waternet_embedded


Project maintained by joyrider3774 Hosted on GitHub Pages — Theme by mattgraham

Waternet Embedded Version

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Waternet is a multiplatform puzzle game written for old consoles and handhelds like Game Boy (Color), Game Gear, Master System, Analogue Pocket and Mega Duck. This version runs on the small handhelds listed below and on Windows.

Screenshots

The browser build, at twice the game’s own 128x128:

Title screen In game
Waternet title screen Waternet in game

Devices

Every release has a build for every device. releases/ is where a build of your own puts them, it is not part of the repository:

Device File How to install
ESPboy ESPboy_Waternet.bin flash it, the board is a LOLIN(WEMOS) D1 mini
Gamebuino META GamebuinoMeta_Waternet.bin copy it into a folder on the SD card, the .hex is for flashing it directly
Adafruit PyBadge PyBadge_Waternet.uf2 double press reset and copy it onto the drive that appears
Adafruit PyGamer PyGamer_Waternet.uf2 same as the PyBadge
Pimoroni PicoSystem PicoSystem_Waternet.uf2 hold X while switching on and copy it onto the drive that appears
Pimoroni Explorer Explorer_Waternet.uf2 hold BOOT while pressing RESET and copy it onto the drive that appears
Pimoroni Tufty 2350 Tufty_Waternet.uf2 hold HOME while pressing RESET and copy it onto the drive that appears
TinyCircuits Thumby Color ThumbyColor_Waternet.uf2 put it into bootloader mode and copy it onto the RPI-RP2 drive that appears
Playdate Playdate_Waternet.pdx.zip unzip it and sideload Waternet.pdx, the same pdx runs in the Playdate simulator
Libretro / RetroArch Libretro_Waternet.zip copy waternet_libretro.dll into RetroArch’s cores folder and waternet_libretro.info into its info folder, then Load Core and Start Core
Game Boy Advance GBA_Waternet.gba put it on a flash cart or open it in an emulator, the progress is saved in the cartridge’s SRAM
Nintendo DS NDS_Waternet.nds put it on a flash card or open it in an emulator, the progress is saved next to it in Waternet.sav
Nintendo 3DS 3DS_Waternet.3dsx copy it into /3ds/ on the SD card and start it from the Homebrew Launcher, or open it in an emulator, the progress is saved in sdmc:/3ds/Waternet/
Nintendo 64 N64_Waternet.z64 put it on a flash cart or open it in an emulator, the progress is saved in the cartridge EEPROM
PlayStation PSX_Waternet.exe open it in an emulator or send it to a console that runs unsigned code, the progress is not saved yet
PlayStation Portable PSP_Waternet.PBP rename it to EBOOT.PBP and put it in ms0:/PSP/GAME/Waternet/ on the memory stick, or open it in PPSSPP
PlayStation Vita Vita_Waternet.vpk install it with VitaShell on a Vita with homebrew enabled, or open it in Vita3K
Windows Windows_Waternet.exe runs on its own, the progress is saved next to it in Waternet.sav
MS-DOS DOS_Waternet.zip unzip WATERNET.EXE onto a DOS machine or into DOSBox and run it, the progress is saved next to it in WATERNET.SAV
Browser Web_Waternet.zip upload it to an itch.io HTML project, or unzip it and open index.html from a web server, the progress is saved in the browser

python tools/build_releases.py builds all of them, python tools/convert_skins.py turns the images in assets/skins into the headers the game includes. The Playdate build also needs the Playdate SDK, see platforms/playdate/CMakeLists.txt, the libretro core libretro-common, see platforms/libretro/CMakeLists.txt, the Game Boy Advance build devkitARM and libgba, see platforms/gba/CMakeLists.txt, the Nintendo DS build devkitARM, libnds and calico, see platforms/nds/CMakeLists.txt, the Nintendo 3DS build devkitARM and libctru, see platforms/3ds/CMakeLists.txt, the PlayStation build PSn00bSDK, see platforms/psx/CMakeLists.txt, the Nintendo 64 build the mips64-elf toolchain and libdragon, see platforms/n64/CMakeLists.txt, the PSP build the pspdev toolchain, see platforms/psp/CMakeLists.txt (pspdev has no Windows build, so on Windows it is built from WSL), and the Vita build VitaSDK, see platforms/vita/CMakeLists.txt, the browser build Emscripten, see platforms/web/CMakeLists.txt, and the MS-DOS build DJGPP, see platforms/dos/CMakeLists.txt.

Buttons

The game’s buttons on every device:

Device D-pad A B
ESPboy d-pad ACT ESC
Gamebuino META d-pad A B
Adafruit PyBadge d-pad A B
Adafruit PyGamer joystick A B
Pimoroni PicoSystem d-pad A B
Pimoroni Explorer A up, C down, B left, Y right X Z
Pimoroni Tufty 2350 UP up, DOWN down, A left, C right B HOME
TinyCircuits Thumby Color d-pad A B
Playdate d-pad A B
Libretro d-pad A B
Game Boy Advance d-pad A B
Nintendo DS d-pad A B
Nintendo 3DS d-pad or circle pad A B
Nintendo 64 d-pad A B
PlayStation d-pad Cross Circle
PlayStation Portable d-pad or the analog stick Cross Circle
PlayStation Vita d-pad or the left stick Cross Circle
Windows arrow keys X C
MS-DOS arrow keys X C
Browser arrow keys X C

On the Tufty 2350 a tap of HOME is B when it is let go. It has no speaker, the game is silent there. Holding RESET until the rear LEDs are dark puts it to sleep, a front button wakes it up again, with UP and DOWN held as well it goes into shipping mode instead.

The Thumby Color’s display is 128x128, the game’s own size, so it is shown 1:1 over the whole screen. That build has not been tried on the device itself yet.

The Playdate shows the black & white skin, scaled up in the middle of its display.

The Game Boy Advance shows the game scaled to 160x160 in the middle of its screen, with black bars at the sides.

On the Nintendo DS the game is scaled to 192x192 in the middle of the top screen, with black bars at the sides, and the bottom screen stays dark. What the game saves goes into Waternet.sav on the card it was started from, so a card that libfat can not write to (or an emulator without one) plays the game but forgets it afterwards. Its tones are square waves played as a sample: the DS’s own tone channels count their frequency in a 16 bit timer and can not go below about 256 Hz.

On the Nintendo 3DS the game is scaled to 240x240 in the middle of the top screen, with black bars at the sides, and the bottom screen stays dark. What the game saves goes into sdmc:/3ds/Waternet/Waternet.sav. Its tones play through the console’s DSP when the DSP firmware has been dumped to the SD card (sdmc:/3ds/dspfirm.cdc), and through CSND when it has not: on hardware either one plays, in an emulator only the DSP one does.

On MS-DOS the game runs in VGA mode X, 320x240 in 256 colours, blown up to 240x240 in the middle of the screen with black bars at the sides. That mode rather than the usual 320x200 one because its pixels are square, where 320x200 is stretched over the same screen and would show the game a fifth too tall. The 256 colours are set to the RGB332 cube, which is exactly what the game’s 8 bpp screen buffer holds, so a frame reaches the card without a colour being worked out. Its tones are a square wave on the PC speaker, the progress is saved next to the program in WATERNET.SAV, and Escape quits. The program is 32 bit and carries the CWSDPMI host inside it, so it needs nothing beside it on the disk.

In a browser the game is drawn into a canvas of its own 128x128 pixels, which the page stretches to whatever room it is given while keeping it square and keeping the pixels sharp. The progress is saved in the browser’s localStorage under the game’s name, so a private window plays it but forgets it afterwards. The zip holds index.html, index.js and index.wasm and is what an itch.io HTML project takes as it is.

On the Nintendo 64 the game is drawn into memory in the colours the RDP takes and the RDP shows it scaled to 240x240 in the middle of its 320x240 screen, with black bars at the sides. Its tones are a square wave written into the buffers the sound hardware plays from. The progress is saved in the cartridge EEPROM, which the ROM says it has, so a cartridge or an emulator without one plays the game but forgets it afterwards.

On the PlayStation the game is drawn into memory in the colours the GPU takes, handed to it as a texture and shown scaled to 240x240 in the middle of its 320x240 screen, with black bars at the sides. Its tones are a square wave the SPU plays from a single looping block. The memory card is not written yet, so what the game saves is gone when the console is switched off.

On the PlayStation Portable the game is doubled to 256x256 in the middle of the display, and the high scores are saved next to the EBOOT.PBP in Waternet.sav.

On the PlayStation Vita the game is blown up four times to 512x512 in the middle of the display, and the high scores are saved in ux0:data/Waternet/Waternet.sav.

On the Gamebuino META holding HOME for a second goes back to its loader.

Game Features:

Playing the Game:

The aim of the game, in any game mode is always to connect all pipes so that water can flow through them from the water point source. How you can accomplish this depends on the game mode. The game has a help section in the main menu where you can always check up on the rules of each game mode. The game has 375 levels, spread over 3 game mode each with 5 difficulties, so thats 25 levels per difficulty / game mode. To top that off the game also provides a random difficulty which will generate never ending, random levels for the game mode you had chosen.

Game Modes

The Game has 3 game modes

Rotate Mode

You need to connect all the pipes so water flows through them, by pressing the A button on a pipe, to rotate the single pipe.

Slide Mode

You need to connect all the pipes so water flows through them, by pressing the A button on the arrows of a row or column. The row or column will move all pipes in the direction the arrow is pointing at.

Roslid Mode

You need to connect all the pipes so water flows through them, by pressing the A button on the arrows of a row or column. The row or column will move all pipes in the direction the arrow is pointing at. You can also press the A button on a pipe, to rotate the single pipe. This is a combination Rotate and Slide mode.

Controls

Button Action
Dpad Select menu’s, options or levels to play, in random mode left or right creates a new level. During gameplay move the selector tile around.
A Confirm in menu and level selector, rotate or slide action while playing, continue to the next level when a level is solved
B Back in menu and level selector. During gameplay pause the game (A resumes, B quits to the level selector). Hold it when a level is solved to see the solved level
(A) + Left + Down Show or hide the debug info

Credits

The Game Concept is based on net and netslide games from the simon tatham’s puzzle collections The viaduct skin is based on the “FP_Aquaeduct” skin from the gp2x colored version created by Fusion Power The sonic skin is based on the “FP_Brixx” skin from the gp2x colored version, which was a small tribute to Sonic 2 “Emerald Hill” Stage and also created by Fusion Power