New bug fix release
Here’s a new release, alpha 2a. Mostly a bug fix release, and 1 new feature.
Fixed :
- user created level selection behaves erratically
- on briefing screen, robot spins too fast when text is written
- *maybe fixed, couldn’t test* loading a savedgame crashes on certain cards
- homing missile warning doesn’t show
- buffer overflow possibly causing crash on briefing screen
- select button unusable
- invisible enemies still too visible
- text overflow in briefing screens
- remove quit option in main menu
New features :
- option to disable weapon autoselection
Need more info :
- 2d objects half-stuck in walls
- There’s probably nothing I can do about this because Descent didn’t use a zbuffer so anything that was drawn overwrote everything under it, and so by drawing 2d objects last one could ensure that they wouldn’t get clipped through walls. This is not possible on the DS as one cannot disable the zbuffer (do correct me if I’m wrong). Still, if someone can provide an exact location that this occurs, I’ll check if there’s something to be done.
Have fun!
May 12th, 2007 at 5:45 pm
-2D objects are inverted again (lasers are for sure, anyway)
-Primary autoselect disable doesn’t completely work - when you pick up a vulcan cannon for the first time, it will automatically be selected. Vulcan should only be autoselected when you run out of energy, not when picked up (if autoselect is off). Secondary autoselect disable is PERFECT though, it’s already saved my life a few times!
-Brightness setting changes in menus without being asked
SAVE/LOAD WORKS ON EZV NOW!
May 12th, 2007 at 5:47 pm
Briefings haven’t crashed yet, even after about 10 of them, whereas they used to crash at least half of the time
May 12th, 2007 at 5:51 pm
-I’m convinced that the 4-clawed robots that start appearing on level 8 are bugged. Their arms swing around at crazy angles all the time and I have never had one successfully attack me, even when I sit still in a group of 3 of them for minutes at a time! They just ram into me, doing like 1 shield damage per second or something.
-A way to bring up the onscreen keyboard (start+select maybe?) so that cheats can be entered would be cool
May 12th, 2007 at 5:54 pm
-When your ship is destroyed, top screen tries to go into 16:9 mode or something, with black bars at top and bottom, but just succeeds in distorting the picture badly
May 14th, 2007 at 9:57 am
As impressive as ever! This really is the most polished port in the homebrew scene. Now, if only you would get to work on porting DooM! :p
May 14th, 2007 at 3:34 pm
Bug found, I think. To make it happen, just try to load level 15. It gives me white screen on top, red on bottom, on red screen:
“Error: Can’t open file “
May 14th, 2007 at 3:36 pm
-Some kind of texture collision problem, just view level 17 briefing. The triangle-shaped robot’s “eye” fights with the texture underneath. I’ve also seen this on a couple other bots, for instance the red ones with lasers introduced on level 8. Doesn’t always happen.
May 14th, 2007 at 3:38 pm
-I said the four-armed melee bots have a bug of some kind. Scratch that, it seems all melee-attacking bots are completely incapable of attacking.
May 14th, 2007 at 3:41 pm
-Completely drain your energy, then switch to lasers. Hold down the firing button, then enter an energy center. Your lasers fire super fast for a certain period of time.
May 14th, 2007 at 4:16 pm
-Don’t know if you can fix this or not, it’s strictly performance-related. In level 17, go to the yellow key room. Exit the room again then go back in. Robots will start to generate in the room before the yellow key room, then when you go to exit the yellow key room, there will be so many of them (in my case there were, I think, 6 missile bots and 6 cloaked melee bots) that the level stops rendering
May 14th, 2007 at 9:26 pm
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May 15th, 2007 at 12:14 am
please add left hand support, thanks
May 15th, 2007 at 7:28 pm
He doesn’t need to add left hand support, it’s already there. Just go to the controls and change them around. I have to say, the control configuration is superb on this game.
I previously said all melee attack bots were bugged, but I was wrong. It seems that the green ones that first appear on level 4 or so work perfectly. The cloaked ones that come later on, as well as the red 4-armed ones, don’t work though.
May 16th, 2007 at 11:49 am
Got this working on my EZ4 and quality MicroSD. Very polished and very well done. Saving/loading works great, but I’m having a small issue: when using touchscreen controls, no matter what, when I touch the screen, my primary weapon fires. Whether I’m freelooking or selecting weapons, my main gun is firing. Anyone else had this issue or know how to solve it?
My only request now is: music! If you could somehow get midi going on the ARM7 like you mentioned, this would easily be the best homebrew/port on the DS, hands-down. It almost is already…
May 16th, 2007 at 5:15 pm
To fix the weapon firing, try just remapping the primary fire button in your control config.
May 16th, 2007 at 6:00 pm
Thanks for the reply Caydr. Remapping didn’t seem to fix the problem, but I messed around a little more and created a new pilot. I selected “touchscreen controls” while creating, and now everything works great. I’m guessing that if you create a pilot with gamepad controls, then switch to touchscreen, it doesn’t like it.
May 17th, 2007 at 8:40 am
Just FYI, I was unable to get it to work on my Supercard DS(one)/DSLite.
I see the title screen load up for about 1.5 seconds, then I get an “out of memory” error.
Thanks for all the hard work though!!
May 17th, 2007 at 6:14 pm
“out of memory” is all it says? Please be as verbose as possible!
May 18th, 2007 at 4:16 pm
Heh, ok, I’ll try.
Like I said, I get about 1 or 2 seconds of the startup logo, then a white screen on top, and a red screen on bottom with the following:
“Error: MEM_OUT_OF_MEMORY”
Does it using both version 2.0 SP1 and version 710120 of the Supercard DS(ONE) operating system/firmware:
http://eng.supercard.cn/soft_scdsone.htm
I would think that the card would unload the shell stuff from memory when loading an nds file, but perhaps it doesn’t and is taking up more room than on other cards? Wild guessing on my part.
May 19th, 2007 at 7:26 am
Hi, Great releases, Old sensations come back on DS, it’s a good feeling
One question : Is it possible to display the cockpit ?
Many thanks for your works
May 20th, 2007 at 1:44 pm
Given the already-low resolution, I don’t think you’d really want to have another third of the screen taken up with the largely unnecessary cockpit graphics
May 22nd, 2007 at 3:28 pm
I have to de-lurk just to thank you emphatically for porting this game! It beats many commercial DS games hands down!
May 24th, 2007 at 1:54 pm
Just last night I tried running DScent for the first time on my SuperCard Lite (Sandisk 1GB MicroSd). For the most part it runs beautifully and I’m really impressed. However, save games don’t seem to work for me. I tried patching with both sclt.dldi and scsd_moon.dldi and in both cases the game locks up immediately after clicking enter on the keyboard after entering the save game name.
However writing to the MicroSD card seems to at least partially work with the sclt.dldi patch as it has no problems creating and updating the .PLR file, and every time I finish a level, the next time I play I can choose to create a new game and start at the farthest level I’ve reached. However without save games, I don’t get to carry over any weapons/ammo I’ve accumulated.
May 26th, 2007 at 5:49 am
Hi!
Thanks for the excellent port, I was actually thinking about getting a dos box working to play some old games, but now the best ones are on my DS! =) Anyway, if my memory of good ol’ descent is correct, the green lifter robots from lvl 4 aren’t supposed to make the same sound as the level1 drone when they spot you. I also have the brightness changing bug whenever I save a game. Keep up the good work!
May 26th, 2007 at 8:18 pm
Could a DS Lite screen brightness adjuster be integrated into the settings menu? You could probably steal code from Moonshell, LoveLite, etc. Not sure how you’d handle this in the event the user has a vanilla DS, is it possible to detect DS from DSLite and have the entry grayed out or something when it’s not possible?
May 31st, 2007 at 10:04 am
I have a problem-I tried to extract newest zip file, but it gives me CRC error for dscent.nds file. Other files are okay and extractable. I tried on two different computers, and in both cases i get the same result. Its kinda weird because others don’t have this problem as I can see from responses. Can someone please send me that file(extracted) on my email atlet_jernej@hotmail.com ?
thx in advance
July 27th, 2007 at 6:55 pm
Hi, I’m a hard core Descent fan. This homebrew looks very promising, but I have no idea how to get this running on my DS! Can some one please tell me what I need/buy so I play this awesome game on my DS? I understand that I need some kind of device, but I don’t what kind. (or what to do, for that matter)
Cheers.
August 9th, 2007 at 6:53 am
Error: fatinInitDefault () failed
This happens with or without the Hog and pig files.
NDS SupercardSC
Anyone have any ideas what i have done wrong..
EG Do i need DLDITOOL ?