My homebrew plans for 2022!

Let's start with wishing everybody a very happy and healthy 2022! :D

There are so many things I want to work on that sometimes my head just explodes and overloads...resulting in me doing absolutely NOTHING!! :cry: It's one of the worst habits I would like to change...but I guess I am stuck with it for the rest of my life! :sad: Well, sometimes I find enough concentration and motivation to actually get something done. That's how my homebrew project BatteryCheck started and over the years got improvements and ports to other console's. There are also a few (currently) failed attempts to port the game that did take up a lot of time actually. Mostly the GBA, DS and DSi are what I am talking about here. I am still sure that I can make it work with the low resolution some day....but that might not be this year!

What I do want to do this year is make some mayor improvements to my game engine and add more stuff to do in the game itself! There is so much to improve that I think I should talk about them in separate blog posts. But here is a list of things I have in mind:
  • Rewrite installer to work on ALL current platforms (no GUI yet, just text)
  • Release new version for ALL platforms that includes the new installer
  • Implement "sprite dicing" to improve VRAM usage
  • Make batteryholders functional (with the animation and sounds)
  • Make the checkpoints work (crystal ball next to battery holder)
  • make the belts work and give extra speed or friction depending on direction
  • make the elevators move and keep the player on it's platform
  • make the water pumps work
  • make Freddy the Dragon recycle used batteries (get 1 full for every 3 empty)
  • add enemy AI to jump and walk
  • add enemy AI to attack player
  • Fix sound on PS2
  • Add music on PS2
  • Add debug mode/screen/options changeable at runtime
  • Add functional menu system
  • Fix or rewrite the collision system! Again!
  • Fix and release the PSP version!
  • Port to PS Vita?

I am sure there are more things that should or could be on this list, but this is what I could think of right now from just what I remembered. The installer I want to have working on ALL the current platforms within the next few weeks! It will still require the ZIP or EXE file from the original game but you can now easily download that right here in the download section! Since the installer is only required once to unpack the files....it will be a text interface just as it is now on the Wii and 3DS. The biggest change will be that it will do some more checking and asking for a button to be pressed BEFORE it will do anything. Might include a warning about losing files and such to be a risk;)

For the rest of the items on the list it will be difficult to estimate when I will have time to work on them. Or how long it will take to implement or fix something. I am also not saying the order will be exactly like it's in this list but some things will depend on others. Like all the objects: checkpoint, freddy, belts, elevators and waterpumps first need a "working" batteryholder. With that I mean that the state of the batteryholder needs to work, but it's animation or efficient usage of VRAM is not a requirement. The same goes for freddy which is just a "zone" that you walk into and where the battery counters are manipulated. There are animations involved...and I have talked about how HUGE they are before and that the differences are really small between frames. That's how I got the idea for "sprite dicing". But that is only "required" for optimal usage of VRAM and only really matters on slower or limited platforms.

I think this is enough for this post. :D

Thanks for reading;)

Comments

Yes yes yes yes!
Port to vita <3
hahaha, I remembered you asking for it which is why it's on the list now. :D

Just need to figure out A LOT about the vita before I could even compile "hello world" for it. Then I also need an emulator for testing that runs in Linux. And actually take the time to mod one of my three Vita's so it can run homebrew! :rofl2:

In other words....it's not going to happen really soon. But hopefully this year. :)
 
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Vita3k might help you with homebrew devving.
Modding a vita isn't to big of a deal if it's on a bit older FW.
Modoru or something similar has downgrade capabilities and VitaDeploy is a AIO installer for getting it up and running.

SD2Vita cards are readily available, PSVSD cards however are less common, they're only to be used in 3G capable vitas and replace the 3G modem with a microSD slot.

As always, I'm willing to test the thing on hardware if you can't ; )
 
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Vita3k might help you with homebrew devving.
Modding a vita isn't to big of a deal if it's on a bit older FW.
Modoru or something similar has downgrade capabilities and VitaDeploy is a AIO installer for getting it up and running.

SD2Vita cards are readily available, PSVSD cards however are less common, they're only to be used in 3G capable vitas and replace the 3G modem with a microSD slot.

As always, I'm willing to test the thing on hardware if you can't ; )
Since I am far to curious for my own good...I gave it a try to run the emulator. Didn't work out. Might need to upgrade my dev PC first so it has the right libraries the emulator needs. had the same issue with a DSi emulator that required more recent tools.

I have actually got a stack of 10 SD2Vita cards when I just got the consoles:rofl2:. So I am prepared for SD cards, but the exploit process requiring a real PSN account and a PC program scared me away. I also think the firmware on all three vita's is to high for the "easy way"...but can't check since they went into my storage box last week. ^_^

But like I said, I will give it all a try somewhere this year. Maybe even create a new separate PSN account just for the homebrew access. I just did not want to risk my PS4 linked account for this. When it's time to test anything on real hardware I will let you know:)
 
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Yeah, I had to use a few different apps and plugins to get rid of the PSN nags, unassociate the memcard with the previous owner, etc., but it's 100% possible to set up a modded Vita without an account of your own.

But at any rate--speaking as a user and not a developer--I certainly think a Vita is a fantastic pick for softmodding. I've had good fun at any rate. There's a handful of choice things a modified N/3DS does better as far as games (like GBA), but the Vita I feel has a far more active homebrew scene behind it still. Honestly, the only thing that gave me pause in considering a Vita was the idea of getting my paws on a modifiable Switch.
 

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