Wow your pretty serious. I think this is gonna happen. Anybody know how long the ipod version was in development and whether or not that developer is still active?
Sohakes said:I'm serious, I think I will do it on vacation. I'm an huge ouendan fan, played every game and I'm sad that there isn't more. I'm doing it for me, on the first place XD!
It looks simple, palib have manyyyyyy functions to help on every way, like zooming the circles, changing colors, checking the touch. I don't know why nobody did this yet. It's impossible to put some things like the videos. The slider thing isn't difficult I think. There is already a thing to check the collision of the stylus with a sprite, so the rolling ball isn't the problem. The problem would be make an "path" for it, but it's not extremely needed, I can make a simple guide o__O.
And about the videos, why not put an animated gif on place, like on ouendan? On ouendan the background is like simple gifs animated. I can do that. There is a background that accepts simple gifs!
There are some things I need to think to resolve, like the time (calculated on ms on .osu and on ds it's calculated... well 16,6666 ms every frame o___o! BUT I WILL OVERCOME THIS!!!!!!!!!!!1111111111111 OMG)
And the Osu! staff are more than willing to help the port. Seriously, I asked one guy and he answered me (saying that this is a thoug thing to program o__O), saying me to search for help on Irc (about the osu files, that i couldn't understand perfectly), and there is a topic on the foruns saying that if you want to make a port, contact them.
But I never did a single homebrew, so there is a chance that every thing I said is worth nothing .___.
If someone want to help me, send an PM! If someone is already doing Osu, i can help! And if someone know where to find custom osu source, I would be happy too, lol. DDR DS source works too (so I can look how they solved the time problem )
Sorry for the poor english ._.
Sohakes said:Hahaha, ok, I will do it alone, so you ppl forget me o___O! When, and if, I have some kind of a demo, I will post here \o/! (but I will START coding on vacation .___.)
But answering...
"1. It's not that simple. A 20-30 frame animated gif at the size of the DS screen is pretty large, you just lost a lot of your RAM there."
I know, but I was think something like ouendan, the game, a simple gif, with less than 10 frames. Or nothing, just an image on the background. I said that it will be impossible to put videos ._., and I didn't tried the gif thing yet, it's the last thing I will do...
"2. DDR =/= osu!"
Hahaha, sure. I just want to see how they changed the timing from the stepmania files to the ds stepmania files. Maybe this is the reason why you need to convert the step files, so you don't need to do it on real time, consuming the poor ds processor. But I don't know, I'm just guessing >_
c++ =/= arm7Rubedo said:Really, all an Osu! DS port needs is the bare basics.
Aka the ability to read any of the beatmaps in the folder and display them properly, with proper hit detection.
It does NOT need:
- Video backgrounds, a static image, while kind of lame, will suffice and save RAM and file size.
- Online score tracking support. While this is a big feature in Osu!, it's not necessary, and porting the game itself comes first, extras like that could come later, if ever.
I guarantee that if anyone asks Peppy about porting it, he'll be more than happy to let you use the code for it.
WTF is that even supposed to mean? You're comparing a programming language to a specific processor model.ashxu said:c++ =/= arm7