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一分钟完成验证Delve: an endless room-to-room action roguelike for the Nintendo DS. Isometric 3D rooms, pixel-art sprites, four areas with bosses, boons and permanent upgrades. Built with BlocksDS and Nitro Engine. MIT.
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取自仓库 README
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查看完整 README ↗An endless descent. A room-to-room action roguelike for the Nintendo DS.
Fight through isometric dungeon rooms, pick one of three boons after every fight, choose your next door by the reward it shows, and go as deep as you can. When you fall, the gold you found buys permanent upgrades at the camp, and the descent starts again.
Website: eightyfour.ca/delve · Download: Releases
| The camp | The Dungeon | The Crystal Caverns | The Magma Lord |
You need a way to run homebrew: a DS flashcart, a DSi or 3DS with TWiLight Menu++, or an emulator such as melonDS.
delve-v<version>.nds from the
releases.Delve saves through DLDI, the standard homebrew storage interface. The ROM
carries a blank DLDI stub, and nearly every loader patches its own driver
in when it starts a game. If yours does not, build with make dldipatch
(it patches in the R4 driver) or patch the ROM with your cart's driver.
Saves (delve-1.sav to delve-3.sav, one per slot) go next to the ROM when
the loader says where it is, otherwise into /saves/, otherwise the card's
root. Without a usable card the game still runs, without saving.
Delve has been tested in melonDS and on a Nintendo 3DS with TWiLight Menu++.
| Action | Default | Left-handed |
|---|---|---|
| Move | D-pad | A B X Y |
| Sword | A | Left |
| Dash | B | Down |
| Dagger | Y | Right |
| Blast (when charged) | X | Up |
| Camera zoom | SELECT | SELECT |
| Pause | START (or close the lid) | START |
Menus work with the D-pad and A/B, or by touch.
Delve builds with BlocksDS and Nitro Engine, installed through Wonderful Toolchain (BlocksDS's setup guide covers the details):
# Wonderful Toolchain
curl -fsSLO https://wonderful.asie.pl/bootstrap/wf-bootstrap-x86_64.tar.gz
sudo mkdir -p /opt/wonderful && sudo chown -R "$USER" /opt/wonderful
tar -xzf wf-bootstrap-x86_64.tar.gz -C /opt/wonderful/
export PATH=/opt/wonderful/bin:$PATH
wf-pacman -Syu --noconfirm wf-tools
# BlocksDS and Nitro Engine
wf-config repo enable blocksds
wf-pacman -Syu --noconfirm
wf-pacman -S --noconfirm blocksds-toolchain blocksds-nitroengine
sudo ln -sfn /opt/wonderful/thirdparty/blocksds /opt/blocksds
The Makefile looks for BLOCKSDS=/opt/blocksds/core,
BLOCKSDSEXT=/opt/blocksds/external and WONDERFUL_TOOLCHAIN=/opt/wonderful;
set them in the environment if yours are elsewhere. Then:
| Command | Builds |
|---|---|
make | delve.nds, the everyday build |
make debug | delve-debug.nds, with debug cheats and performance meters |
make release | delve-v<version>.nds: runs the tests first, warnings are errors |
make test | Runs the unit tests on your computer (only needs gcc) |
make dldipatch | Patches the ROM with the R4 DLDI driver |
make clean | Removes all build output |
The version is kept in one place, the VERSION file.
Debug build. Hold L and press R to clear the room, hold R and press L to leave through a door, hold L and press X to fill the blast meter. A meter at the bottom of the top screen shows CPU time and polygon count per frame. Hold L + SELECT and press START to test the crash screen, which every build includes: it reports the CPU registers and the build's commit.
Assets. The art in gfx/ and the audio in audio/ are generated and
committed, so building needs nothing more. To regenerate them from the
originals in art/third_party/, run the scripts in tools/ with Python 3
(the art scripts need Pillow):
import_art.py, make_art.py, import_music.py and make_audio.py.
source/ the game (C11)
states/ title, menus, the run, the summary, the Easter egg
tests/ unit tests for the platform-independent modules
gfx/, audio/ generated art and sound, converted at build time
art/third_party/ the original CC0 and public-domain art and music
tools/ the asset scripts
The gameplay modules (rooms, generation, combat, difficulty, saves) are plain C with no DS dependencies, so the tests run them on your computer. Rendering and input live in their own modules on top. Gameplay maths is fixed point, and every pool is static: nothing is allocated while the game runs.
Delve is by Michal Pandyra, with code written with the help of Claude (Anthropic).
CREDITS.md has the details and LICENSES.md every source and licence.
Delve's code, and the art and sound its own tools generate, are released under the MIT licence. The third-party art and music keep their own licences (CC0 or public domain), listed in LICENSES.md.