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docs/README.md
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docs/README.md
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# Minicraft3DS
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3DS Homebrew port of Notch's ludum dare game "Minicraft"
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Current Version: Version 1.6.1
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----------
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**Download:**
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If you just want to download the game prebuilt check the releases tab in Github:
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https://github.com/ElijahZAwesome/Minicraft3DS/releases
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For building the game yourself look below.
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----------
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**Dependencies:**
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For building and installing the dependencies look below.
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ctrulib by smea: https://github.com/smealum/ctrulib
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citro3d by fincs: https://github.com/fincs/citro3d
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sf2dlib by xerpi: https://github.com/xerpi/sf2dlib
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sfillib by xerpi: https://github.com/xerpi/sfillib
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zlib: http://www.zlib.net/
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----------
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**Building:**
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**1. Install devkitARM by devkitPro**
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- On Windows download https://sourceforge.net/projects/devkitpro/files/Automated%20Installer/
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- And install atleast Minimal System and devkitARM
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- This includes make, ctrulib and citro3d
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**2. Install zlib, libjpeg-turbo and libpng**
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- Download 3DS-Portlibs: https://github.com/devkitPro/3ds_portlibs
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- Run these commands:
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```
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make zlib
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make install-zlib
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make libjpeg-turbo
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make libpng
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make install
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```
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**3. Install sf2dlib**
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- Download https://github.com/xerpi/sf2dlib
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- In the libsf2d directory run these commands:
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```
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make
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make install
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```
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**4. Install sfillib**
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- Download https://github.com/xerpi/sfillib
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- In the libsfil directory run these commands:
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```
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make
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make install
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```
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**5. You can now build Minicraft3DS 3dsx, elf, cia, and 3ds files by running the build.bat file.**
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----------
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You can do anything with the source code (besides sell it) as long as you give proper credit to the right people.
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If you are going to make a mod of this version, be sure to give credit to Markus "Notch" Perrson because he did create the original game after all.
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# Misc
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This source code is subject to a lot of change for better optimization/cleanliness.
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Forum thread: https://gbatemp.net/threads/release-new-minicraft3ds-fork-v1-4.494947/
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@ -123,7 +123,7 @@ bool moveMob(Entity* e, int xa, int ya){
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}
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void hurtEntity(Entity *e, int damage, int dir, u32 hurtColor, Entity *damager){
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if (TESTGODMODE && e->type==ENTITY_PLAYER) return;
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if (shouldRenderDebug && e->type==ENTITY_PLAYER) return;
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if (e->hurtTime > 0) return;
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playSoundPositioned(snd_monsterHurt, e->level, e->x, e->y);
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@ -1425,7 +1425,7 @@ void damageAndBreakTile(s8 level, int xt, int yt, int damage, int maxDamage, int
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}
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void playerHurtTile(PlayerData *pd, int tile, s8 level, int xt, int yt, int damage, int dir){
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if(TESTGODMODE) damage = 99;
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if(shouldRenderDebug) damage = 99;
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if(UnderStrengthEffect) damage = damage + 4;
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//TODO: Most of this can be combined a lot
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@ -1441,7 +1441,7 @@ void playerHurtTile(PlayerData *pd, int tile, s8 level, int xt, int yt, int dama
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damageAndBreakTile(level, xt, yt, damage, 50, TILE_DIRT, 2, newItem(ITEM_STONE,1), rand()%4+1, newItem(ITEM_COAL,1), rand()%2);
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break;
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case TILE_HARDROCK:
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if((pd->activeItem->id != TOOL_PICKAXE || pd->activeItem->countLevel < 4) && !TESTGODMODE) damage = 0;
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if((pd->activeItem->id != TOOL_PICKAXE || pd->activeItem->countLevel < 4) && !shouldRenderDebug) damage = 0;
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damageAndBreakTile(level, xt, yt, damage, 200, TILE_DIRT, 2, newItem(ITEM_STONE,1), rand()%4+1, newItem(ITEM_COAL,1), rand()%2);
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break;
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case TILE_IRONORE:
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@ -161,7 +161,7 @@ void ingameMenuTick(PlayerData *pd, int menu) {
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}
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enterDungeon(pd);
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} else if(TESTGODMODE) {
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} else if(shouldRenderDebug) {
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enterDungeon(pd);
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}
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} else {
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@ -64,7 +64,7 @@ void playerInitInventory(PlayerData *pd) {
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addItemToInventory(newItem(ITEM_WORKBENCH,0), &(pd->inventory));
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addItemToInventory(newItem(ITEM_POWGLOVE,0), &(pd->inventory));
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if(TESTGODMODE) {
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if(shouldRenderDebug) {
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addItemToInventory(newItem(ITEM_GOLD_APPLE,1), &(pd->inventory));
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addItemToInventory(newItem(ITEM_STRENGTH_POTION,1), &(pd->inventory));
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addItemToInventory(newItem(ITEM_REGEN_POTION,1), &(pd->inventory));
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@ -471,7 +471,7 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
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//attacking
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if(pd->inputs.k_attack.clicked){
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if (pd->entity.p.stamina != 0) {
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if(!TESTGODMODE) pd->entity.p.stamina--;
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if(!shouldRenderDebug) pd->entity.p.stamina--;
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pd->entity.p.staminaRecharge = 0;
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playerAttack(pd);
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@ -487,7 +487,7 @@ void tickPlayer(PlayerData *pd, bool inmenu) {
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//swimming stamina and drowning
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if (swimming && pd->entity.p.swimTimer % 60 == 0) {
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if (pd->entity.p.stamina > 0) {
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if(!TESTGODMODE) --pd->entity.p.stamina;
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if(!shouldRenderDebug) --pd->entity.p.stamina;
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} else {
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hurtEntity(&(pd->entity), 1, -1, 0xFFAF00FF, NULL);
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}
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@ -518,7 +518,7 @@ void playerSetActiveItem(PlayerData *pd, Item *item) {
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}
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bool playerUseEnergy(PlayerData *pd, int amount) {
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if(TESTGODMODE) return true;
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if(shouldRenderDebug) return true;
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if(amount > pd->entity.p.stamina) return false;
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pd->entity.p.stamina -= amount;
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return true;
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