copy this file to "/batterycheck.zip" on your SD card without unpacking it!
5 - Download "batterycheck-3ds-installer-v0.3.zip" from this post and run it with homebrew launcher (either copy it to the SD card or use 3dslink)
6 - The text based installer will unpack the required files from the ZIP file and put them in the right place.
7 - When the installer is done click "Start" or "Home" to exit.
8 - You should now see the "Batterycheck 3DS - Preview" entry in Homebrew Launcher which is the now installed game.
 

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MrHuu

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Don't have the time to play with this now. But i was able to setup and run battery check without issues. Installation / extraction went smooth.

Maybe it would be an idea for the installer to check for the archive in the same folder as the installer. Not just root. But that's a non issue.

I'll play with it some more when i get home.

Thanks for your work so far!
 
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Archerite

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Don't have the time to play with this now. But i was able to setup and run battery check without issues. Installation / extraction went smooth.

Maybe it would be an idea for the installer to check for the archive in the same folder as the installer. Not just root. But that's a non issue.

I'll play with it some more when i get home.

Thanks for your work so far!
The most important thing for the installer was that it was stable enough to run on the 3DS and just basically do it's job. I was thinking of looking in a few specific places but right next to it in the same directory is not a bad place to start. Good idea!

You're welcome, I hope you like the improvements I have made since the last preview when you get the time to look at it.

Thank you for testing.
 

KleinesSinchen

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For the 3DS version:
  • Installer works as intended
  • Does not crash when batterycheck.zip is missing
  • Game runs as smooth as the GC/Wii version
There is no reason to repeat everything from the Wii thread. Same results.

One 3DS specific comment: Loading the 0.3 preview from *hax does not work anymore (the installer does work).

This is reproducible. I loaded Luma with ntrboot on my N3DS (which does not have B9S) and injected HB Launcher with Rosalina in Download Play: → game works

Reboot (no Luma), Soundhax, HB-Launcher → red screen instead of the game

Edit: Forgot this… thanks to Luma screenshot function it is way easier to capture an example for the collision problem with the feet stuck in a platform:

Feet_inside_platform.png
 
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Archerite

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For the 3DS version:
  • Installer works as intended
  • Does not crash when batterycheck.zip is missing
  • Game runs as smooth as the GC/Wii version
There is no reason to repeat everything from the Wii thread. Same results.

One 3DS specific comment: Loading the 0.3 preview from *hax does not work anymore (the installer does work).

This is reproducible. I loaded Luma with ntrboot on my N3DS (which does not have B9S) and injected HB Launcher with Rosalina in Download Play: → game works

Reboot (no Luma), Soundhax, HB-Launcher → red screen instead of the game
There is indeed not much difference to the GC/Wii version of the game, I am glad you say it's just as smooth even though it has the background music playing on the 3DS. And until I configured it to play at a really low quality it felt like the game was in slow motion. I will make sure to fix the issues you found with the installer for the next release.

I am not sure what the issue might be with the game not running when you load it with *hax (is that a catch-all shortcut to include multiple hax like soundhax?) since my game, and the installer too actually, are heavily based on the sprite demo example included in the devkitpro toolkit. Only thing I can think of is that some services from Homebrew Launcher, Rosalina or Luma are required for the way devkitpro compiles by default. I have no 3DS to test this on myself unfortunately since all are B9S enabled already. (which is why I said early on that I could not support it, but if you have any ideas I am willing to try them ofcourse)

Thanks for also testing the 3DS version too, I hope you do not get bored of the game like some other people I have sowed it to. (a bit too many times possible:D)
 

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Edit: Forgot this… thanks to Luma screenshot function it is way easier to capture an example for the collision problem with the feet stuck in a platform:
View attachment 168851
I have done a little research on the issue you mentioned about not working on soundhax and I think the 3dsx executable format relies on services provided by Rosalina. From what I could tell all the different mods that are currently listed on the well known tutorial website (was not sure if I could link to it here) they all lead to various steps to install Luma3DS. And those guides also reminded me that part of the Finalizing Setup page makes you run the DSP1 app that creates a dspfirm.cdc, but I expect that you know this already and have that file in place. Just making sure ;)

I will make sure to have fixed this and some of the other known issues before even thinking about releasing the next version! It looks like you are at least 16 pixels below the "normal ground level" for that platform :lol:...but this indeed shows the issue perfectly. I did also experiment with scaling the interface which can be seen by the 32.000 number at the bottom screen. As we discussed before it looks bad with lots of issues and artifacts but it does help seeing where you go. There are different ways I have in mind for a zooming function like this:
  • Zoom in/out on demand
  • Scale only the HUD elements
  • Render to a texture in the normal 640x480 resolution and then rescale/zoom into copies of that
The first two might be easier but require a lot of fixes so I am actually considering the third option for this as it also gives better performance. I would only need to render a single time per frame and then let the GPU do all the scaling on this single 'new' image and give a zoomed in view on the top screen like it is now and re-use it on the bottom screen at half the resolution. It sounds more complicated than it is actually ;)
 

Archerite

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It's been a while since the last release...almost two years! While I did work on the game every now and then there was not enough to release a new version...at least that's what I was thinking back then. I have been rewriting a LOT of things and while still not complete, it's working "ok" enough. It's missing a few things since the last version....but I am going to release an ALPHA version of it anyway! Just for the sake of showing progress. :D

It was actually @niuus that asked me last week about the project in the Wii thread. I told him that among other things I had an almost complete version for the PlayStation 2...but did not release it. He encouraged me to add USB support and no matter what state it was in he would test it! In about two days I added the USB drive support and posted an ALPHA version with a lot of warnings here in the PlayStation 2 thread.

While he was having fun with the current glitches in the game engine....flying though walls etc...I tried fixing a few things and adding a couple new features. While none of it actually finished or good yet...yesterday I posted another update for the PS2. Also with a little side note asking if I should also release this version for the other platforms, of which the 3DS is one of course. The others are Wii and GameCube. I was unsure if I should be doing that but @KleinesSinchen said I should do it! But in a kind of fun way here. :rofl:;)

So a special thanks to both @niuus .and @KleinesSinchen for their feedback and getting me back into the project again. :D

PLEASE BE AWARE THIS IS A PROOF-OF-CONCEPT DEMO!
  • If you do not have a previous v0.3 install please do that first! see here
  • little note! Without the original ZIP file...you require the 12MB setup.exe in the root of your SD card now.
  • Hopefully, the instructions helped to install the game files. I know it's not that easy anymore. I am sorry about that. :shy:
  • Like I have said above, and in the spoiler block, this version is an ALPHA version. Things are missing or broken since v0.3!!
  • If the installation for v0.3 worked for you then just copy the 3dsx attached to this post onto your SD card. It should find the game files and work fine.
This is still NOT a complete game! But there are a few minor improvements:
  • One way platforms are working perfectly!
  • Batteries can be collected without counting them multiple times!
  • Except super batteries! Sometimes they don't get counted!! :unsure:
  • There was a surprise added to v0.3.4 on the PS2....unfortunately it's not working on the 3DS!!:cry:
THANK YOU


If the above did not scare you away...then please enjoy the release of preview v0.3.4 for the 3DS! :D
 

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niuus

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It's been a while since the last release...almost two years! While I did work on the game every now and then there was not enough to release a new version...at least that's what I was thinking back then. I have been rewriting a LOT of things and while still not complete, it's working "ok" enough. It's missing a few things since the last version....but I am going to release an ALPHA version of it anyway! Just for the sake of showing progress. :D

It was actually @niuus that asked me last week about the project in the Wii thread. I told him that among other things I had an almost complete version for the PlayStation 2...but did not release it. He encouraged me to add USB support and no matter what state it was in he would test it! In about two days I added the USB drive support and posted an ALPHA version with a lot of warnings here in the PlayStation 2 thread.

While he was having fun with the current glitches in the game engine....flying though walls etc...I tried fixing a few things and adding a couple new features. While none of it actually finished or good yet...yesterday I posted another update for the PS2. Also with a little side note asking if I should also release this version for the other platforms, of which the 3DS is one of course. The others are Wii and GameCube. I was unsure if I should be doing that but @KleinesSinchen said I should do it! But in a kind of fun way here. :rofl:;)

So a special thanks to both @niuus .and @KleinesSinchen for their feedback and getting me back into the project again. :D

PLEASE BE AWARE THIS IS A PROOF-OF-CONCEPT DEMO!
  • If you do not have a previous v0.3 install please do that first! see here
  • little note! Without the original ZIP file...you require the 12MB setup.exe in the root of your SD card now.
  • Hopefully, the instructions helped to install the game files. I know it's not that easy anymore. I am sorry about that. :shy:
  • Like I have said above, and in the spoiler block, this version is an ALPHA version. Things are missing or broken since v0.3!!
  • If the installation for v0.3 worked for you then just copy the 3dsx attached to this post onto your SD card. It should find the game files and work fine.
This is still NOT a complete game! But there are a few minor improvements:
  • One way platforms are working perfectly!
  • Batteries can be collected without counting them multiple times!
  • Except super batteries! Sometimes they don't get counted!! :unsure:
  • There was a surprise added to v0.3.4 on the PS2....unfortunately it's not working on the 3DS!!:cry:
THANK YOU


If the above did not scare you away...then please enjoy the release of preview v0.3.4 for the 3DS! :D
Fan of your work, man! (or woman). :yaywii:
 

KleinesSinchen

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Finally got to testing this. Man, a whole month.

The added sound makes it feel so much more like a game. Jumping around and hearing "Goink, goink, goink!" is fun.

The recharging portals don't look correctly. Half of them is missing and the protagonist gets hidden behind it (this is also the case for the battery holder that activate machines. Those problems aren't present in the previous version.
For some reason the application shows up as "Batterycheck 3DS Installer v0.3" in Homebrew Launcher despite it is no longer the installer (pure cosmetic of course).


If a real battery could be recharged as fast as Batteryman this would be awesome. He is more like a super-capacitor rather than a rechargeable battery.

Not much to add. Good luck with your project.
 
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Archerite

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Finally got to testing this. Man, a whole month.
Thank you for your feedback, it's really valuable to find hidden mistakes I overlooked. It's no problem it took a while this time..no worries. :D

The added sound makes it feel so much more like a game. Jumping around and hearing "Goink, goink, goink!" is fun.
The 3DS version I think had sound from the beginning already. At least in v0.3 it was there and at that time the first and only one that actually had the background music playing. The recently added Wii U and unreleased Switch ports also have music and sound effects.:D

The recharging portals don't look correctly. Half of them is missing and the protagonist gets hidden behind it (this is also the case for the battery holder that activate machines. Those problems aren't present in the previous version.
For some reason the application shows up as "Batterycheck 3DS Installer v0.3" in Homebrew Launcher despite it is no longer the installer (pure cosmetic of course).
I have rewritten large parts and that broke drawing the objects as you have noticed that have multiple sprites. Also the drawing priority was wrong which is why BatteryMan walks behind the battery holders. :blush: That's why this was an ALPHA version, things are broken...hahaha:rofl2:. But thank you for pointing them out. I have already fixed them while working on the Wii U version but not sure if the uploaded one had that fix. :unsure:

The game and installer share about 95% of the code compiling structure I setup...and I forgot that the name shown in HBL is a compiler option! :O:shy:....which is no excuse off course and I'll make a note to fix that right away! :wink:

If a real battery could be recharged as fast as Batteryman this would be awesome. He is more like a super-capacitor rather than a rechargeable battery.
Hahah, that would be so useful on whatever kind of mobile or portable device these days!! :D:rofl2::rofl2:

Not much to add. Good luck with your project.
Thank you so much for testing the 3DS alpha release. Hopefully the next version will be a lot better again :wink:
 
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KleinesSinchen

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The 3DS version I think had sound from the beginning already. At least in v0.3 it was there and at that time the first and only one that actually had the background music playing. The recently added Wii U and unreleased Switch ports also have music and sound effects.:D
Not quite from the beginning -- I mixed something up. On my damaged test O3DSXL is an even older version without any sound at all. Now I remember that the predecessor of the current release actually had sound (and is on my O2DS). Got confused. Too many consoles... The missing sound on the PS2 version made me forget this. Aging is my Nemesis. My brain only gets worse.

I have rewritten large parts and that broke drawing the objects as you have noticed that have multiple sprites. Also the drawing priority was wrong which is why BatteryMan walks behind the battery holders. :blush: That's why this was an ALPHA version, things are broken...hahaha:rofl2:. But thank you for pointing them out. I have already fixed them while working on the Wii U version but not sure if the uploaded one had that fix. :unsure:
Sounds good. I'm impressed how fluid it looks on 3DS.

The game and installer share about 95% of the code compiling structure I setup...and I forgot that the name shown in HBL is a compiler option! :O:shy:....which is no excuse off course and I'll make a note to fix that right away! :wink:
No big deal. Just cosmetic.
 
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