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License: Other
Lemmings for 3DS (homebrew)
License: Other
It would really be great if the users could be able to change the resources directory's path to an existing subdirectory, to unclutter the SD card's root: something like e.g. /3ds/lemmings (as it seems that other homebrews already chose /3ds/ as their config's directory).
skill-assignment packets from client should get an own counter.
client should send skill assignment packets until the server confirms that it received the specific assignment packet
Cache file can/should be improved even more
When 2 player mode is started from Xmas or Holiday Lemmings, the levels will have original / oh no graphics, but the lemmings (and the toolbar) are xmas style. Thus, the lemmings of player one are red, but his flag is blue.
server should change "press a to continue" message if a client has quit
server and client should switch to "Connecting..." message when the server starts sending the next level
It would be fantastic to enable a ZOOM feature.
I am not sure how it could be implemented without getting too complicated. Something like:
Something like this. Perhaps there are better ways to implement
like "connection lost", "no 2p levels found", "level cannot be loaded", "received invalid/unexpected packet", "detected asynchronous level state", and so on
settings menu icon looks strange in main menu of original demo
I tend to turn the music off so I can concentrate on sfx, but this choice does not get saved upon loading the game again.
Also, the music tends to drown out the sfx, which can be a pain. Any way to foregrounded sfx a little over the background music? Perhaps even add separate volume options for each.
When the user holds down a specific key, the game should run backwards. When the key is released, game plays forward again, enabling the user to correct mistakes.
If combined with speed-up key, the game should run backwards really fast.
See here: devkitPro/libctru#303
Save time needed, lemmings saved, and skills used for every level.
The following may be saved:
Fastest solution:
-> time needed
-> lemmings saved
-> number of skills used
Most lemmings saved:
-> time needed
-> lemmings saved
-> number of skills used
Most skills left:
-> time needed
-> lemmings saved
-> number of skills used
Time limit variants:
since pausing is disabled, players need a way to scroll through the level before the game starts.
maybe add an option to settings menu that enables the following behavior of the game:
both players must confirm that they are ready to start before the game will actually start.
a minor issue
Sometimes the CIA version of the game hangs when closed via HOME button.
this occurs sometimes in multiplayer menu where the names of other players are be shown
Save and play playbacks.
May be saved for every level and
-> best time solution
-> most lemmings saved solution
-> least skills used solution
-> triggered by user
When the level fades out due to timeout, the remaining lemmings are not faded out.
This enables the user to have audio from the Amiga version
Module playback preferred (smaller file size).
Uncompressed wave playback should be easier to implement.
visualize other player's nuke requests
when 2p mode has been entered from xmas/holiday lemmings, player one's lemmings will appear blue at the level, but red at the toolbar (skill graphics and minimap).
Read customized control keys from file; add menu options to change controls.
Occurs only if sf2d is disabled.
When the game is suspended by HOME button, top screen should become bbackground of home menu. But instead, a black screen becomes home menu background.
for each exit, show the owner of the lemmings that entered that exit (like in official game multiplayer)
Adding these will not only make it easier for end users to find the game, but (specifically the cia file) will enable the game to be indexed by www.titledb.com and, by extension, the Homebr3w app (https://github.com/Wolvan/Homebr3w/blob/master/README.md)
This would make it easy for users of the cia version to recieve updates right from their 3ds. If it doesn't already exist, I'd also add an error message with the URL of the zip file if someone launches the game without any levels installed. That way, people who install the game without the needed files will know what to do.
Support variable number of levels in /lemmings/custom/ folder.
Use GROUND_O.DAT, MAIN.DAT and VGAGR_.DAT in /lemmings/custom/ to parse a variable number of LEVEL_.LVL (uncompressed levels) or LEVEL_.DAT (compressed levels) files.
Then users wouldn't have to go through the menus every time.
Add settings:
This level is broken. This is a stand out weird level in the whole Lemmings catalogue. In the original game the single lemming on this level is super fast. Two or three times the normal speed. In your version though the lemming is normal speed, so the level makes no sense.
Reverse engineer ADLIB.DAT file format to import sound and music from these files.
Implement the things mentioned here:
doc/mechanics/@Lemmings_mechanics014.txt
Import multiplayer levels (e.g. for AMIGA), add multiplayer game.
Maybe one of these:
-> Local server / Internet
-> WLAN (one 3DS acts as a server, so only an access point is required, but no internet or local server setup)
-> NWM service (no WLAN access point required)
Traps should play a sound when activated
Add more checks when reading data files from /lemmings folder (end of file, buffer overflows, length of section as long as expected, ...).
If some files are corrupt, don't import that game, but import other games.
Display error messages.
Add blinking eyes. Add scroller lemmings. Show current game (since some of them look identical like Xmas 1991 and Xmas 1992; or original and original demo). Show level preview when in level selection screen.
Emulate adlib sound card and play sound via DSP.
allow selection of game (or even level to start with) when the server initiates a new session
this should be done to allow to start with any level such that at least one player has ever succeeded with at least one single lemming in that level (or in the previous one)
The main menu with the 4 lemmings holding placards is too small. Is it possible to enlarge the 3 lemmings which hold options, or at least make their keys bigger?
scanning for networks should be done in a separate thread
The code is still a bit messy...
besides multiplayer code, the level selection menu (1p) code is messy
level selection, network game host selection, and settings menu should react to touch screen.
e.g.:
touch -> click
drag -> scroll
This information is saved in SAVEGAME.DAT already.
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