How to play custom wads with DsDoom

Since there is no explicit tutorial and the topic is interesting and quite requested, I decided to make one myself.

1) First of all the wads/megawads must be vanilla/Boom/PrBoom compatible, the older ones are ideal and rarely crash (Memento Mori, Alien Vendetta, Scythe, Community Chest etc.), the most recent ones often give problems. The .pk3 files, typical of ZDoom/GZDoom, are not PrBoom/DsDoom compatible.

2) I recommend to insert the wads in a proper folder in the root of the micro SD, for reasons of order (a folder for mods/deh files, one for wads/deh files, one for bgms, etc.).

3) The first method consists in editing the PrBoom.cfg file (with DSOrganize or another DS file manager) by adding the line 'dir/name.wad' in quotes after wadfile_1, where dir is the folder containing the wads, and the same must be done for any .deh files, if required. (maximum 2 wads and 2 deh). Gameplay mods, total conversions and music wads can also be used (those only if in .mus format, created with midi2mus tool).

4) The second method consists in using HBMenu and creating a file.txt (which will eventually be renamed file.argv) to be edited as follows: 'DsDoom.nds -file dir/name.wad'. Then start HBmenu and select that .argv file, and remember to select the right Iwad to match the custom wad in the DsDoom menu (often it is Doom 2).

P.S. Remember that some wads, despite being PrBoom compatible (like older versions of Freedoom) often crash/freeze when saving. The only way I know of continuing to the next map is by using HBMenu and adding the command line '-warp m' inside the .argv file, where m is the desired map number.

Greetings to all old and new video game fanatics/maniacs around the world. Resign yourself, this is a (pleasant) illness for which (fortunately) there is no cure. And forgive my bad english.
 

Nikokaro

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this had better work with PrBoom 3DS

it didn't work with PrBoom 3DS
What you wrote is incomprehensible to me. In any case it is obvious that my guide is mainly aimed at DS phat/lite/DSi/xl, not at 3DS, as this is the DS section.
 

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I made a little tutorial two years ago about the second method, i put the link here to centralize all the infos on this thread, thanks for creating this thread @Nikokaro ;)

https://gbatemp.net/threads/dsdoom-svn.364770/page-4#post-8372959
Hello and thank you for reading my humble guide.
I am pleased to note that you have already written on the subject, and even in more detail than I have.
I wanted to make a synthesis on the topic. In this regard the ancient Romans said 'repetita iuvant'.
In passing I want clarify only a few things;

a) It is not necessary to specify the Iwad in the .argv file since it must still be selected in the DsDoom menu (Doom, Doom2, TNT, Plutonia);

b) As a matter of order I suggest to divide the wads into folders, then to be specified in the command line in the .argv file;

c) Using the '-save name' command, to create a specific save folder, does not seem to work in my case. My saves always result in Prbmsav0.dsg (Prbmsav1.dsg etc.).

I conclude with a special thanks to Kippykip for this wonderful PrBoom port on DS, and for the even more incredible one on GBA.
 
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DSDoom with user wads/deh/TC on DSi/DSi XL

For those interested in the subject, it is possible to play with DSDoom from camera-slot with only Memory Pit and TWLMenu ++, but you need to use this specific version: https://github.com/RocketRobz/dsdoom/releases

Below I will provide some short, quick, but hinted, instructions on how to use wads/megawads/TotalConversions on DSi.

This version has the following features:

a) There is no background music;
b) To play TNT, Plutonia and other custom wads it is necessary to create an .argv file containing the necessary instructions, to be launched via HBMenu;
c) It is possible to move the character with the stylus, unlike the newer version (DSDoom SVN).

Assuming that Doom/Doom2 are present in the SD root, and the wads (and any .deh file) in the "user" folder (e.g. Loki, Freedoom2), the .argv file must be edited as follows (via DSOrganize or other file manager):

"DSDoom.nds -Iwad Doom.wad -file user/Loki.wad -deh user/Loki.deh"

"DSDoom.nds -Iwad Doom2.wad -file user/Freedoom2.wad".

After that, it must be launched in TWLMenu ++, first selecting HBMenu, and then .argv file.
I have tested with this method Freedoom1/2, Community Chest1/2, Hacx, Memento Mori1/2, and they work perfectly.

As for the save problem, that is the random crash that happened even in the most recent SVN version for DS, much to my surprise and disappointment, the exact same thing happens here too.

I originally assumed that the more RAM available on the DSi could solve the problem, but I was wrong(!).
Whether you save to a new slot or overwrite the old one, from the second time the game crashes with "guru meditation" error.
If someone could give me the explanation, I would be happy.

Again, as on DS, the only way to proceed in the game, unluckily, is to use a "-warp" option inside the .argv file, specifying episode and map to start with.

P.S. DSOrganize works much slower from camera-slot than from flashcart, both when starting and editing/saving a file; so be patient.
 

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As time goes by, and as I gain more experience, I can say that with DSDoom any wad, even the simplest and PrBoom compatible ones, will crash at some point, either in later maps or while saving. And this happens even, to my initial surprise, from SD-slot of a DSi.
It seems that the more RAM available makes no difference, perhaps because DSDoom has not been modified to take advantage of this feature. Very bad!
The good news is that I have found that wads created with Slige (an old tool for creating random maps/ episodes/magawads) work great and don't give any problems. So far I have finished only one megawad, which up to the end worked perfectly. Others I have played briefly, a few maps, and they all seem ok. They are all vanilla wads compatible even with the DOS version of Doom 2, but that is not to say they are mediocre: in the past Slige was famous for creating excellent maps; various, articulated and fun.
In contrast, the wads created with Oblige or ObHack give some problems: the ones I tried never crashed but have missing textures and elements, as well as various graphic glitches.
Here you can find a daily megawad for Doom 2, created automatically with Slige. Unfortunately, every day the new one overwrites the old one, otherwise there would already be thousands of them, since it has been active daily for 20 years now:
https://soulsphere.org/hacks/slige/
 
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Hey sorry to necro this post.
I finally got Sigil to run but as for the soundtrack (the midi tracks, not the SHREDS.wad as that's too heavy) I can't get them to play at all. Should i convert the .mid files?
 

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Hey sorry to necro this post.
I finally got Sigil to run but as for the soundtrack (the midi tracks, not the SHREDS.wad as that's too heavy) I can't get them to play at all. Should i convert the .mid files?
Hello. You have to convert the BGM files inside the wad from .mid to .mus format: with Slade it's super easy, and you'll see that then they will work. 😉
 

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You may have noticed that with DSDoom the music, when it works, is generally awful: instead, tracks converted from mid to mus are ................................ even worse. :rofl2:
I noticed, it's like the melody is fused to itself, doesn't flow well.
(sorry if this is a little unrelated) Also, i can't get dsDoom64 to run properly. i keep getting W_GetNumForName: LOADING not found!. i used the wadgen from doom64 ex to generate a wad because i cant understand devkit at all
 

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Loads up to difficulty select but i can't go further, a guru meditation error keeps showing up.
You did not specify what console you are using. This is the SD-slot version of a DSi. DS Phat/Lite don't have enough RAM memory, so it gives you that error.🙄
 

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You did not specify what console you are using. This is the SD-slot version of a DSi. DS Phat/Lite don't have enough RAM memory, so it gives you that error.🙄
Oh, terribly sorry about that. I thought it was a shared version between multiple ds systems. I have a dsi running twilightmenu from the sd card, no flashcarts are being used
 

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I have a dsi running twilightmenu from the sd card, no flashcarts are being used
I can't give an explanation. On mine it works perfectly. Do you have the latest version of TWLMenu? Have you set the options to DSi mode and DSi Ram? Try consulting the thread in the link I posted earlier.
 

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