Homebrew [WIP] Undertale...again

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exe games
Quote of the month.

You realize that ".exe" is purely an extension which is commonly used for applications that run on the Windows platform; the actually file extension is irrelevant. What you're referring to is a Win32 application using Direct3D (assuming undertale is made in Gamemaker).
Decompiling that and getting it to run on a unix env without the SCL for Windows is next to impossible, you'd better of waiting for for someone else to do it (if ever).

Please, if you're really interested in doing this be prepared to spend a year and a half just to learn something like JavaScript and fully get into the right mind and after that spend another 3 years with C++ to be able to do this.
I'll be waiting for an release around the time of Nintendo NX's deathbed :)
 
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I don't think you guys realize how much work is required to rewrite a whole game without original source code.

This.

An example of how much work it would be is when one of the better coders in the 3ds scene tried to port Spelunky classic, which is open-source. Even though it was open-source it was too much work has to handle.... imagine the difficulty when you don't have the source :/
 
Picture this, guys:

As an example, I'll just use Ocarina of Time 3D, since its a game that a lot of people know about due to OOThax. That game took over a year to make, by a team of highly trained professionals, who had complete access to the source code and assets of the original game. Now here you are. 14 years old. Joined last week. Likely no programming experience whatsoever. And now you're asking other people to help you port a game that is completely closed-source, that you said you would have no use for once its finished, because you already have it on Android. Then you go and compare it to something that was actually being made by a real developer, acting like you could do any better. What did you expect people to say? "I'm definitely going to help this guy, even though he doesn't have a POC?" Go learn C or C++, prove you have some actual skills, start the project a little bit yourself, and then ask for help. If you actually end up going through with this, good luck. It probably won't be accepted very easily because of this thread. I suggest asking a mod to lock this thread before it gets too out of hand.
 
I'm laughing xD
Yo ThreadStarter. It wouldn't be enough to "compile" the windows executable to 3ds (which isn't possible).
You need to get the source AND modify it completely to run it on 3DS. The Source is not available.
The Game was made with YoYoGames GameMaker Studio (which doesn't supports Nintendo 3DS).
Just wait for @Cellenseres work. He's creating a Remake of this game with Unity (+ CTR SDK).
 
All of you saying how Undertale is compiled as an Win32 executable and thus can't be run on the 3DS are half-right and half-wrong. The UNDERTALE.exe file that you use to run the is actually another program named the "GameMaker Runner", with the icon changed to the Undertale icon and the exe renamed. What this runner does is look for a file named "data.win" (or "game.ios" for the Mac version). Inside this data.win file is contained the various sprites, sound effects and other assets used by the game, as well as the code used to run the game. However, instead of code designed to run directly for a specific operating system, the code inside the data.win file is bytecode. Similarly to the ".jar" files used by Java, which can (usually) run on any operating system supported by Java, this bytecode can run on any platform the GameMaker Runner supports and Undertale has already been ported, completely unofficially, to Android and Linux in this way (as the GameMaker Runner exists on both platforms). The problem is when it comes to 3DS, that there is no GameMaker Runner.

It would be theoretically possible to reverse engineer the bytecode used by the GameMaker Runner and create an implementation of it for the 3DS, but that would be a large task indeed.
 
All of you saying how Undertale is compiled as an Win32 executable and thus can't be run on the 3DS are half-right and half-wrong. The UNDERTALE.exe file that you use to run the is actually another program named the "GameMaker Runner", with the icon changed to the Undertale icon and the exe renamed. What this runner does is look for a file named "data.win" (or "game.ios" for the Mac version). Inside this data.win file is contained the various sprites, sound effects and other assets used by the game, as well as the code used to run the game. However, instead of code designed to run directly for a specific operating system, the code inside the data.win file is bytecode. Similarly to the ".jar" files used by Java, which can (usually) run on any operating system supported by Java, this bytecode can run on any platform the GameMaker Runner supports and Undertale has already been ported, completely unofficially, to Android and Linux in this way (as the GameMaker Runner exists on both platforms). The problem is when it comes to 3DS, that there is no GameMaker Runner.

It would be theoretically possible to reverse engineer the bytecode used by the GameMaker Runner and create an implementation of it for the 3DS, but that would be a large task indeed.

What you've said can be applied to any kind of Windows Executable. It's like saying the sentence ""Porting Crysis to 3DS is impossible" is half-right and half-wrong since it uses CryEngine2 but CryEngine2 is currently not available on 3DS"...
 
All of you saying how Undertale is compiled as an Win32 executable and thus can't be run on the 3DS are half-right and half-wrong. The UNDERTALE.exe file that you use to run the is actually another program named the "GameMaker Runner", with the icon changed to the Undertale icon and the exe renamed. What this runner does is look for a file named "data.win" (or "game.ios" for the Mac version). Inside this data.win file is contained the various sprites, sound effects and other assets used by the game, as well as the code used to run the game. However, instead of code designed to run directly for a specific operating system, the code inside the data.win file is bytecode. Similarly to the ".jar" files used by Java, which can (usually) run on any operating system supported by Java, this bytecode can run on any platform the GameMaker Runner supports and Undertale has already been ported, completely unofficially, to Android and Linux in this way (as the GameMaker Runner exists on both platforms). The problem is when it comes to 3DS, that there is no GameMaker Runner.

It would be theoretically possible to reverse engineer the bytecode used by the GameMaker Runner and create an implementation of it for the 3DS, but that would be a large task indeed.
half life 3 on the 3ds confirmed then ?
 
@MlgPro I'm gagging how hard I'm cringing how old are you 7?No really.Like it is so simple to understand that you cant run an exe on your 3ds.You sound like those kids on youtube who thought that minecraft 3ds video was real!(Lol jk but seriously dude do some research before asking dumb questions the guy started it from scratch not porting it or it would be done)
 
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