LoginLogin
Nintendo shutting down 3DS + Wii U online services, see our post

Undertale Intro

Root / Submissions / [.]

LeminWedjCreated:
Download:5KXNXXNX
Version:1.0.2Size:0.69MB (nice)
NOTICE: This project will likely never become a full game port due to the tileset in the original game being 20x20. I absolutely cannot be bothered to make a new library for handling bg tiles of any size. It took three hellish months and a summer away from working on this to complete, but I did it, I finally did it. It's (mostly) the Undertale intro you know and love, painfully remade in SmileBASIC 3 with as much accuracy as I was bothered to get, complete with custom MML music and a nearly complete textbox system that handles strings in a similar way to the original game. Thank you to MZ952 for the image compression algorithm. Link to the project page: https://smilebasicsource.com/page?pid=1535 A couple other things to note: - The way i'm playing the sound samples for text is most likely inferior to some other method of doing it, spare buying the DLC - I can feel that the way i made the text box system is disgusting. The main issue is that i've just allocated sprite 400 to 500 for text only, which chews into the sprite limit. - If I am able to continue with the rest of the game, there is no way this can be uploaded to the smileboom servers because of its size. They also might take it down like they did with a couple other things. - do not expect a consistent update schedule for this. every project i work on is in a "do whenever" state. also i threw in a bonus practice program that looks neat

Instructions:

A - Skip to end of text B - Advance text Y - unused for now Dpad - unused for now Hold START to exit any program easily.

Notes:

Hotfix 1.0.2

5/12/2020 - Added boxes around image slides to correct their size - Positioned intro text to correct height

Update 1.0.1

5/9/2020 - Implemented compression for GRP files - Removed currently unnecessary GRP file - probably added an extra screen

Replying to:HTV04
Please, please don't make the game 30FPS if you're going to try to make the entire game. I get that it's accurate to the original, but 60FPS would be SO much better and smoother. It would be a really nice improvement over the original. Also, quick note that the game probably would have been 60FPS if it weren't for GameMaker's limitations.
Gamemaker studio has a global max fps value within its project settings, and the project gets timed based on that. For some reason Toby chose 30fps and I intend to follow that. Also you can kinda experience Undertale at 60fps with that frame aliasing thing tvs can do. It bothered the hell out of me that it was running that smooth.

Replying to:HTV04
Please, please don't make the game 30FPS if you're going to try to make the entire game. I get that it's accurate to the original, but 60FPS would be SO much better and smoother. It would be a really nice improvement over the original. Also, quick note that the game probably would have been 60FPS if it weren't for GameMaker's limitations.
What if we managed to get it to 120 FPS?

Replying to:rando
Maybe we could ask Toby Fox if he is fine with us cloneing Undertale. Then we could clone it, if we had the skills.
Iโ€™d imagine he would be mostly fine with a fanmade port being made in an unconventional and niche program that resides on a now mostly obscure console, so iโ€™m going until the lawyers take my tube socks.

Replying to:HTV04
Please, please don't make the game 30FPS if you're going to try to make the entire game. I get that it's accurate to the original, but 60FPS would be SO much better and smoother. It would be a really nice improvement over the original. Also, quick note that the game probably would have been 60FPS if it weren't for GameMaker's limitations.
at that point you could cross your eyes for 3d instead of using the reason why its called a 3ds

Replying to:HTV04
Please, please don't make the game 30FPS if you're going to try to make the entire game. I get that it's accurate to the original, but 60FPS would be SO much better and smoother. It would be a really nice improvement over the original. Also, quick note that the game probably would have been 60FPS if it weren't for GameMaker's limitations.
Okay, I understand. Just note that you'll have to jump through hoops to ensure that everything works correctly.

I've already made some sprites if... if you wanted help with that...

Replying to:thou_fatGAMER12
I've already made some sprites if... if you wanted help with that...
Thanks for the offer, but I don't expect to need any help with copying the sprites over. A homebrewed 3DS lets me just slap em from my computer to my microsd card.

Oh well ok. I won't take it personally. It's fine. I didn't know you were using homebrew. What a waste of 4 days

Replying to:thou_fatGAMER12
Oh well ok. I won't take it personally. It's fine. I didn't know you were using homebrew. What a waste of 4 days
don't worry, i wasted weeks making 4 of those intro slides by hand, then got sidetracked for a week and copied some deltarune sprites

Are you gonna use both screens or just the bottom /top one?

Replying to:Tarudahat
Are you gonna use both screens or just the bottom /top one?
Actually I do intend to use the top screen. On the PS4 version I thought the controller's light changed based on the color of your heart, but unfortunately it doesn't. I want to have the top screen do that, but in dark colors so that it's not glaringly bothersome. Maybe I could even put in a dynamic background up there, similar to console versions.

Replying to:thou_fatGAMER12
I've already made some sprites if... if you wanted help with that...
@thou_fatGAMER12 Wait, you made them? As in you recreated them by hand? I would say that was a waste of time because you can transfer the sprites manually, but I can tell a lot of effort went into those, so it seems like you know what you're doing. However, the sprites you made are taking up a lot of space. Might want to reserve one space for the head and stem without a face (black box), and then layer the faces over the blank space which would help save space on the GRP.

Replying to:Tarudahat
Are you gonna use both screens or just the bottom /top one?
Can't you make it so that the world (as in the places you walk around), dialogue, and battle screens take place on the top screen (for example, with the enemies and the battle dialogue), but the actual battles (with the heart) take place on the bottom (and maybe even the battle buttons)? This way the top screen can be used more without making the game primarily on the bottom screen (and by getting a thin black line on the GRP and stretching it on each side as a sprite, you may be able to add letterboxing without combing the top and bottom screens).

@HTV04 lol. Flowey wasn't a good sample. I had tons of space left for sprites (all be it was because it was unfinished). Although everybody's new smash main, Sans is what took 3 days. The reason why is simple. TOO MUCH FAN ART.I mean there was also the people who made tiny little edits to him so I didn't know what is real or fake. either way I actually thought of using him and flowery in a fan game (earthbound undertale crossover game anyone?) But by then I'd already deleted them cause (before I had a thought) I thought they were "of no use" Edit: also I didn't know I was doing. It was a big like BIG waste of time. I didn't realize you could transfer sprites though. I mean as long as it doesn't include homebrew. Which it probably does. Just saying I don't homebrew. (Mostly cause I don't know how to but also my family is cheep enough to not get a single micro SD card. So what can I say.)

Replying to:Tarudahat
Are you gonna use both screens or just the bottom /top one?
These are some good ideas, but iโ€™d still like to keep the game as faithful as possible. One of the biggest reasons that iโ€™m using the bottom screen is because itโ€™s exactly the same effective resolution as Undertale.

Replying to:Tarudahat
Are you gonna use both screens or just the bottom /top one?
Personally, I wouldn't, but whatever works for you. To be honest though, it might be better to use the top screen because both of the screen resolutions of the 3DS are smaller than Undertale's window. If you use the top screen, you'll be able to see more of the map.

Replying to:Tarudahat
Are you gonna use both screens or just the bottom /top one?
But what about 1-screen maps?

Replying to:Tarudahat
Are you gonna use both screens or just the bottom /top one?
Still need scrolling due to smaller screen size.

Replying to:Tarudahat
Are you gonna use both screens or just the bottom /top one?
No, because the maps fit perfectly on the bottom screen (according to LeminWedj) I mean on the top screen. There would be extra space, and it would look weird combined with multiple screen maps that take up the whole screen and then some.

Replying to:Tarudahat
Are you gonna use both screens or just the bottom /top one?
Undertale's screen resolution is 640x480, and the 3DS's bottom screen is 320x240. You would have to downscale everything to get it to fit on the bottom screen (that's assuming that everything in Undertale isn't blown up by 2x, lol). The top screen actually doesn't have that much more room at 400x240, but it gives the game more room to breathe than the former. While I'm obviously not the one making the project (I don't mean to sound bossy, I mean), I just think that LeminWedj shouldn't try to force themself to try and recreate Undertale's EXACT specifications. I think they should try to put their own take on what a 3DS port would look like without focusing so much on screen size and frame rate, as well as other factors.