Homebrew [Release] PrBoom+ 3DS Port (GPU-accelerated)

Voxel

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PrBoom+ 3DS Port

Hi all. After much arduous work, I'm thrilled to finally share a brand new port of PrBoom+ to the 3DS!

This is more or less a straight port of PrBoom+ 2.6.66, with some extra added enhancements exclusive to the system.
Just about everything you'd expect desktop PrBoom+ to do, this port should also be able to do.
The only things it can't do are a few unsupported renderer features (which have been stripped out anyway) and networking features.
In addition, all video modes apart from 8-bit are supported. By default, the GPU-accelerated OpenGL mode is enabled, though the other software-rendering modes are also available should you wish to fall back on them (so far, all modes produce roughly similar performance, with OpenGL being moderately faster)

1.png2.png3.png
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Features:
  • PrBoom+ 2.6.66
  • Features both GPU-accelerated OpenGL mode, and software-renderer modes
  • Great performance on New 3DS, decent-ish performance on Old 3DS
  • Good quality stereoscopic 3D (OpenGL mode only)
  • Interchangeable touchscreen mouse and keyboard
  • (with touchscreen mouse, you can drag to look around, tap the screen to fire, and double-tap and hold to keep firing - ideal for Old 3DS)

Setup:
Refer to the GitHub repository's README for information on installation, game/mod setup and configuration.

Download:
:download: Latest release
:arrow: Source code

FBI QR code (for remote install):
prboom-plus-3ds-qr.png
 

Smoker1

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Keyboard is Present.

For running Doom, not Doom 2, how do I do this? I tried putting in Loading doom.wad on auto, but it seemed to just want to run Doom 2 with Corrupted Graphics.
 
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Voxel

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Keyboard is Present.

For running Doom, not Doom 2, how do I do this? I tried putting in Loading doom.wad on auto, but it seemed to just want to run Doom 2 with Corrupted Graphics.
Yeah it's weird like that when more than 1 IWAD is in the prboom-plus folder, it even happens on the desktop version too.
I just put doom.wad somewhere else for the time being, and I'll work on a solution for it in the future.

Thanks for your work! I hope you don't me asking if you're planning to implement some sort of (easier) PWAD selection mechanism?
Hopefully I will, yeah :) An easy launcher like some other prboom console ports have would be great!
 

Voxel

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Just tested it out and it works perfectly fine and very smooth on the N3DS XL, i just didn't understand about the song, how do i add it?
Oh, if the music's already working then you don't have to do anything. I was just making a note that the music isn't using the original instruments, in case anyone was wondering about it. (I'm a bit of a perfectionist :P)
 

Sweater Fish Del

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Hopefully I will, yeah :) An easy launcher like some other prboom console ports have would be great!
A simple solution, at least for the 3dsx version, is just to accept pwad path as argv, then we can make xml shortcuts and launch them directly from the HB Launcher.

I haven't had a chance to test it yet, but is the 800x240 resolution mode supported with the 3D parallax layer disabled?
 
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Mr_Start

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Oh, if the music's already working then you don't have to do anything. I was just making a note that the music isn't using the original instruments, in case anyone was wondering about it. (I'm a bit of a perfectionist :P)
In that case, no music is coming out of my game, only sound effects
 

Voxel

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In that case, no music is coming out of my game, only sound effects
Did you download PrBoom-Plus-3DS.zip and extract everything to the SD root?

A simple solution, at least for the 3dsx version, is just to accept pwad path as argv, then we can make xml shortcuts and launch them directly from the HB Launcher.

I haven't had a chance to test it yet, but is the 800x240 resolution mode supported with the 3D parallax layer disabled?
Oh wow, I never knew about xml shortcuts for HB Launcher until now. Thanks for mentioning that, that sounds hella useful already :lol:
And if the shortcuts allow you to specify arguments that get passed to argv, then it should already work in theory.

As for that 800x240 mode, I could take a look into that at some point, sure.

EDIT: Yep, I managed to make shortcuts for both Doom 1 & 2 which work perfectly!

If you wanna do them yourself as well, here's an example:
Code:
<shortcut>
    <executable>/3ds/PrBoom-Plus.3dsx</executable>
    <arg>-iwad IWADs/doom.wad -file boiled.wad</arg>
    <name>DOOM (PrBoom+)</name>
    <description>DOOM registered</description>
    <author>Voxel9, PrBoom+ contributors</author>
</shortcut>
 
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Voxel

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Yes i did
Post automatically merged:

the "etc" folder goes too on the sd card root?
It does, yes. /etc/timidity.cfg is needed to specify the MIDI instruments.

After whipping up an XML shortcut thingy, where should one place it?
I just put mine in the /3ds/ folder, but it might detect them in /3ds/PrBoom-Plus as well, though I didn't try that yet.
 
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CrashMidnick

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Thanks Voxel. Working great on O3DS. I tested Doom Ultimate and Doom2 (via shortcut) and they both work fine. Nice to play doom with 3D :)
 
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TheMasuke

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I downloaded the CIA version of PrBoom+ and it just closes out each time I try to run it from my HOME Screen. Not understanding what I did wrong here, since I extracted everything from the ZIP file to /3ds/ and there's only one wad file (as shown in one of the two pictures). I'd appreciate the help!
 

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Wavy

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Surprised I didn't see this earlier, this is awesome! Sample-based midi playback and hardware rendering were the two things I wanted most from any Doom port for the 3DS. Congrats on the release!

Edit: Could you be able to add support for ZL/ZR? They don't seem to work
 
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Voxel

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I downloaded the CIA version of PrBoom+ and it just closes out each time I try to run it from my HOME Screen. Not understanding what I did wrong here, since I extracted everything from the ZIP file to /3ds/ and there's only one wad file (as shown in one of the two pictures). I'd appreciate the help!
/etc/ folder goes at the root of the SD card. Everything else is set up fine.
It kicks you back to the home menu because you haven't put a game WAD in the PrBoom-Plus folder as well :P

Surprised I didn't see this earlier, this is awesome! Sample-based midi playback and hardware rendering were the two things I wanted most from any Doom port for the 3DS. Congrats on the release!

Edit: Could you be able to add support for ZL/ZR? They don't seem to work
Thanks a lot for the kind words! And sure thing, that was kinda foolish of me to forget, haha.
 

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