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3dSen VR - 3D NES Emulator For Virtual Reality

Breathing new life into classic NES games by magically converting it into 3D and letting you play in VR · By geod

3DNes Comprehensive Feature Request List Sticky

A topic by thecarterlilleyproject created Jul 04, 2016 Views: 4,332 Replies: 65
Viewing posts 21 to 34 of 34 · Previous page · First page
(7 edits)

Suggestions / Bug List for Future Reference:

Hotkey Suggestions

Missing and Mangled Characters (Shadowgate) / Mass Shape Selection

Sprite Grouping / Delete Key Function

ZOffset

Game Genie Support? / Save States

Missing Walls and Floors Bug (Blaster Master)

Masking Sprites in Certain Instances. Is it Possible?

Disappearing Sprites/Layers (Double Dragon II)


Suggested Mapper Addons:

- Mapper 232 for Codemaster Games like Quattro Adventure and Adventures of Dizzy

- Mapper 8 for A Boy and His Blob

You had mentioned that it would be easier for people to keep track of suggestions in this thread, so I put links to all of our discussions here.

If you accidently set something to zero, use the Nav buttons to get back to the sprite since you can no longer click on it. I've had it happen quite a few times, so I know how frustrating it is.

That's awesome to know. Thanks! I've done it 3 times and just thought they were gone forever and you had to start over.

I think you can still select it, you will notice the change in parameters, nothing will be displayed though.

You're right. You can still select it by clicking, but I find it easier using the nav buttons. It can be difficult to select the missing sprite if there's another sprite right behind it. At least I had that problem with River City Ransom a few times.

Yeah. Until you've been using it about 25 hours and really start getting the trick to it, it's hard selecting very visible pieces. I've put at least 25 hours into working on the emulator so far and i still find myself clicking 15 times to select a specific piece if it's smaller and surrounded by larger pieces.

I can't even really explain why I'm much better at that now. You just get a feel for exactly where the emulator wants you to click to highlight a specific piece based off of what angle you're looking at it from. It's definately much easier to use Cherkov's navigation method.

(4 edits)

Please could you remove the requirement to hold Ctrl for hotkeys and add more shortcuts for so editing features can be done more quickly with keyboard (for edit action) and mouse (for selection, and camera movement)? Suggestion:

  • View
    • P - perspective view
    • O - orthogonal view
  • Layers
    • B - background layer
    • N - foreground layer (near)
    • M - mid-ground layer (new)
    • - and =/+ - move forward/backward between layers (if more than 3)
  • Sprite patterns
    • X/1 - Unknown (Extrude)
    • C/2 - Cube
    • F/3 - Full Cube
    • V/4 - Vertical Cylinder
    • H/5 - Horzontal Cylinder
    • S/6 - Sphere (new)
    • G & arrow key (or cycle)/7-0 - slope directions (gradient)
  • Other
    • arrow keys - Navigate tiles (new, not cycling by line)
    • A - Adjust (Apply)
    • R - Delete (Reset)
    • Del - Reset All (with prompt, new)
    • T - transparent colour picker (new)
    • Z - type Z-scale (only accept numeric characters)
      • [ and ] - change z-scale (normal press = 1, Ctrl+Press = 0.5, Shift + Press = 0.25)
    • D - type depth (only accept numeric characters)
      • < and > - change depth (modifiers as above)
    • W/E - next frame, jump 3 frames
    • Q - clear selection (no translucency without switching tabs)

Hope you like it!

Looking forward to the next version.

I might be covering a few already mentioned but these are things that would get my 3Derizing more games.

+ Object voxel painting. Voxel per voxel manual painting for objects with weird shapes or suggested foreground parts of sprites so we can make it stand out and paint behind it where it covers up supposed parts of the sprite that could otherwise not be seen.
+ Sprite/Object recoloring and replacing for fancy full color repaints. (Though palette changes might cause a bit of trouble)
+ Precise Z location placing (I figure that would happen soon anyway)
+ Smart Z location movement based on position of sprites under it. (rarely needed but might be helpful in odd games)
+ Camera scripting.
For things like placing the camera behind the player sprite, attempted third person views, camera tilting based on button presses or sprite/object location. Maybe even zooming or other functions based on memory values like used in cheat codes
+ Object naming, listing in an easy to edit text window. Also a notes and comments section.

Maybe some aren't all that needed up but I'd overall just like more control over things and quick ways to edit and document things for handing over 3dns file projects others and more difficult games.
Plus some extra features just to further enhance things would always be great.

I'd just like to see save states at this point. Until that happens, nothing else really else matters. I've still got a ton of free time at the moment to work on these games, but haven't even used this for over 2 weeks now because of no save states.

- Save states(which would increase community participation)

- Higher emulation compatibility(there's a bunch of games that 3dnes still can't emulate)

(1 edit)

- Save state will be added in the next release.

- Rom compatibility will be enhanced after the rework of 3dification framework

Being able to give different settings to objects that are the same, like giving 2 different settings to two goombas in SMB3.

How would the emulator know what pattern to use?

You just started to analyze 3dification in depth :P

What do you mean?

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the new first view person feature is pretty cool, but for now not very useful. A fantastic thing thing to add would be the ability to tether the camera to a sprite/object. just find the coordinates to any given sprite/object, and in real time match the coordinates of the camera to the given sprite/object. Also allow the ability to make any sprite/object transparent in first person, as they could get in the way of the camera in some games.

also, the ability to make all sprites/objects render sideways for top down games ( ie. Legend of zelda) would also be a nice addition as well ( assuming that it would be easy to change the formula for making games 3d.)

What's the difference between your suggestion and current implementation?

Is there any way you could add a way to get a hi def screen shot?

You can use the screen capture feature of OS.

Hello to all of you,

The newest version 1.4 has a lot of new editing features, could you have a look and give me feedbacks?

Thank you.

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I'm still focusing on improving the editing feature for the next release.

I know this might be a pipe dream (or very least a long ways away) but it would be amazing if there was a mode where you could editing objects by selecting individual pixels (as many as needed). Theory being, we could have finer control over sprites. Example, a building sprite object has a triangle roof and a portion of the blue sky is part of the object. You could select the blue pixels to "delete" them from the object, giving you just the house.

No, not "delete" but separate it into two sub shapes :). This had been added in my task list. 

Exactly! And...you rock. Thanks. It's so fun to mess with this. 

(+1)

Another thing that would be awesome would be another checkbox  (similar to the one that disables the black outline on some objects such as in Mario) to disable transparency for that object.  For example, in towns the "ground" being black and thus transparent causes you to see the other objects that may protrude backwards due to their size. There are also sprites that should be see through that are due to black being transparent. 

Save states are important.

The answer is probably no, but is it possible to make games display the levels beyond the limits of the original screen? For example, in VR, you could see Zelda screens to the top, bottom, left, and right that you normally couldn't see in the original game. In Super Mario Bros, you could look to the right and see up coming parts of the level.

Viewing posts 21 to 34 of 34 · Previous page · First page