Homebrew Would a Syobon Action port be a feasible idea?

Roboman

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The open source version makes this orders of magnitude easier.
I may look into porting it to lpp3ds.

But I'm busy with another project for now.

Too many ideas, too few devs :(
 

CeeDee

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The Wii port has a source available as well - see if that's more readable than the OpenSyobon.
 
Last edited by CeeDee, , Reason: nope

nop90

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I ported Open Syobon to the 3ds.

It' lacks sound at the moment but it's easy to add it. At the moment it's playable but before I release it I have to fix some rendering problem, add sound and adapt graphics to the 3ds screen resolution.

syobon.png
 

Khangaroo

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I ported Open Syobon to the 3ds.

It' lacks sound at the moment but it's easy to add it. At the moment it's playable but before I release it I have to fix some rendering problem, add sound and adapt graphics to the 3ds screen resolution.

View attachment 46217
There's an english translation of Syobon Action 2 with soundfix included somewhere on the internet. I have it on my craptop, but I do not currently have access to it.
 

Madao64

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nop90

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I'm porting it because my boys asked me to play cat mario on 3ds.

I have a very difficoult porting project in progress and this is an easy exercise of mapping sdl to 3ds.

For japanese tezt, already used a teanslation available on internet.
 

Khangaroo

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CeeDee

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Hmm... Doesn't Syobon Action allow you to choose any level no matter what?
If not, it'd be nice anyways. And besides, the SMB1 ?-block graphics look a bit out of place in Syobon Action. Maybe replace the ?-block/level icons with just the level name>
 

nop90

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Hmm... Doesn't Syobon Action allow you to choose any level no matter what?

You're right, but 3DS doesn't have the 0-9 keys to select the stage so I inserted a list of icon to select it. I also locked stages like it's on my daughter version on Android, but stages can be unlocked using L+R+Y (I like adding such stupid things :D)

And besides, the SMB1 ?-block graphics look a bit out of place in Syobon Action. Maybe replace the ?-block/level icons with just the level name>

I used the first icon found wth a serach on google. Maybe I'll change it later.

if it's based on open syobon action, change #define AUDIO_CHANNELS 4 to #define AUDIO_CHANNELS 2 for sound.

On 3ds there are 8 channels available, but the problem is that there is no SDL support so sound functions have to be coded from scratch.

If you're scaling down using GPU, you need to use LINEAR rather than NEAREST.

I'm using @xerpi 's sf2dlib that makes easy using fonts and have a good implementation of drawline that isn't natively available on the GPU. I think that sf2dlib uses NEAREST as default, but also LINEAR doesn't have a good result. The problem is that the icons are very small with tiny lines and pixels.

Next step is to add sound, I need to compile the OGG lib for 3DS and I'm not very good with makefiles. I'm trying to use the 3ds portlibs makefile as an example.
 
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nop90

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Just added some sounds (only sound fx not background music).

Everything compiling and running on citra, but citra has no sound output do I have to wait tonight to test it on my 3ds.
 
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