#Can we run Balatro on the Nintendo 3DS/Wii?
1 messages · Page 1 of 1 (latest)
you'd probably need to port it or make some sort of wrapper that runs LOVE2d, kinda like what supported consoles do
https://lovebrew.org/ ? would this work
Welcome to LÖVE Potion, a powerful tool for creating homebrew games and applications for the Nintendo 3DS, Nintendo Switch, and Nintendo Wii U using the LÖVE framework. LÖVE Potion currently supports LÖVE 12.0 and allows you to harness the flexibility and simplicity of LÖVE (LÖVE2D) to develop engaging and dynamic software for these platforms.
now im kinda curious about if this would work
Seems like Lovebrew as quite a few missing functions
love.graphics.setShader being one example that I think is used quite a bit haha
So on a technical level it might be possible, but there definitely are quite a few things missing from what I can tell which could end up causing the game to either not run as a whole, or with missing features (namely shaders for one)
you don't know if you don't try 
this seems interesting
Well that's what I did 😛
managed to get to a point where it output some errors on the 3ds at least
the annoying part is having to modify files, rebuild, put onto SD card, reboot 3ds, try out, repeat
I don't know what about that message is breaking rule 1 but sure
no lol
well in that case I guess this thread should be closed 
oh well 
(Though I have no idea what the dev's thoughts on a 3DS port would be in general - as in, if it's a different story with porting it to a actively maintaned console vs. an older one etc. etc.)
yea no I'm just saying be wary that this could be taking down by local thunk
yeah, it's like. the 3DS is dead from nintendo's point of view so it's more of a novelty than anything
Well I can say the progress bar is filling up on the top screen now but it then crashes into a cool stack dump
Somone was working on 3DS a while back
I was messing with Wii U personally but didn't really get anywhere
I can't even get this setup working in Citra
I have to run it on my 3ds haha
like, in Citra it doesnt even boot
would make this so much easier though
though I have to say... a 3ds port together with the mod to allow mobile-like dragging of cards could be neat
but it would also mean a rework of the ui so you can have non-interactable info at the top
like the chips and mult
and also the info about the current blind
Hey there
Not sure what you used several months ago for getting the main menu working but I've dabbled in it as well today with LovePotion
Had to comment a few things out (namely shaders) and adjust a few things (e.g. downscale the textures so they fit into 1024x format, plus for now just use the "standard" font the 3DS has)
and now i got to a point where it... just crashes the 3DS outright after the loading screen haha
Yeah it fails on my end after the "Loading localization" part
Also yeah, the performance is... oof haha
I also "got into the game"
(this video has been taken before the weird overlay was removed)
By what factor have you downscaled the textures
I think you ran out of VRAM
Oh hmm yeah the 3DS doesn't really have a lot hah
The problem is that all of the textures are cached during the loading of the game
I downscaled the textures by factor of 2 to get the game to boot
This fills a large portion of the VRAM
hmm downscaled them by a b it more now and its still crashing with the same error hah
O3DS: 6MB VRAM
N3DS: 10MB VRAM
That's weird I'd try GDB then.
gdb? 
Gnu Debugger you can install it by following instructions in the development section of LovePotion (by installing devkitPro)
Btw have you removed all of the unsupported calls like setNewFont
Yeah with those it showed the error on the top screen
As in, actual Love2D / game error, not the system crash
Btw have you removed the custom error handler?
Nope
It won't help you with system crash but the default error handler is better for debugging game crashes
I doubt that'd help me with the system crash right now heh
but yeah, I have console enabled so it waits for a remote connection anyway before it runs
So itd probably throw errors in the command prompt / python script now
error handler removed, still takes a long while on "Loading: localization" and after that goes black and runs into the system crash
I really don't know what causes the system crash it's hard to tell without stack trace
yea...
does feel like it's crashing in the localization section, so load_profile, set_render_settings, set_language or init_item_prototypes probably
Have you changed the resolution of the tiles in the tilesheets table
game.lua
It's where all of the textures are loaded
nope, not adjusted that yet
honestly, i dont think ill continue this experiment further haha - even if it would end up being rendered properly and whatnot, I feel the performance will be very lackluster and the only thing itd give is a "made it work" achievement 😛
Still I doubt that's it
And you would have to defeat the beast of getting the gameplay to render (that's where I'm stuck at. And you'd have to rewrite a pretty big part of the game to fix that crash)
at which point I think remaking the game from scratch would probably be easier lol
It might be
https://github.com/Rinnegatamante/lpp-3ds there's this as well but that'd require a lot of refactoring of the game code
but yeah, idk
If you do ever manage to get it working I'll tip my hat to you haha
This was a nice dabbling on the side experiment for me but I really need to focus on all my other projects 
I'll return to this project after graduation and after having confirmation of being accepted to uni
best of luck with graduation and uni! 😄
Thanks
for the crash handler see if you can put the steamodded one in there
I belive it should be reisliant enough to run without steamodded
if not let me know I have a version that for sure works without it but doesn't have all the features
might be nicer to have
I've got a modded n3ds laying around
If you need more testers
Alright boys balatro on psp

I also have a new 2ds xl if you need someone to test
i also have a new 2ds xl if you need someone to test
I also have a new 2ds xl if you need someone to test
Me 4
i wish there was any way i could be helpful aa
do you also have a new 2ds xl
i have a new 3ds xl
i also have nothing if you need nobody to test
I have a Wii U if you want to test
I have a Wii U if you want to test
I have a PSVita if you want to test
@topaz timber fancy meeting you here
ofc
I have a game boy colour if you want to test
I am so proud of this community
Wonder if I could get this running on my PSP?
With the PSP port of love2d
Been so long since I've compiled a homebrew application tho
I'm sure the dev is fine with homebrew ports as long as you have players provide their own copy of the game
I'd add to it that porting it for older consoles that are EOL is probably the only way as well
not any new ones yknow
You could work around by using asserts
Then again... Seeing as the game is on phones and Switch...
that pretty much takes care of new platforms I feel haha
And ppl have to grab their own Lua files from their own copy of the game
It's not hard since it's just as simple as using 7zip
It's sadly not a simple plug-and-play onto another console just by using the lua files the main game provides
Hmmm
Wonder if it be possible to create a patcher that modifies what needs to be modified to be moved to a homebrew port of it
Cause I get why the dev doesn't want different ports of the game
Which is how the game is developed
There's probably away to do it without ports turning into a copy-paste job of their game
I always like games running on different hardware as homebrew always interesting to push limits of old hardward
I feel like this could work
Just a matter of finding a way to require a copy of the game
And get the files urself
So it's not just a copy paste of the game to another platform
yeah its very cool
Just gonna drop this DS (not 3DS) concept art for balatro someone on tumblr made
Yeah you'd have to work with very low resolution images AND a far smaller screen size
I doubt the ds can handle balatro
Balatro maybe a simple game but it still has stuff that maybe too complicated for the ds without seriously downgrading the he game
oh yeah for sure, this is more for ideas in terms of ui
yeah
the main issue will likely be in how we'd then distribute it, because this would require a lot of patching
if it can get mods running, we could use that downscaler mod to make the resolution smaller?
potatatro is it
Potatro*
Depends on how things are done if it's lines of code probably make a python script that auto patches the Lua files from the base game
The downscaling of the sprites shouldn't be difficult either
Python script or just a git diff like it was made for the mobile dragging mod
Probably require someone to build it themselves
Like mario64 ports do with ROM requirements
Well yeah - they'd start with the base game files (extract the .exe), then apply the patch in that folder, then move those files into the folder, then build it some way
Then again, the LovePotion build for 3DS seems to be able to load the game files from a subfolder
mhm
Yeah just distributing patches would make sense
in the meantime im porting another love2d game (mari0, luckily it's opensource so no legal issues there) just to get a bit more practice of porting love2d games
I also have a new 2ds xl if you need someone to test
ngl at this point im wondering if it'd be easier to just make a whole 3ds fangame 😭
Well the c64 project of balatro just got DMCA'd
So I guess their stance on balatro ports is final even if it's an original homebrew port completely different from the official game
i think it was because that was too close to the original and playstack wasnt getting any money off of it
i feel as though this could very easily be solved by either never making it public or requiring the original game files to run
it was written in a different language
assembly i believe is what c64 uses?
that does not mean anything
if i remade balatro 1:1 in roblox would that get taken down?
probably
Pulling a nintendo does leave a sour taste in ppl's mouth's tho
considering it was a well made homebrew for hardware that old
damn, we cooked :(
I'd assume it's the publisher not wanting competition
And not a dev decision
Even tho it wasn't really competition
yea but. still
moreso they don't want people playing their game without paying
I have a wii u as well lmao 
That does exist
I have seen it survive for a few days now
yes that was why i was using it as an example
Ok
Get the game source code here and a tutorial on how to install:
https://github.com/Haynster/Balatro-DS-Port
someone made a ds thingy
Running it with my New 3DS, too bad there's no sound but it's playable.
Just don't press the Start button or it will crash.
Is it running in 3ds or nds mode?
Doesn't really do anything for a 3ds port if it runs in the nds sandbox
MicroLua has a version for 3DS, but since it's still an .nds file, i'm launching it from Twilight Menu++
Thing is there's a native port of the engine that runs balatro for the 3ds
This seems like a ground up recreation
Similar to the c64 version
Right now looks like the current goal is running the actual game on the 3ds
In some way that requires you to get the assets from a copy of the game you own
So it can coexist with the actual game and not get DMCA'd for being a carbon copy
yeah that's the goal
Do mods run on switch? I can't find any threads about it
No
that rule doesn't really apply anymore tho iirc
the rules are pretty outdated
from my understanding the rule is to not directly share the source code of the game
If you needed the original game to compile this version instead of it being directly shared I think it would be fine
Hey y’all, is this still a project being worked on? I was literally thinking of this today.
More specifically, trying to run the base game on 3ds. Not this port.