How exfabian/deltadojo-3ds works
DeltaDojo 3DS is an incomplete Nintendo 3DS port of DELTARUNE’s battle system. The principal workflow is the game loop: read player input, coordinate battle choices and turns, update the party and enemy, then render battle state across the two screens. The bullet controller and heart implement the dodge arena, while shared utilities provide collision and drawing helpers. The excerpts show only part of the loop, so links to unsampled input and combat interactions are omitted rather than inferred.
Main entry points: main.cpp Battle loop · BulletController.cpp Bullet controller · utils.cpp Game utilities · PartyMember.cpp Party actions
Components 10
Game runtime
- Battle loop
source/main.cpp - Game utilities
source/utils.cpp
Combatants
- Party actions
source/PartyMember.cpp - Test enemy
source/MonsterParent.cpp
Dodge arena
- Heart movement
source/Heart.cpp - Bullet controller
source/BulletController.cpp - Bullet behavior
source/BulletController.cpp
Presentation
- Sprite assets
romfs/gfx - Battle font
romfs/big-shot.bcfnt
Other components
- Player
Connections 9
- Player → Battle loop: provides input
source/main.cpp - Battle loop → Party actions: creates, updates
source/main.cpp - Battle loop → Test enemy: creates, updates
source/main.cpp - Battle loop → Heart movement: creates, draws
source/main.cpp - Battle loop → Bullet controller: creates, draws
source/main.cpp - Bullet controller → Bullet behavior: creates, moves, draws
source/BulletController.cpp - Bullet controller → Game utilities: uses collision helpers
source/BulletController.cpp - Battle loop → Sprite assets: loads graphics
source/main.cpp - Battle loop → Battle font: loads font
source/main.cpp