Looking for Good Open bor modules for homebrewed new 3ds

that's too bad - because side-scrollers or shooters like contra may have the most to gain - check your PM for details....
Yeah from stereoscopic 3d if it worked currently , but if i want shoot em ups or run and gun game, I'm pretty much spoiled for choice. there's a lot of them available including contra and metal slug games for run and gun and Several indie games for shoot em ups


On the other hand for 2d beat em ups the console is pretty much starved for them even if i include the backwards compatible ds games. I could probably count the ones that are actually good on one hand
 
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I'd like to add a few modules i've been using on a new3ds:

Battletoads_NES_Style
BDD - The Revenge (v.9) - Anniversary Edition
Dungeons & Dragons - Knights & Dragons - The Endless Quest [Ver. 3.3][v.3.0 Build 4086]
Golden Axe The Curse of Death Adder [Ver. 3.0][v.3.0 Build 3342]
Justice League United
Silver_Night's_Crusaders_(U)
Simpsons Treehouse of Horror [Final][v.3.0 Build 4086]
Super Mario Brawl [v.3.0 Build 3366]
Valdivia City Ransom [v.3.0 Build 3366]
Vermilion Sword - The Legend of Calibur [Ver 1.09][v.3.0 Build 3366] - Runs at very low framerate at most stages <15 fps

I've also been able to complete Night Slashers X (multiple paths) without major issues, using this module:
Night Slashers X [05.12.2015][v.3.0 Build 4153]
The only issue encountered is the framerate dropping severely during the fight at the end of stage 2 (regular path).

@oldyz
I've your interested further development of this port, i suggest discussing it either on this forum or on github.
 
@MrHuu

welcome, i will try and do what i can - i have limited abilities when it comes to scripting, but have lots of experience with stereoscopic imaging.

when it comes to the modules you listed, they can be optimized & @msmalik681 has lots of experience - on some instances we would need some help from the creators themselves.

optimizing requires level by level editing, sometimes the games themselves NEED an older engine to work well, editing might be required even at the entity level from time to time, that is why i am of the thinking that if we are going to edit a module , might as well make it 3D while we are at it -
 
@MrHuu
Thanks for the recommendations though when i got to justice league untied i seem to be having some crashing issues with it have you been experiencing any? for example, I was playing with green lantern starting from a new game in chapter 2 i got past the first two screens going through all the enemies and beating them and then it crashed during the next screen transition while it was loading but when i reloaded into the game and did it again, this time skipping all the enemies and going right for the bat signal
it would load the next screen fine.
 
I normally make light games for systems with limited ram but i don't like working with weak cpu's and the old 3ds has single core at 268mhz that is weaker then a psp ?
 
Apparently yes but I honestly wouldn't know myself for sure since I've never had an og 3ds. the one i have is a new 3ds

The one i have has specs that look more like this
 

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@msmalik681

i think this picture has specs based on the newer model:
main-qimg-92bf3c80fb3e27af14ce522b948ad344


so its weird, specs seem all over the place - but its agreed that 3DS is a tad more powerful than the PSP -

i suppose confusion may lie because some people may mistake the PSVita with the psp? ? ?
 
For the record guys, it's not just raw specs that matter. Architecture plays a much bigger role. There's a reason crappy old laptops can easily run modules that would choke a top of the line Galaxy.

Another example is the PS2 vs. Dreamcast. The PS2 is numerically superior hardware, but it's a Silicon Graphics based architecture that doesn't play nice at all with OpenBOR's workflow. There's a port of the original BOR, but it barely runs, and nobody bothered trying to get OpenBOR going. It just wasn't worth it. Meanwhile the weaker Dreamcast had a viable port that still runs most of the old catalog.

I don't know much about 3Ds, so I can't say for sure, but I would caution that just because another model has bigger numbers doesn't mean it will work better. That goes double for the multi-core processor. It may actually run worse. OpenBOR is not written for multi-threading. It does have a lot of asynchronous logic, but it all runs on one thread. Multi-threading is not something you can just bolt on like a new script function. It would be a fundamental change in the code base. Basically full re-write of the engine that would get you marginal improvement at best and have almost no portability.

It's possible the 3Ds folks did that, but highly unlikely, and even if they did it wouldn't make all that much difference. Again, I don't know enough about the specific 3Ds hardware to be certain how it performs, but I think it's important not to get your hopes up too much.

DC
 
For the record guys, it's not just raw specs that matter. Architecture plays a much bigger role. There's a reason crappy old laptops can easily run modules that would choke a top of the line Galaxy.

Another example is the PS2 vs. Dreamcast. The PS2 is numerically superior hardware, but it's a Silicon Graphics based architecture that doesn't play nice at all with OpenBOR's workflow. There's a port of the original BOR, but it barely runs, and nobody bothered trying to get OpenBOR going. It just wasn't worth it. Meanwhile the weaker Dreamcast had a viable port that still runs most of the old catalog.

I don't know much about 3DS, so I can't say for sure, but I would caution that just because another model has bigger numbers doesn't mean it will work better. That goes double for the multi-core processor. It may actually run worse. OpenBOR is not written for multi-threading. It does have a lot of asynchronous logic, but it all runs on one thread. Multi-threading is not something you can just add like a new script function. It would be a fundamental change in the code base. Basically full re-write of the engine that would get you marginal improvement at best and have almost no portability.

It's possible the 3Ds folks did that, but highly unlikely, and even if they did it would still be unlikey to handle all the PC version modules. Again, I don't know enough about the specific 3Ds hardware to be certain how it performs, but I think it's important not to get your hopes up too much.

DC
yup -
that is why i think the best thing is to focus on those games that run, and if there is ever a way to feature the parallax barrier/3d for some of them optimize them for it...

Another plus is that it is way for some game-makers to develop original 3D titles that could be commercialized, without much hassle, they would be limited to a size & complexity of older openbor projects, but a lot of older projects are very good.
 
@DCurrent I don't know if you checked this one, but it's one Plombo discussed about 3DS. It's old.

 
@DCurrent I don't know if you checked this one, but it's one Plombo discussed about 3DS. It's old.


I'd forgotten about that, but it's not the same thing as the one in this discussion. I think that last post in 2014 was about as far as @Plombo got with his port.

DC
 
Unfortunately, i've never seen plombo's 3ds code. It would probably have helped a lot during development.

Instead this port uses SDL 1.2 for video rendering and audio. Everything runs on a single thread on a single core.
The original 3ds runs at 268MHz, when a new3ds is detected it switches to 804Mhz.
The available memory is about 80Mb (total 128Mb). It does not make use of the new3ds additional memory (total 256Mb).

@MrHuu
Thanks for the recommendations though when i got to justice league untied i seem to be having some crashing issues with it have you been experiencing any? for example, I was playing with green lantern starting from a new game in chapter 2 i got past the first two screens going through all the enemies and beating them and then it crashed during the next screen transition while it was loading but when i reloaded into the game and did it again, this time skipping all the enemies and going right for the bat signal
it would load the next screen fine.

I did try various version, with different results. I've only completed 2 characters, so i can't really tell how it performs overall.
 
@MrHuu & @Goldfire345

in order to test the modules more efficiently, it is best to do it level by level combing for errors, in the PC you can do that by playing the Paxploded (unextracted) module and you place the desired level information as the first thing loading on the levels.txt file -

Code:
set    Survival
nosame 1
lives 2
credits 4
cansave 2
continuescore 1

#########

z 137 240 240
file    data/levels/lv2.txt

i have had no access to a faster computer in order to try and run OpenBor in an emulator (if its even possible)

the alternative is to use a pc to alter the .pak file - recently there was a program shared in this forum that can extract only the stuff you need & then re-pak it -

Mrhuu - is it possible to use a 0 mb .pak file inside the paks folder and external "data" folder on the 3DS? - (never tested for this in android)
 
I've found a very odd issue with avengers united battle force where i can't progress at all the enemies come out of the helicopter and just stand in mid air without fully coming down
The game otherwise works fine
 

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mm - ill have to check , could it be that Avengers game needs an older openbor? (ill have to find the copy i have)
 
Sigh Justice League united really is inconsistent with its crashes on 3ds

This time I was playing wonder woman and it went through the starting stages easily even while fighting all the enemies and it didn't crash until after the Harley Quinn boss fight on the very next screen. Which is a spot it's never crashed on more testing and noting needed I guess
 
Update from engine testing it is not possible to load a bor.pak with a data folder

I tried that with tmnt red sky battle and the app would just crash when it's the only one in the pak folder or if it's not it would throw up the arm 11 error when I tried to load it from the he list
@MrHuu

Addendum: to run red sky battle on 3ds this download that has red sky battle as a pak file is required
 
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