3ds1010 3DS: Difference between revisions

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{{Infobox 3DS homebrew
{{Infobox 3DS Homebrews
| title = 3ds1010
|title=3ds1010
| image = https://dlhb.gamebrew.org/3dshomebrew/3ds1010.jpg|250px
|image=3ds10102.png
| type = Puzzle
|description=It's like Tetris but with infinite time.
| version = v2.0
|author=LiquidFenrir
| licence = Mixed
|lastupdated=2017/02/13
| author = LiquidFenrir
|type=Puzzle
| website = https://github.com/LiquidFenrir/3ds1010
|version=2.0
| download = https://dlhb.gamebrew.org/3dshomebrew/3ds1010.rar
|license=Mixed
| source = https://dlhb.gamebrew.org/3dshomebrew/3ds1010.rar
|download=https://dlhb.gamebrew.org/3dshomebrews/3ds1010.7z
|website=https://github.com/LiquidFenrir/3ds1010
|source=https://github.com/LiquidFenrir/3ds1010
}}
}}
<youtube>izljcyvozig&t=5s</youtube>
3ds1010 is a port of [http://1010ga.me/ 1010!] to 3DS homebrew, made in C. It's like Tetris but with infinite time, you lose when you can no longer place any of the pieces you have available.


= 3ds1010 =
==Installation==
Available in 3DSX and CIA formats.
* CIA - Install the .cia with the CIA manager of your choice.
* 3DSX - Use the .3dsx provided with the Homebrew Launcher.


Port of [http://1010ga.me/ 1010!] to 3ds homebrew, made in C. It's like Tetris but with infinite time, you lose when you can no longer place any of the pieces you have available.
==User guide==
===How to play===
The game begins with a 10 by 10 (hence the name) grid of blocks with 3 pieces you can place.  


Displays a 10 by 10 (hence the name) grid of blocks with 3 pieces you can place. When you complete a line or a column, it disappears, leaving space for new pieces and giving you a lot of points. You can't really win this game, the goal is just to get more points than the next guy [[File:http://i.imgur.com/NKWK5IV.png|Screenshot]]
When you complete a line or a column, it disappears, leaving space for new pieces and giving you a lot of points.  


= Instructions =
You can't really win this game, the goal is just to get more points than the next guy.


Use the touchscreen or press and hold L/R/Nothing + A to select a piece, then drag it to the place you want on the grid using the stylus or the D-PAD/Analog stick. If you release it outside of the grid, or in a place where it doesn't fit, it will go back to your inventory Press X to open the Themes menu, Y to reset (if you lost, or want to start over), or START to quit, or touch the corresponding icons (they're in the same order on the screen).
===Theme format===
You can make your own themes by changing the colors in the colors.txt, and the images in sprites.png, then find a name for your theme and put the files in /3ds/3ds1010/Themes/.


= Save format =
A text file named colors.txt containing on 3 lines:
* The color of the background.
* The color of the text.
* The color of selected text (for the Themes menu), all in RGB8.


There have been 3 save file format for now. The first one is composed, in order, of:
A 128x128 pixels 32-bit color png file containing 10 sprites:
* 1 128x64 one for the banner displayed on the top screen.
* 4 32x32 sprites, for the blank, and different colors of filled depending on the piece type.
* 3 32x32 sprites for the Themes, Reset, and Exit options.
* 3 16x16 for the different colors of pieces in the inventory.


* 20 bytes for the grid
===Save format===
* 3 bytes for the inventory (each one containing 1 piece)
There have been 3 save file formats for each releases. A save converter is provided if needed, and the source in the saveconverter.c file.
* 4 bytes for the current score
* 4 bytes for the highscore The second, newer, is pretty much the same except for:
* 1 byte for the length of the theme name
* X bytes for the theme name (in ASCII, without a NULL terminator) The third and latest, use 40 bytes for the grid. I included a converter for the save (accurately named &quot;saveconverter&quot;). A binary should be present in the release, and the source in the saveconverter.c file.


= Theme format =
The first save file format (v0.1) is composed, in order, of:
* 20 bytes for the grid.
* 3 bytes for the inventory (each one containing 1 piece).
* 4 bytes for the current score.
* 4 bytes for the highscore.


There have been 2 save formats for now: The first one is composed of:
The second (v1.0), newer, is pretty much the same except for:
* 1 byte for the length of the theme name.
* X bytes for the theme name (in ASCII, without a NULL terminator).


* a 3 bytes file named bgColor.bin containing the color of the background in RGB8
The third and latest (v2.0), use 40 bytes for the grid.
* a 64x64 pixels 32-bit color png file containing 4 32x32 sprites:
 
* 1 for the &quot;blank&quot; blocks of the grid
==Controls==
* 1 for the &quot;filled&quot; blocks of the grid
Touchscreen or L/R+A - Select a piece
* 1 unused for an options menu
 
* 1 for the small blocks of the pieces in the inventory The second and latest contains:
Stylus or D-Pad/C-Stick - Move the piece
* a text file named colors.txt containing on 3 lines: the color of the background, the color of the text, the color of selected text (for the Themes menu), all in RGB8
 
* a 128x128 pixels 32-bit color png file containing 10 sprites:
X - Open the Themes menu
* 1 128x64 one for the banner displayed on the top screen
 
* 4 32x32 sprites, for the &quot;blank&quot;, and different colors of &quot;filled&quot; depending on the piece type
Y - Reset (if you lost, or want to start over)
* 3 32x32 sprites for the Themes, Reset, and Exit options
 
* 3 16x16 for the different colors of pieces in the inventory #Credits Thanks to the folks at #3dsdev and #Cakey for the help, especially Desynched (DDews), xerpi and fincs for helping fix the drawing
Start - Quit
 
==Changelog==
'''v2.0'''
* This release adds better themes: text color control, and a banner.
* The different colors of the pieces needed more space on the save so download and run the saveconverter for your OS, otherwise the game will crash when you launch it.
* You can make your own themes simply by changing the colors in the colors.txt, and the images in sprites.png, then find a name for your theme and put the files in /3ds/3ds1010/Themes/.
 
'''v1.0'''
* Saving.
* Themes (only one for now but more will be added in the future, you can even make them yourself.
* Touchscreen controls. The bottom screen is not a rectangular black hole, it actually does stuff now.
* Good looking interface. Finally.
 
'''v0.1'''
* First release of the game.
 
==Credits==
Thanks to the folks at #3dsdev and #Cakey for the help, especially Desynched (DDews), xerpi and fincs for helping fix the drawing.
 
==External links==
* GitHub - https://github.com/LiquidFenrir/3ds1010
* Reddit - https://www.reddit.com/r/3dshacks/comments/5qdrrs/new_homebrew_game_3ds1010

Latest revision as of 05:45, 6 May 2024

3ds1010
3ds10102.png
General
AuthorLiquidFenrir
TypePuzzle
Version2.0
LicenseMixed
Last Updated2017/02/13
Links
Download
Website
Source

3ds1010 is a port of 1010! to 3DS homebrew, made in C. It's like Tetris but with infinite time, you lose when you can no longer place any of the pieces you have available.

Installation

Available in 3DSX and CIA formats.

  • CIA - Install the .cia with the CIA manager of your choice.
  • 3DSX - Use the .3dsx provided with the Homebrew Launcher.

User guide

How to play

The game begins with a 10 by 10 (hence the name) grid of blocks with 3 pieces you can place.

When you complete a line or a column, it disappears, leaving space for new pieces and giving you a lot of points.

You can't really win this game, the goal is just to get more points than the next guy.

Theme format

You can make your own themes by changing the colors in the colors.txt, and the images in sprites.png, then find a name for your theme and put the files in /3ds/3ds1010/Themes/.

A text file named colors.txt containing on 3 lines:

  • The color of the background.
  • The color of the text.
  • The color of selected text (for the Themes menu), all in RGB8.

A 128x128 pixels 32-bit color png file containing 10 sprites:

  • 1 128x64 one for the banner displayed on the top screen.
  • 4 32x32 sprites, for the blank, and different colors of filled depending on the piece type.
  • 3 32x32 sprites for the Themes, Reset, and Exit options.
  • 3 16x16 for the different colors of pieces in the inventory.

Save format

There have been 3 save file formats for each releases. A save converter is provided if needed, and the source in the saveconverter.c file.

The first save file format (v0.1) is composed, in order, of:

  • 20 bytes for the grid.
  • 3 bytes for the inventory (each one containing 1 piece).
  • 4 bytes for the current score.
  • 4 bytes for the highscore.

The second (v1.0), newer, is pretty much the same except for:

  • 1 byte for the length of the theme name.
  • X bytes for the theme name (in ASCII, without a NULL terminator).

The third and latest (v2.0), use 40 bytes for the grid.

Controls

Touchscreen or L/R+A - Select a piece

Stylus or D-Pad/C-Stick - Move the piece

X - Open the Themes menu

Y - Reset (if you lost, or want to start over)

Start - Quit

Changelog

v2.0

  • This release adds better themes: text color control, and a banner.
  • The different colors of the pieces needed more space on the save so download and run the saveconverter for your OS, otherwise the game will crash when you launch it.
  • You can make your own themes simply by changing the colors in the colors.txt, and the images in sprites.png, then find a name for your theme and put the files in /3ds/3ds1010/Themes/.

v1.0

  • Saving.
  • Themes (only one for now but more will be added in the future, you can even make them yourself.
  • Touchscreen controls. The bottom screen is not a rectangular black hole, it actually does stuff now.
  • Good looking interface. Finally.

v0.1

  • First release of the game.

Credits

Thanks to the folks at #3dsdev and #Cakey for the help, especially Desynched (DDews), xerpi and fincs for helping fix the drawing.

External links

Advertising: