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Pandemonium

Story

A century of darkness smothers the land beneath the Demon King’s throne of gold, guarded by knights reduced to hollow armor. You are one of them, cursed into this form and forced to bend to the kings will. Pandemonium is a dark-fantasy action-adventure platformer.

Controls

Stick: Move

A button: Dodge

B button: Attack

C-Pad: Look

Start button: Pause Menu

Z trigger: Toggle z targetting

Hold Z trigger + left/right on Cpad: Change z target

2025 N64brew Game Jam - Pandemonium

  • December 1st - Feburary 1st
  • Theme Annonced on December 8th
  • Theme: Repair
  • We are going for a fully fleshed out boss battle. Aesthetic and mechanics of Elden Ring. Weaving in the theme of repair into the boss.

Features:

  • Souls-Like Boss AI with many different attacks and animations.
  • A character controller with many different animation states, with lock-on mechanism.
  • A weapon collision system that can use a mix of different types of colliders.
  • A real-time cinematic cutscene.
  • Another cutscene that plays as a video.
  • Uses 32 bit framebuffer for cleaner graphics.
  • A distance-based SFX system.
  • Weapon streaks & a few different feedback systems.
  • Dialog system.
  • Almost entirely 64x64 textures with vertex colors for higher res.
  • Assets & Music from scratch for the jam. (or heavily modified)
  • Scrolling textures on a skinned mesh.

Jam Gam Requirements (simplified version)

  • 1 project submission only
  • Must work on PAL/NTSC system. Optionally tested on emulator
  • Max 5 members to a team
  • Any N64 SDK is allowed (libultra/librdragon/etc)
  • Game source must be open source in perpetuity
  • Game code must mostly be from the team
  • Third party assets allowed but must provide credit
  • Must be playable, no visual or audio demos

Screenshots

screen shot 1

screen shot 1

screen shot 1

Build

  • Install libdragon (preview)
  • Install Tiny3D (main)
  • run make file

SummerCart64

Deploy to a SummerCart64 over USB using sc64deployer. Connect the cart in developer / USB upload mode so sc64deployer list succeeds.

Makefile (builds pandemonium.z64 first, then uploads):

  • make deploy — direct ROM upload to the cart (EEPROM4K save type; optional --save via env below).
  • make upload-sd — copy pandemonium.z64 to the microSD path Games/Homebrew/Pandemonium.z64 (override with SC64_SD_DEST).
  • make sc64-bootloader — run sc64deployer reset so the cart returns to normal bootloader / power-up behavior.

Scripts (same behavior; use --no-build if you already have pandemonium.z64):

  • ./scripts/deploy.sh — build + deploy, or ./scripts/deploy.sh --no-build
  • ./scripts/upload-sd.sh — build + SD copy, or ./scripts/upload-sd.sh --no-build
  • ./scripts/upload-sd.sh --reset-first — if the SD is locked by the N64, reset first then upload (also resets cart config)
  • ./scripts/sc64-bootloader.sh — reset only (equivalent to make sc64-bootloader)

Environment:

  • SC64_DEPLOYER — path to the sc64deployer binary, or to the extracted release folder containing it (otherwise sc64deployer on PATH).
  • SC64_SAVE — if set, passed to deploy as --save (preserve EEPROM across uploads), e.g. SC64_SAVE=./pandemonium.eep.
  • SC64_EXTRA_ARGS — extra deployer flags (space-separated), e.g. SC64_EXTRA_ARGS="--direct".
  • SC64_SD_DEST — destination path on SD for upload-sd (default: Games/Homebrew/Pandemonium.z64).

Creating a release (GitHub)

  • Bump version: update VERSION, commit, and push.
  • Build the versioned ROM:
    • make clean && make versioned
    • Produces: Pandemonium-$(cat VERSION).z64
  • Tag the release:
    • git tag -a "v$(cat VERSION)" -m "v$(cat VERSION)"
    • git push && git push --tags
  • Publish on GitHub: GitHub → ReleasesDraft a new release → select tag vX.Y.Z → attach Pandemonium-X.Y.Z.z64Publish release.

Team Members

BoxingBruin:

  • Github: BoxingBruin
  • Discord: BoxingBruin
  • Bluesky: boxingbruin.bsky.social

HelloNewman:

  • Github: HellooooNewman
  • Discord: HelloNewman

Licensing

  • Code is licensed under GPLv3. See LICENSE.
  • For all non-code assets, including images, music & 3D models. See LICENSE_ASSETS.

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