Homebrew Homebrew game [Release] SMBZ-DS

Headshotnoby

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this is a DS recreation of a one-on-one fighting game made by Zethros, named "SMBZ-G", which in turn both are fangames of the "Super Mario Bros. Z" animated Flash series from Newgrounds by Alvin-Earthworm. this was made using my own fork of MicroLua DS (as of v0.4, now using a C++ library i quickly whipped up, based on MicroLua), which has some unique features like MP3 playback.
it currently ships with 2 characters and 11 different stages from the series to choose from.

each character has their own slew of attacks and combos. you can also use DPad up/down to access different attacks.
a list of all the controls and each of the character's attacks are placed in a text file inside the zip.
have fun!

Which to download:
* FAT: The game includes a "data" folder in which you must extract to the root of your SD card. You can add custom content and it seems to load faster than NitroFS.
* NitroFS: The "data" folder is embedded into the NDS rom itself. Works on any emulator that has/doesn't have SD card emulation, but it doesn't boot on some R4 flashcarts (particularly mine). Works fine on TWLMenu++.

Latest version 0.4:
NitroFS:
https://www.mediafire.com/file/mb0ph0y8lahpg83/smbz-ds+v0.4.zip/file

FAT:
https://www.mediafire.com/file/s2yv0gf6jf7qwqk/smbz-ds+v0.4+FAT.zip/file

Source code:
https://www.mediafire.com/file/owk7nbz62if33ew/smbz-ds+v0.4+source.zip/file

Known issues:
* The game is able to compile on latest devkitARM + libnds, but crashes immediately upon start on NO$GBA with an "undefined opcode" error.
* Mario's K.O. sound might fail to play after playing a few rounds. (Not sure about Sonic)
* Still some chances of Guru Meditation errors, however it seems to happen less often.

Version 0.3:
https://www.mediafire.com/file/yvpfjx239v5nfi4/smbz-ds_v0.3.zip/file
Known issues:
* Chances of Guru Meditation Errors on "Set fighter 1" loading screen, or when exiting a stage.
* Slight FPS drops on the new stage.

Version 0.2:
https://www.mediafire.com/file/v6woexyr143nwlz/smbz-ds_v0.2.zip/file
Known issues (Edit 1):
Selecting the same character for both players may crash the game back to MicroLua's file browser after the fight ends (or with a "No slots left" wav error)

Version 0.1:
https://www.mediafire.com/file/cupl9087tewmrnt/smbz-ds.zip
Known issues: Random crashes
 
Last edited by Headshotnoby,

Headshotnoby

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Release v0.2
* New stage: doomship_outside (from Episode 8, when the plane is nearing Bowser's Doomship) * You can no longer attack during the initial Ready countdown * Made attack input more responsive for pressing repeatedly or right before countdown ends * Fixed bug where player would still have guarding sprite frame when hurt * Nerfed CPU player difficulty (added delay before attacking, no more spamming) * Added from SMBZ-G: Player that connects a hit is drawn to the front, and the victim is drawn to the back * Fixed a tiny pixel in Mario's hurt sprite * Fixed Mario's "Hammer Meteor Smash" move (Z air) to be un-guardable (the AI was reacting to it being un-guardable even though it wasn't) * Fixed some spritesheet issues on Sonic's spindash and bounce animations * Fixed some frame drops and the aforementioned random crashes (as it turns out, it was the custom WAV player I implemented)

https://www.mediafire.com/file/v6woexyr143nwlz/smbz-ds_v0.2.zip/file

Known issues (Edit 1):
Selecting the same character for both players may crash the game back to MicroLua's file browser after the fight ends (or with a "No slots left" wav error)

quick edit: also added the "uLibrary" dependency for compiling the source code
edit 2: consider this v0.2.1 as a fix for an embarrassing oversight...
* Stages that don't have a scrolling background no longer crash at startup
 
Last edited by Headshotnoby,

Headshotnoby

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Release v0.3
* New stage: yoshi_forest_reboot (Episode 2 of the SMBZ reboot, Yoshi VS Metallix) * Added a distance limit between the two players (can't go too far away from other player) * Fixed "No slots left" crash error (or crash to MicroLua's file explorer) when the game loads the main menu after a fight between two same characters finishes * Added a custom crash screen so the game doesn't go straight away to the file explorer * Added "Set fighter X to char" loading screens * Optimized FPS in the underground stage * Lots of Lua optimizations in the underlying code to try and boost FPS: * All separate BGs in a stage are now put in a single MicroLua canvas object instead of having their own canvas object * A lot of local variables * stage.lua definitions make more use of table indexes as numbers instead of string indexes (they're faster)

https://www.mediafire.com/file/yvpfjx239v5nfi4/smbz-ds_v0.3.zip/file

Known issues:
* Chances of Guru Meditation Errors on "Set fighter 1" loading screen, or when exiting a stage.
* Slight FPS drops on the new stage.
 
Last edited by Headshotnoby,

Redorka

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Looks awesome! The more homebrew games on DS the merrier!

However, I found that the game only works either on No$GBA (with the warning) or via TWLMenu++ in DSi mode. Could you specify that issue just in case someone runs into problems when playing the game?

I also have issues with compiling the source code. If possible, can you share the DevkitPro requirements that you used for compiling? It's not necessary but I'm curious :P
 

Headshotnoby

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Looks awesome! The more homebrew games on DS the merrier!

However, I found that the game only works either on No$GBA (with the warning) or via TWLMenu++ in DSi mode. Could you specify that issue just in case someone runs into problems when playing the game?

I also have issues with compiling the source code. If possible, can you share the DevkitPro requirements that you used for compiling? It's not necessary but I'm curious :P
some flashcarts are nitpicky when it comes to homebrews with NitroFS (mine in particular too, i had to use godmode9i to boot the game from my r4). i'll look into making a FAT version in the future to fix this

as for compiling the source code, i had to use an old version of devkitARM/libnds (dkARM 41) to compile MicroLua DS itself. however i am currently writing a lib that is like MicroLua but without the Lua part, basically a DS C++ game lib. it should not only help with more FPS boosts after translating and compiling the game using it but also (perhaps) compilation on the latest devkitARM/libnds
 

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some flashcarts are nitpicky when it comes to homebrews with NitroFS (mine in particular too, i had to use godmode9i to boot the game from my r4). i'll look into making a FAT version in the future to fix this

as for compiling the source code, i had to use an old version of devkitARM/libnds (dkARM 41) to compile MicroLua DS itself. however i am currently writing a lib that is like MicroLua but without the Lua part, basically a DS C++ game lib. it should not only help with more FPS boosts after translating and compiling the game using it but also (perhaps) compilation on the latest devkitARM/libnds
Thank you for answering! I'm glad those problems are taken care of already :)

Can't wait for how much this project will evolve. In any case, I wish you luck in making SMBZ-DS!
 

Headshotnoby

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Release v0.4
* New character(s) will be added for v0.5. This is mostly a bugfix update. * Fixed bug where ground cuts off abruptly at the bottom; it now loops indefinitely. * Added the ability to skip the title screen animation when booting up the game. (Press A) * Each sound now plays in its' own channel instead of being abruptly cut off when another one plays. (Noticeable with Mario's hammer meteor smash attack, Z-Air, when hitting the opponent) * Removed distance limit between the two players. (I only had added this because of the background looping issues) * Added some extra starting distance between the two players when the fight begins. * Added detail from SMBZ-G: Characters bounce off the ground lightly when they are stunned and hit the ground hard. * Added match timer. * The game now ships with FAT and NitroFS versions. * FAT: The game includes a "data" folder in which you must extract to the root of your SD card. You can add custom content and it seems to load faster than NitroFS. * NitroFS: The "data" folder is embedded into the NDS rom itself. Works on any emulator that has/doesn't have SD card emulation, but it doesn't boot on some R4 flashcarts (particularly mine). Works fine on TWLMenu++. * The star of this update: the whole game has changed in programming languages, from Lua to C++: * Quickly whipped up a library that mimics MicroLua but as a C++ library. * Painstakingly ported the game code from one language to the other. * The game will run at a much more stable 60 FPS due to it all being compiled instead of interpreted. * On the Lua version, the Quit button at the title screen took you to the MicroLua file explorer; however because there's no Lua anymore, it does nothing. May be replaced with an options menu in a future update. * Stages and characters now use JSON files for their definitions instead of Lua, however to add characters the source code must be edited. Custom stages do not need source code modification; just add images, music, JSON file and done. * Visual style/frontend has not changed much; just the backend.

NitroFS:
https://www.mediafire.com/file/mb0ph0y8lahpg83/smbz-ds+v0.4.zip/file

FAT:
https://www.mediafire.com/file/s2yv0gf6jf7qwqk/smbz-ds+v0.4+FAT.zip/file

Source code:
https://www.mediafire.com/file/owk7nbz62if33ew/smbz-ds_v0.4_source.zip/file

Known issues:
* The game is able to compile on latest devkitARM + libnds, but crashes immediately upon start on NO$GBA with an "undefined opcode" error.
* Mario's K.O. sound might fail to play after playing a few rounds. (Not sure about Sonic)
* Still some chances of Guru Meditation errors, however it seems to happen less often.
 
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