Homebrew [Release] Zelda Picross

nop90

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titre.png

Following a vow to the Triforce formulated by Ganon on a sad rainy day, the kingdom of Hyrule changed into Picross grids. Using his courage and pencil together, Link set off on this new challenge

All you need to know about this game is in the official site of the game: http://www.zeldaroth.fr

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The source code of my port is on my github (https://github.com/nop90/ZeldaPicross).
The compiled game (3dsx and CIA formats) is released on github (https://github.com/nop90/ZeldaPicross/releases).

Credits:
The original game is made by Vincent Jouillat (http://www.zeldaroth.fr)
This game uses the sf2d and sftd libraries created by @xerpi

Changelog

Ver. 1.0RC (02 January 2016)
- Minor fixes
- Added CIA Build

Ver. 1.0beta (13 December 2016)

- Added music

Ver. 1.0alpha (10 December 2016)

- First alpha release
- Game should be complete but is mostly untested
- Sfx are enabled but not the background musics (too slow to load and can cause some crashes)
- Only 3DSX format

Installation

In the zip there is a folder with the 3dsx and the smdh files inside, to be used with a homebrew launcher. All the resources are included in the executable using romfs.

The game creates a ZeldaPicross subfolder inside the 3ds folder if doesn't exist. Here will be saved your savefiles and game configs.

Commands

PAD - move
A - select/read next/mark filled square
Hold A - start the selction of rectangle of squares to mark
B - mark empty square
Hold B - start the selction of rectangle of squares to mark empty
Start - exit

Known Bugs

-

To Do List

-

Screenshots

Picross1.png
Picross2.png
Picross3.png
Picross4.png
 
Last edited by nop90,

Autz

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Seems good, trying out since i finished Picross 3D R2.

BTW, is like some random idea i thinked sometime ago:

1.- Tell everyone that i made a port of a heavy-intensive game (for this case, let's select Dark Souls 3).
2.- Release the content without any screenshot.
3.- Is just a Tetris clone with Dark Souls 3 video gameplays running on the top screen :rofl2:
 

nop90

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I read that as "Triforcefox" instead of Triforce, and I was like: :creep:
Cool game, glad to see you get rid of that annoying debug screen!
#IPlayedThePreview

Debug screen is for debug. Once game is done I use to compile without the DEBUG flag in the makefile. :D
 

nop90

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Released a new version with music enabled.

Before the final release (with the CIA version) I want to test it a little more and make some small optimization (maybe using the bottom screen).
 

ThomasRobertWade

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I just read about this and your other Zelda fangame ports on your post about whether or not you should keep developing for the 3DS. These games look like they could be a lot of fun, so whatever your ultimate choice on that thread, thanks for doing the work for these ones anyway. :)
 

nop90

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Just uploaded a new release with the CIA format. It's not final, but only a RC because there are some thing to check for the CIA builds (nothing that affects the gameplay).

No relevant change in the 3dsx format, so no need to update it.

Sorry for the delay, but I always had problems encoding the sound for the CIA banner, and this time I wanted to find the reason some wav files work and others with the same encoding don't (and I finally found the answer :)).

Happy Picross and Happy New Year.
 

TheBroCode

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Just about to finish Picross 3D 2, so I'll definitely be getting this to feed my Picross addiction :P Looks great!
 

Deletable_Man

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It's great. Wish it was easier to see even on my XL... like to be able to zoom the tiny puzzles or make your currently selected tile stand out in some way more. But awesome.
 

Cralex

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Yeah, I wish it was a little easier to see, too. I also had trouble telling a 7 from a 1. Other than that, very cool!
 

nop90

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Yeah, I wish it was a little easier to see, too. I also had trouble telling a 7 from a 1. Other than that, very cool!

I exchanged my XL with the normal 3ds of my son, and on the little screen of the small 3ds it's very hard to see numbers; but I don't know yet how to improve the game.

I could use a zoom function (with the L and R butons) and a scroling screen on the top screen, but the game will lose the global wiew of the board and showing the bottom right part of the picross the numbers won't be visible.

Another option could be to show in big chars only the numbers of the selected row and column on the bottom screen. This could be better.

What about it? Any other idea?
 
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