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Most wanted homebrew game port for DS?

Started by bitblt, July 10, 2006, 08:57:21 PM

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Most wanted homebrew game port for DS?

Descent
8 (16.3%)
Descent  II
7 (14.3%)
Doom II
5 (10.2%)
Duke Nukem 3D
13 (26.5%)
Hexen II
1 (2%)
Rise of the Triad
1 (2%)
Shadow Warrior
2 (4.1%)
Other (specify)
12 (24.5%)

Total Members Voted: 48

Voting closed: July 10, 2006, 08:57:21 PM

PharaohsVizier

I though Simpsons The Arcade Game has a source code to it, maybe I could find it for u guys :)

DimensionT

Here a few links I found for open source games.  I tried to weed out the ones I didn't think would be possible to port to the DS (could be way off though, as I don't know the basics of porting).  Some of these would be great with the DS's added abilities.

RTS:
Dark Oberon: http://dark-oberon.sourceforge.net/?page=news
Globulation 2: http://globulation2.org/wiki/Main_Page

SHOOTERS (not Jello):
Kobo Deluxe: http://olofson.net/kobodl/
Chromium B.S.U: http://www.reptilelabour.com/software/chromium/

RPG:
Dink Smallwood: http://www.rtsoft.com/dink/

MMORPG (is there anyway something like this would be possible?):
Stendhal: http://arianne.sourceforge.net/?arianne_url=games/game_stendhal

ACTION:
Blob Wars: http://www.parallelrealities.co.uk/blobWars.php

PUZZLE:
Enigma: http://www.nongnu.org/enigma/
Pingus: http://pingus.seul.org/
StepMania: http://www.stepmania.com/

FPS:
Marathon: http://trilogyrelease.bungie.org/

PharaohsVizier

Wow Dark Oberon looks pretty l33t, if anyone manages to get that working with the NDS and Wifi, I bet there would be a tonne of people playing...  :)

Altor

Bah.  Descent + Wifi + LAN = ownage of dark oberon.

monaug5


DimensionT

I didn't even think about Descent with Wifi!  That would be freakin' sweet.  Would there be anyway to add Co-Op missions, or would it be restricted to death matches/flag capturing?  

Would anybody mind if I recreated this poll in some other forums?  It seems like a really good idea (easy way players letting the coders know what they want), and the more people that see it the better it would do.

Altor

Descent 1 and 2 natively support co-op missions, as well as co-op campaign mode :)

The D2X-XL project adds a tracker system to the multiplayer aspect which could be used to set up a Nintendo Wifi-ish system, or at least its current functionality which is more than adequate.

Everything's already in place.  Fully open code, written to a fully open standard, with system requirements within range of the DS's capabilities.

Here's the control scheme I was thinking of.  Since Descent uses a much, much more complex movement system than games like Hunters, the main problem will be figuring out how to map all the necessary controls in a logical way.

The main problem is sliding, aka strafing.

I was thinking something like this:

d-pad - aiming

L - hold down to switch D-Pad into strafe mode (similar to holding down alt in the original)

X - forward

B - back

Y - fire secondary

A - drop bomb

R - fire primary

Start - game menu (exit, main menu, etc)

Select - automap

Try these out on your own DS, you'll see it works out very well.

On the touchscreen would be your HUD (shield/energy guage, bomb count and type, primary/secondary weapons, cloak/stealth status, anything I'm forgetting).  Similar to mario 64, there would also be two sets of arrows, which could easily be controlled by thumbs even while in combat, so they'd have to have a pretty big touching region.  Touching one arrow would cycle through either primary or secondary one way, touching the other arrow would cycle through either primary or secondary the other way.

Why not use touchscreen for aiming?  The answer is simple, and it is that it would deny you access to too many buttons, which means too many essential functions.  Hunters works reasonably well here since there's just shoot, aim, and move necessary.  Descent 2 is massively more complex.  There's move, strafe, fire three different categories of weapons *simultaneously*, a map, a completely different style of movement... etc.

Finally, unlike Hunters, this was only a second-generation FPS.  Hitboxes were not very complex and this wasn't a bad thing.  Precision weapon firing wasn't a big issue, you just had to hit the general area, similar to Doom.  Again, this is NOT a bad thing.  The whole game was designed with this in mind.  And, the speed at which you could turn in Descent is much like in the Gamecube "Prime" series - you could turn slowly or quickly, but it was limited to a certain speed.  Most of the time you wanted to turn at the maximum speed, and when you didn't, you usually strafed instead.

This could really work.  We just need a developer.  Look how quickly Picodrive has come along!  It's because its developer was very dedicated and the code he started on, like D2 code, was fully open.  I would love to take on this project myself, but I have no experience with this sort of work.

bitblt

It's nice to see so many good ideas in this thread.

Quote from: "DimensionT"Would anybody mind if I recreated this poll in some other forums?  It seems like a really good idea (easy way players letting the coders know what they want), and the more people that see it the better it would do.

Please do.

monaug5

beats of Rage i say i am currently working with a team creating a remake of a good well known game for the DS

DimensionT

I was going to repost this poll at DCemu (100+ viewers in their DS section most of the time) but I forgot that you have to be a coder/staff member to start new topics, lol.

I'm going to try to find someone over there that's willing to post it...  I'll keep a link to this poll in my sig too if that's cool.

MasterMan

Quote from: "monaug5"beats of Rage i say i am currently working with a team creating a remake of a good well known game for the DS
Working in a port of the engine or simply doing a mod with new chars, new bgs, musics, sounds, etc?

Quote from: "DimensionT"I was going to repost this poll at DCemu (100+ viewers in their DS section most of the time) but I forgot that you have to be a coder/staff member to start new topics, lol.

I'm going to try to find someone over there that's willing to post it...  I'll keep a link to this poll in my sig too if that's cool.
Why not just PM wraggster or Darksaviour69?
img]http://img510.imageshack.us/img510/3610/siggcncg7.jpg[/img]


[=[__]=] DS Black (JAP) : FlashMe v6 : PassMe 2
[+[__]::] SuperCard CF : 1 GB SanDisk CF + 128MB DaneElec CF

PharaohsVizier

I'm hoping that C&C DS would develope faster, looks like they really need help....

http://cncds_project.livejournal.com/

DimensionT

QuoteWhy not just PM wraggster or Darksaviour69?

I PMed Wraggster a couple of hours ago, just have to wait for him to reply.

Would it be any easier to get ahold of Darksaviour?

uzumakishade

I would definately be glad and extremely happy if Battle For Wesnoth was ported
http://www.wesnoth.org/ the source is available too

bitblt

Some things to consider when evaluating potential game ports . . .

How would a screenshot of an existing game look if it was reduced down to 256x192 resolution?  Would it be easy to reduce the artwork?

How much game content does the game have?  Does the game take up much more than ~64MB when installed?

Does the game lend well to being played with a touchscreen and gamepad?  Games that require lots of keyboard commands might not work well.

Does the game have attributes that would work well (or better) with dual screens?

What are the minimum requirements for the game?  Would the game run on a Pentium 90 with a basic 3D video card?  Does the game look much better than Metriod Prime?

Does the game rely heavily on DirectX or some other proprietary API?  It's best if the game code has been designed to be cross platform, or DOS based, or built on OpenGL or SDL.