Is a FNaF DS recreation possible?

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What is up everyone. For the last few days after pretty much 3 years with barely coding anything console related, I finally decided to make a return to the Homebrew scene. Now I ofcourse developed FNaF 3DS, PSVita, PSP (which ran like a steaming crap pile) and some other small-esq projects.

However, just for the meme, I want to try recreating FNaF for the DS, but considering how much the 3DS version had to be optimized, is this, like, even possible without instead of remaking, demaking the game lol...

So some challenges I would see ahead are:
(Keep in mind I dont have much experience with the NDS,)
I would have to fit almost 1 gig of images into 512ish kb of VRAM, which you cant even use all of afaik. (Ofcourse i will have to resize a lot, but even on the 3DS version even with everything scaled down it still was around 100mb. Tiling may actually help in this so that is something i do keep in mind).
The ram is what? 4MB? Yeah that seems correct.
And a CPU with 67MHZ clockspeed??!!!
And another thing is how the audio system would have to be done.

Im not saying FNaF is actually that difficult to (re)create, i would even argue that if you have some programming experience, with 2 weeks of dedicated hard work, you could fully create it from scratch.

The limitations on the DS however, would mean that it would require very high and difficult levels of optimization, while also keeping it playable and to keep the charm of the original game without removing 1000 images and sprites.

Do not get me wrong or misunderstand me or anything, I am pretty confident I could get something to work, but would it be worth it?

So yes, I want opinions, do you think this is possible/worth it? And if so, what would need to be done for proper optimizations while also keeping the game as faithfull as possible?
 
What is up everyone. For the last few days after pretty much 3 years with barely coding anything console related, I finally decided to make a return to the Homebrew scene. Now I ofcourse developed FNaF 3DS, PSVita, PSP (which ran like a steaming crap pile) and some other small-esq projects.

However, just for the meme, I want to try recreating FNaF for the DS, but considering how much the 3DS version had to be optimized, is this, like, even possible without instead of remaking, demaking the game lol...

So some challenges I would see ahead are:
(Keep in mind I dont have much experience with the NDS,)
I would have to fit almost 1 gig of images into 512ish kb of VRAM, which you cant even use all of afaik. (Ofcourse i will have to resize a lot, but even on the 3DS version even with everything scaled down it still was around 100mb. Tiling may actually help in this so that is something i do keep in mind).
The ram is what? 4MB? Yeah that seems correct.
And a CPU with 67MHZ clockspeed??!!!
And another thing is how the audio system would have to be done.

Im not saying FNaF is actually that difficult to (re)create, i would even argue that if you have some programming experience, with 2 weeks of dedicated hard work, you could fully create it from scratch.

The limitations on the DS however, would mean that it would require very high and difficult levels of optimization, while also keeping it playable and to keep the charm of the original game without removing 1000 images and sprites.

Do not get me wrong or misunderstand me or anything, I am pretty confident I could get something to work, but would it be worth it?

So yes, I want opinions, do you think this is possible/worth it? And if so, what would need to be done for proper optimizations while also keeping the game as faithfull as possible?
The DS has some impressive (by ds standards) call of duty ports

If it can run those, I’d imagine with enough optimization this should be more than doable. Youd probably have to remake the graphics if anything tho like a de make. I’d imagine that would be your biggest hurdle (handling the assets)
 
The DS has some impressive (by ds standards) call of duty ports

If it can run those, I’d imagine with enough optimization this should be more than doable. Youd probably have to remake the graphics if anything tho like a de make. I’d imagine that would be your biggest hurdle (handling the assets)
Yes the asset thing seems like a legit thing, however I might have actually found a way to handle this. Instead of using image formats, its better to just export the pictures to .h files and to just use the GPU directly for drawing textures, that is what i am currently looking into.
 
Se você puder tentar colocar no dsi, uma versão melhorada do dsi tem mais de 133mhz e 16mb de ram e 512kb de vídeo, talvez com esses 16mb de ram você consiga alocar todas as imagens diretamente na memória ram já que ele tem o dobro do ds
 
What is up everyone. For the last few days after pretty much 3 years with barely coding anything console related, I finally decided to make a return to the Homebrew scene. Now I ofcourse developed FNaF 3DS, PSVita, PSP (which ran like a steaming crap pile) and some other small-esq projects.

However, just for the meme, I want to try recreating FNaF for the DS, but considering how much the 3DS version had to be optimized, is this, like, even possible without instead of remaking, demaking the game lol...

So some challenges I would see ahead are:
(Keep in mind I dont have much experience with the NDS,)
I would have to fit almost 1 gig of images into 512ish kb of VRAM, which you cant even use all of afaik. (Ofcourse i will have to resize a lot, but even on the 3DS version even with everything scaled down it still was around 100mb. Tiling may actually help in this so that is something i do keep in mind).
The ram is what? 4MB? Yeah that seems correct.
And a CPU with 67MHZ clockspeed??!!!
And another thing is how the audio system would have to be done.

Im not saying FNaF is actually that difficult to (re)create, i would even argue that if you have some programming experience, with 2 weeks of dedicated hard work, you could fully create it from scratch.

The limitations on the DS however, would mean that it would require very high and difficult levels of optimization, while also keeping it playable and to keep the charm of the original game without removing 1000 images and sprites.

Do not get me wrong or misunderstand me or anything, I am pretty confident I could get something to work, but would it be worth it?

So yes, I want opinions, do you think this is possible/worth it? And if so, what would need to be done for proper optimizations while also keeping the game as faithfull as possible?
Bro, I just read your post and I think it's great. Seriously speaking, it would be a tremendous game. I have the dsi and I'm still waiting for the port that many pages promised but I still can't find the file.
Bro, it's been almost 2 months since the publication, don't forget to work on the port, like a certain Patata who promised to launch FNAF but it's been 2 years without answers.
It would be a good port, especially if you release it in the .nds format for the Twilight Menu.
Don't worry man, with 2 weeks of work you can do it.

P.S.
Even though there are not many responses to your post, it does'nt mean that we are not waiting.
 

In any case, the DS is more than capable of running FNAF. I would advise to start from the Nintendo 64 port as the toolchain for it (libdragon) is still active and you can get the ROM to build without issues. Furthermore the graphics are already resized to something that the DS can handle (both DS and N64 have 4mb of RAM) and If you take a look at the code It seems to only use the RDP to blit spritesheets to another Surface, something that can be implemented on the DS using the DMA chip quite easily.

The audio will need some rework, tho. Wav64 is in big endian whereas DS CPU runs at little endian, so maybe you should avoid using this format.
 

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