Homebrew [Release] POWDER 3DS

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Hello!
Is there way to run stable release in one screen (like original game)? It seems to me that it would be more comfortable that way.
Thanks for this port!
 
Hello!
Is there way to run stable release in one screen (like original game)? It seems to me that it would be more comfortable that way.
Thanks for this port!
I could add an option to select rhe screen mode:
- dual screen
- bottom screeb
- upper screen (no stylus input)

but this needs modding a lot of code and now I have not time.

Too much work and in the week end I'm completing the first alpha release of the SDL lib for 3DS.

Maube for the mid of the nezt month.
 
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I could add an option to select rhe screen mode:
- dual screen
- bottom screeb
- upper screen (no stylus input)

but this needs modding a lot of code and now I have not time.

Too much work and in the week end I'm completing the first alpha release of the SDL lib for 3DS.

Maube for the mid of the nezt month.

The way the DS did it, and, this is REALLY the superior way is to have the game on the bottom screen, the console on the top, and the triggers bring up the map on the top by default. Would really appreciate that, it's much better that way
 
The way the DS did it, and, this is REALLY the superior way is to have the game on the bottom screen, the console on the top, and the triggers bring up the map on the top by default. Would really appreciate that, it's much better that way

Would you please explain why it is better?
 
Nice. I spent a lot of time crawling through powder's dungeons in the DS days.

...I've never beaten it though.
 
Man, you have just been on a roll! This release creeped right by me, which is a shame, cause I love POWDER. Thanks a lot for this!
 
Would you please explain why it is better?
For me - it's not easy to notice if you had damage taken or not. You have to look at the top screen, hit direction button, then look at the bottom to check your healh.
On one screen it's more noticeable.
Also DS version looks very cool.
 
For me - it's not easy to notice if you had damage taken or not. You have to look at the top screen, hit direction button, then look at the bottom to check your healh.
On one screen it's more noticeable.
Also DS version looks very cool.

Seems you play POWDER like a shot'em up, but there is nothing wrong about it if you like this way :)

Right now I'm adding the code to select one of the following screen mode:
Dual screen, menu on bottom
Only top screen
Only bottom screen
Dual screen, menu on top

this is amost finished, but then I have to add the code to disable some touchscreen input for every available mode.

Don't know If I'll finish it tonight, Ill try.

But there is a bug in the code handling the home menu button for the cia build, I have to fix it before the next (and probably final) release.
 
Would you please explain why it is better?
Because then it plays like you're playing with a mouse on a computer, with the ability to click on things around you, so you can mostly keep your hand on dpad+stylus while efficiently getting through menus and accessing the hotbar. Just basically, everything on one screen, it's hard to look back and forth like this.
 
Just finished updating the game, but I left only two screen options:
  • Dual screen
  • Only bottom screen
The other two aren't so good in the end.

If I fix the cia problem, I'll release the final version.
 
Just finished updating the game, but I left only two screen options:
  • Dual screen
  • Only bottom screen
The other two aren't so good in the end.

If I fix the cia problem, I'll release the final version.
what's the cia problem? And upload this version for now please?
 
Uh one last thing...why is the repeat rate for the D-Pad so slow? Holding the D-Pad down to move or go through menus is unbearably slow, it should be like, a fourth of how long it is

One reason should be that the frame output seems dubled, and since the video output is HA limited to 60 FPS, this halves the whole program speed.

If I have time I'll try to fix this, but it's not a priority now.

Other slowdowns could be related on how I mapped the gba functions to the ctrulib ones. It's not a so easy task as porting a SDL game.
 
@witheld, found that lowering the repeat delay of the keys I can partially compensate the bad framerate. On citra the speed is doubled, but slower than the windows vwersion of the game.

Tonight I'll test it on a real 3ds to see if on real HW the speed now is ok.
 
Last edited by nop90,
Any chance of this getting updated to the latest version of Powder? The current version is 118, from 2018-02-25, while your latest release is dated 2018-02-03
 

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