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ASCIIJump 3DS

From GameBrew
Revision as of 13:35, 13 September 2021 by HydeWing (talk | contribs)

Template:Infobox-3DS-Homebrews

ASCIIJump

A clone of Geometry Dash in plain text. This is the 3DS version.

Screenshots

asciijump-01.png asciijump-02.png

Features

  • Beautiful main menu
  • Coming soon message for unmade levels, not just junk
  • R & L buttons work on the menu as well as Circle-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
  • 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
  • Percentage scores (they do not save to the scores file, though)
  • New: Cube customization
  • Press Y to access the menu
  • The icon previews look disgusting right now, but don't worry, the real ones are better!
  • You can't save the cube you have, so you have to change it each play

Non-features

  • Music (the code is not working)
  • Saving high scores or cube
  • Practice mode
  • Different play modes (ship, UFO, ball)
  • Importing custom levels (soon)
  • Cool death, high score, and finish screens

Setup

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:

  • Main folder for ASCIIJump
  • ASCIIJump3DS.<3dsx/elf/cia>
  • (ASCIIJump3DS.smdh)
  • data/
  • scores.txt
  • cube.txt
  • (background-loop.bin)
  • (level<x>.bin)

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