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ASCIIJump 3DS: Difference between revisions

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{{Infobox 3DS homebrew
{{Infobox 3DS Homebrews
| title = ASCIIJump
|title=ASCIIJump
| image = https://dlhb.gamebrew.org/3dshomebrew/|250px
|image=Asciijump3ds2.png
| type = Platform
|description=ASCII Geometry Dash clone for 3DS.
| version = v1.0
|author=MCJack123
| licence = Mixed
|lastupdated=2016/03/20
| author = MCJack123
|type=Platform
| website = https://github.com/Emerson-School-Coders/ASCIIJump/
|version=1.0
| download = https://dlhb.gamebrew.org/3dshomebrew/ASCIIJump-3DS.rar
|license=Mixed
| source = https://dlhb.gamebrew.org/3dshomebrew/ASCIIJump-3DS.rar
|download=https://dlhb.gamebrew.org/3dshomebrews/asciijump3ds.7z
|website=https://github.com/Emerson-School-Coders/ASCIIJump
|source=https://github.com/Emerson-School-Coders/ASCIIJump
}}
}}
<youtube>mZS4sXtf0D0</youtube>
ASCIIJump is a clone of Geometry Dash in plain text for the 3DS.


= ASCIIJump =
==Features==
A clone of Geometry Dash in plain text. This is the 3DS version.
* Beautiful main menu.
== Features ==
* Coming soon message for unmade levels.
* Beautiful main menu
* R & L buttons work on the menu as well as Circle Pad and D-Pads.
* Coming soon message for unmade levels, not just junk
* Speed is the same as Geometry Dash (11 squares per second).
* R &amp; L buttons work on the menu as well as Circle-and-D-Pads
* Jump is the same as Geometry Dash (3*4 jump area).
* Speed is the same as Geometry Dash (11 squares per second)
* Easy level implementation in the code with simple ASCII characters and a define function.
* Jump is the same as Geometry Dash (3*4 jump area)
* Percentage scores (they do not save to the scores file, though).
* Easy level implementation in the code with simple ASCII characters and a define function
* Cube customization (you can't save the cube you have, so you have to change it each play).
* Blocks included:
* Press Y to access the menu.
* Square Cube (B)
 
* Lined Cube (D)
==Installation==
* Small Spike (x)
Drop the 3dsx/cia/elf file into the destination, and place the data folder next to your executable.  
* Big Spike (X)
 
* Spike Grid (s)
If there is no data folder, make it like specified below. Here is the directory structure:
* Top half-cube (-) and bottom half-cube (_)
 
* Slopes (/ and ) (does not have collision detection ATM)
Root
* C means not complete
  |-3ds/
* F means level end
  |  |-ASCIIJump/
* Space means air block
  |  |  |-ASCIIJump3DS.3dsx/elf/cia
* Percentage scores (they do not save to the scores file, though)
  |  |  |-(ASCIIJump3DS.smdh)
* New: Cube customization
  |  |  |-data/
* Press Y to access the menu
  |  |  |  |-scores.txt
* The icon previews look disgusting right now, but don't worry, the real ones are better!
  |  |  |  |-cube.txt
* You can't save the cube you have, so you have to change it each play
  |  |  |  |-(background-loop.bin)
==== Non-features ====
  |  |  |  |-(level.bin)
* Music (the code is not working)
 
* Saving high scores or cube
==User guide==
* Practice mode
Blocks included:
* Different play modes (ship, UFO, ball)
* Square Cube (B).
* Importing custom levels (soon)
* Lined Cube (D).
* Cool death, high score, and finish screens
* Small Spike (x).
== Setup ==
* Big Spike (X).
Drop the 3dsx/cia/elf file into the destination, and place the data folder next to your executable. If there is no data folder, make it like specified below. Here is the directory structure:
* Spike Grid (s).
* Main folder for ASCIIJump
* Top half-cube (-) and bottom half-cube (_).
* ASCIIJump3DS.&lt;3dsx/elf/cia&gt;
* Slopes (/ and ) (does not have collision detection ATM).
* (ASCIIJump3DS.smdh)
* C means not complete.
* data/
* F means level end.
* scores.txt
* Space means air block.
* cube.txt
 
* (background-loop.bin)
==Screenshots==
* (level<x>.bin)
https://dlhb.gamebrew.org/3dshomebrews/asciijump3ds2.png
https://dlhb.gamebrew.org/3dshomebrews/asciijump3ds3.png
 
==Known issues==
The music is not working yet.
 
==External links==
* GitHub - https://github.com/MCJack123/ASCIIJump

Latest revision as of 05:47, 6 Mayıs 2024

ASCIIJump
Asciijump3ds2.png
General
AuthorMCJack123
TypePlatform
Version1.0
LicenseMixed
Last Updated2016/03/20
Links
Download
Website
Source

ASCIIJump is a clone of Geometry Dash in plain text for the 3DS.

Features

  • Beautiful main menu.
  • Coming soon message for unmade levels.
  • R & L buttons work on the menu as well as Circle Pad and D-Pads.
  • Speed is the same as Geometry Dash (11 squares per second).
  • Jump is the same as Geometry Dash (3*4 jump area).
  • Easy level implementation in the code with simple ASCII characters and a define function.
  • Percentage scores (they do not save to the scores file, though).
  • Cube customization (you can't save the cube you have, so you have to change it each play).
  • Press Y to access the menu.

Installation

Drop the 3dsx/cia/elf file into the destination, and place the data folder next to your executable.

If there is no data folder, make it like specified below. Here is the directory structure:

Root 
 |-3ds/ 
 |  |-ASCIIJump/
 |  |  |-ASCIIJump3DS.3dsx/elf/cia
 |  |  |-(ASCIIJump3DS.smdh)
 |  |  |-data/
 |  |  |  |-scores.txt
 |  |  |  |-cube.txt
 |  |  |  |-(background-loop.bin)
 |  |  |  |-(level.bin)

User guide

Blocks included:

  • Square Cube (B).
  • Lined Cube (D).
  • Small Spike (x).
  • Big Spike (X).
  • Spike Grid (s).
  • Top half-cube (-) and bottom half-cube (_).
  • Slopes (/ and ) (does not have collision detection ATM).
  • C means not complete.
  • F means level end.
  • Space means air block.

Screenshots

asciijump3ds2.png asciijump3ds3.png

Known issues

The music is not working yet.

External links

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