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FaintRedux PSP

From GameBrew
Revision as of 06:45, 25 Haziran 2024 by HydeWing (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
faintRedux
Faintredux.png
General
AuthorTeam Meow (Slippy)
TypeRole Playing
Versionrev d
LicenseMixed
Last Updated2009/06/18
Links
RevC Download
Website

faintRedux is a Bomberman-inspired MMORPG made by Slippy. In addition to being online, the homebrew also has a point and level system, hence it is designated as a MMORPG.

It was submitted to PSP-Hacks' Homebrew Idol 2.

Note: The link is for RevC only (latest release is RevD).

User guide

How to play

Basics:

  • To play, you are required to connect to the dedicated faintRedux server (jj-serv), where you can face up to 8 players on a map.
  • Also, the maps are editable and extensible for 3D modeling enthusiasts.

Leveling:

  • Every kill is +4 to your experience points.
  • Every death is a -1 to your experience points.
  • 100 Experience points = 1 Level.

Dimensions/Maps:

  • There is 8 players max per map, so after a map gets filled, a new dimension is created to hold new set.
  • To switch dimensions, one needs to enter and leave a map.
  • To get to the lobby, walk south in the Jungle to a little entrance.

Server Setup

Port # is 10101. It can be changed by hex editing the first word in server.dat.

Folder structure is as follows (all can be found within the bundle).

/map/*.esm
server.dat
Server.exe

Controls

Menu:

D-Pad/Analog - Move cursor

Cross/Start - Select

Circle - Go back, Cancel

In game:

D-Pad/Analog - Move character

Select - Bring up OSK

Start - Bring up quit menu

Cross - Plant bomb

Screenshots

faintredux2.png

faintredux3.png

faintredux4.png

faintredux5.png

faintredux6.png

faintredux7.png

Changlog

Revision D

  • (21) Resolve the teleportTo and moveTo issue (moveTo = use prediction, teleportTo = don't use prediction; fixed).
  • (36) Fix awkward camera position. (Not really fixed, just got used to it).
  • (37) Fix zbuffer ranging to reduce zbuffer-overlapping polygons.
  • (44) Implement Dan's OSK for the people that want it.
  • (51) Don't discard user IDs in the chat module.
  • (54) Add setPos server command (only affects relogin location).
  • (56) Send version # on register.
  • (58) Fix bug where on other's PSPs, the death animation is looped instead of played once.
  • (59) Fix bottom "hint" bar whose smoothing was turned off by accident.
  • (60) Fix DH logo whose smoothing was turned off by accident.
  • (61) Fix lag (Changed how the item manager transmission worked).
  • (63) Fix vsync issue where the map draw flickers and the black background can be seen.
  • (64) Fix issue where players can't see their own level (always says 0) but others can.
  • (65) Fix annoying chat scrolling bug.
  • (66) Fix collision around bridge in map #1.

Revision C

  • (0) Tag (EBOOT images).
  • (3) Add bombom planting (Lobby = no bombom planting) (requires #33).
  • (11) Add temporary time out to prevent users from clicking [Submit] in the menu like mad.
  • (17) Add collision map loading server side.
  • (20) Add time indep. movement by getting the ticks in the game_think function.
  • (24) Add colors to chat text to denote when server speaks, you speak, and others speak (changed of mind, not going to implement this).
  • (28) Add player dying.
  • (29) Add background to help tint areas around text to be easier to read.
  • (32) Add player radius check in collision detection, instead of just the center.
  • (33) Add place item packet.
  • (34) Remove the player misalign hack.
  • (35) Add player respawn time out and selection (requires #17).
  • (41) Add ?, /, ‘, :, and a bunch of other missing ASCII keys to the OSK; Note: |~[]{} are not on OSK cause they’re game-reserved keys.
  • (42) Promote chat messages to TPC-over-UDP (some may notice that some messages get lost; this is due to send mode that was being used for chats).
  • (43) Implement sgl_splitSprite() for drawing large textures as split chunks (speed boost).
  • (46) Fix issue where, a player goes to another map, their X/Z coords are changed to match the ‘door’ of the new map, yet this change is visible for a few seconds on the old map.
  • (47) Phase out “POLL_EVENT” packet, and replace it with anti-cheat server-side version.
  • (49) Read events from the ESM map and not hard coded into the server.
  • (53) Add setExp server command.

External links

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