Homebrew New Homebrew WIP - DIV Games Studio

  • Thread starter Thread starter MikeDX
  • Start date Start date
  • Views Views 5,547
  • Replies Replies 23
  • Likes Likes 25

MikeDX

Active Member
Newcomer
Joined
Jan 5, 2017
Messages
25
Reaction score
48
Trophies
0
Age
51
XP
188
Country
Hello everyone!

I am pleased to announce the work in progress of DIV Games Studio, which is a full featured desktop (windows, linux, osx, pi) IDE for creating games on many platforms without any devkits or extra development libraries installed except (in most cases) SDL libraries!

DIV started off life back in 1997 as a university project in spain, which then had commercial success in the late 90s and early 00s in europe (mostly Spain and the UK), but died around 2006 since it was only for DOS and no modern port was available.

Last year I resurrected the project and ported the old DOS code to modern systems using SDL (amongst other libraries)

The current version of DIV runs on most modern platforms and the best way of developing using DIV would be on a desktop / laptop computer and then exporting your game(s) using the cloud based converter (WIP) to the other systems (Javascript / canvas, android, etc)

This means that anyone without any prior programming knowledge can learn to create a game for desktop systems and export that same game to a native 3DS .3dsx, .cia or .3ds file without having to have any devkitpro / devkitarm or even any other compiler installed except the DIV environment.

The DIV Package itself is tiny, but includes a full help system, sprite editor, 3d world editor, sound editor, fpg manager (sprite packs), prg (code) editor, compiler, integrated debugger and installation creator right out of the box.

DIV is also fully open source (GPL) so anybody wishing to improve DIV can do so via the github repo.

You can see some of the games created in DIV on the DIV-Arena (http://div-arena.co.uk) website and my personal DIV/JS pages at http://js.mikedx.co.uk

I'm quite excited to be able to have 3DS as a target, and even for myself to be able to create 3DS games easily.

Assuming the port reaches fruition, there are a few hundred DIV games that exist already along with many examples and tutorials that can be run out of the box on day 1 on any 3DS capable of running homebrew channel (at this point, that's all units!)

Some examples of games created using DIV

skonsonic.gif
yI0Del2.gif
9L59BvT.gif

dkongpc.gif



The current brief status of the 3DS port is as follows:

Games boot and run
Controls aren't wired up quite correctly (yet)
Screen is rotated
Mod / XM files do not work yet
3D mode8 works
"3D" mode7 (projected plane) works

We have a way to go before this is mature, but judging by previous ports / runtime exports (GCW-Zero, GP2X, open pandora) it won't be long until everything is fully functional!

Some handy links:

Main project page:
http://div-arena.co.uk

DIV WIP Games:
http://div-arena.co.uk/wips

DIV Completed Games:
http://div-arena.co.uk/games/

Many DIV Examples / Demos
http://js.mikedx.co.uk

DIV Games Studio git repo:
https://github.com/DIVGAMES/DIV-Games-Studio

Desktop download:
http://div-arena.co.uk/downloads/
 
Thanks to nop90's SDL wrapper I've made a little more progress with this today! Can't wait to show something running on the 3DS working as it should instead of a rotated lower flickering screen.
 
Hello everyone!

I am pleased to announce the work in progress of DIV Games Studio, which is a full featured desktop (windows, linux, osx, pi) IDE for creating games on many platforms without any devkits or extra development libraries installed except (in most cases) SDL libraries!

DIV started off life back in 1997 as a university project in spain, which then had commercial success in the late 90s and early 00s in europe (mostly Spain and the UK), but died around 2006 since it was only for DOS and no modern port was available.

Last year I resurrected the project and ported the old DOS code to modern systems using SDL (amongst other libraries)

The current version of DIV runs on most modern platforms and the best way of developing using DIV would be on a desktop / laptop computer and then exporting your game(s) using the cloud based converter (WIP) to the other systems (Javascript / canvas, android, etc)

This means that anyone without any prior programming knowledge can learn to create a game for desktop systems and export that same game to a native 3DS .3dsx, .cia or .3ds file without having to have any devkitpro / devkitarm or even any other compiler installed except the DIV environment.

The DIV Package itself is tiny, but includes a full help system, sprite editor, 3d world editor, sound editor, fpg manager (sprite packs), prg (code) editor, compiler, integrated debugger and installation creator right out of the box.

DIV is also fully open source (GPL) so anybody wishing to improve DIV can do so via the github repo.

You can see some of the games created in DIV on the DIV-Arena (http://div-arena.co.uk) website and my personal DIV/JS pages at http://js.mikedx.co.uk

I'm quite excited to be able to have 3DS as a target, and even for myself to be able to create 3DS games easily.

Assuming the port reaches fruition, there are a few hundred DIV games that exist already along with many examples and tutorials that can be run out of the box on day 1 on any 3DS capable of running homebrew channel (at this point, that's all units!)

Some examples of games created using DIV

skonsonic.gif
yI0Del2.gif
9L59BvT.gif

dkongpc.gif



The current brief status of the 3DS port is as follows:

Games boot and run
Controls aren't wired up quite correctly (yet)
Screen is rotated
Mod / XM files do not work yet
3D mode8 works
"3D" mode7 (projected plane) works

We have a way to go before this is mature, but judging by previous ports / runtime exports (GCW-Zero, GP2X, open pandora) it won't be long until everything is fully functional!

Some handy links:

Main project page:
http://div-arena.co.uk

DIV WIP Games:
http://div-arena.co.uk/wips

DIV Completed Games:
http://div-arena.co.uk/games/

Many DIV Examples / Demos
http://js.mikedx.co.uk

DIV Games Studio git repo:
https://github.com/DIVGAMES/DIV-Games-Studio

Desktop download:
http://div-arena.co.uk/downloads/
That's absolutely insane!
 
This looks really cool. I especially like the idea of the Sonic thing. More creative freedom than Mario Maker if we wanted to make Mario stuff too. It's nice to see something besides a save manager, or downgrade/A9LH question.
 
Last edited by RedBlueGreen,
Made some more minor progress today using the gx frambuffers for output. It's slow progress but progress.

During the other ports i was not employed but nowadays I have to attend a job 5 days a week which will retard development somewhat but we'll get there!

Thanks for all your positive feedback so far.

Anyone who wants to make a 3DS game can already start doing so using the pc/mac/linux desktop ide, as that part is unlikely to change and worst case only a recompile will be necessary. It would be sensible to keep a screen resolution of 400x240 for now also (default is 300x200)

Once we get going I'll upload a bunch of homebrew titles in 3dsx format for people to play with. There's a lot of old content we can enjoy almost immediately!
 
  • Like
Reactions: m1guelpf and majoru
This looks amazing. I am definitely looking forward to be able to use it for building software for the 3ds. Keep up the good work :D
 
  • Like
Reactions: m1guelpf
I was looking for an engine for making an origina game on 3ds. this one could be a good option when finished.

@MikeDX Have you tryed my new SDL 1.2 port?
 
Hey @nop90 I've done a small test but need another try this weekend as work has been busy. Really hoping we get this port done soon though!

Thanks for your help on this, once it's done the code will be updated on github too
 
Did some work on this at the weekend with not much success. I think i need to do some simple 3ds/sdl code so i can understand the new port limitations and thrn apply that to thr main codebase. At the moment I'm just getting a few (consistent) pixels on each screen on startup.

@nop90 are there any specific library versions you use when compiling/linking this new SDL port?
 
  • Like
Reactions: Soulsilve2010
Did some work on this at the weekend with not much success. I think i need to do some simple 3ds/sdl code so i can understand the new port limitations and thrn apply that to thr main codebase. At the moment I'm just getting a few (consistent) pixels on each screen on startup.

@nop90 are there any specific library versions you use when compiling/linking this new SDL port?
portilibs (mailnly for png support) and updated versions of ctrulib and citro3d.
 
portilibs (mailnly for png support) and updated versions of ctrulib and citro3d.

Are those from github? Can you tell me the commit number?

It's a long shot but I'd rather use the same exact versions of the libs. Pretty sure i updated mine for various reasons
 
Are those from github? Can you tell me the commit number?

It's a long shot but I'd rather use the same exact versions of the libs. Pretty sure i updated mine for various reasons
I can't check now. I'll let you know tomorrow morning (European time)
 

Site & Scene News

Popular threads in this forum