Homebrew Who wants Duke Nukem 3D (JFDuke?) on the DSi?

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Would you like to play Duke Nukem 3D on DSi, in a version with good quality graphics and sound?

  • Yes, certainly, I have always dreamed of it and I can't wait!

    Votes: 46 92.0%
  • No. I don't care. Duke is too vulgar and violent. And it's too difficult for me. I'm not up to it.

    Votes: 4 8.0%

  • Total voters
    50
Here is a ROM with improved performance: https://github.com/giulianobelinassi/duke3d-nds/raw/main/duke3d.nds

I've also sent a PR to elhobbs with my changes.
Is it possible that instability appeared due to asynch write to framebuffer? I tried to compile it with latest libnds, fixed unknown types in several places but this is too much for me, and i doubt i'll be able to get it to compile at all :mellow:. If you have old devkitpro that you've built with, please share it, since devkitpro seems to have no proper versioning and new changes are too drastic for me to fix.
 
Is it possible that instability appeared due to asynch write to framebuffer? I tried to compile it with latest libnds, fixed unknown types in several places but this is too much for me, and i doubt i'll be able to get it to compile at all :mellow:. If you have old devkitpro that you've built with, please share it, since devkitpro seems to have no proper versioning and new changes are too drastic for me to fix.
I had stopped working on duke3ds and switched to jfduke3d
https://github.com/elhobbs/jfduke3d
Unfortunately this has not been updated to compile with the latest devkitarm/libnds/calico, but it should be more stable than duke3ds. There is a jfduke3d.nds at the link provided.
 
I had stopped working on duke3ds and switched to jfduke3d
https://github.com/elhobbs/jfduke3d
Unfortunately this has not been updated to compile with the latest devkitarm/libnds/calico, but it should be more stable than duke3ds. There is a jfduke3d.nds at the link provided.
just to clarify jfduke3d works fine on my dsi but on ds wont work for me, crashes on pcm_beginplayback then instantly shows pcm_stopplayback with mixbuff equals 0, not sure if its due to error in beginplayback or stopplayback should do so. I'm interested in better fps and stability on ds, but since i believe jfduke wont fit to 4mb i want to try to compile duke3ds. Same settings, tried booting with twilight and dstwo kernel, same thing
 
just to clarify jfduke3d works fine on my dsi but on ds wont work for me, crashes on pcm_beginplayback then instantly shows pcm_stopplayback with mixbuff equals 0, not sure if its due to error in beginplayback or stopplayback should do so. I'm interested in better fps and stability on ds, but since i believe jfduke wont fit to 4mb i want to try to compile duke3ds. Same settings, tried booting with twilight and dstwo kernel, same thing
The build engine has a lot of static arrays for loading level data. There is a compatibility setting that controls the size of these arrays. The value can be set from 5 to 8. With larger numbers using larger static arrays. Duke3ds has it set to 5 and jfduke3d has it set to 7 … I think … in any case high enough to require a dsi.
The static arrays are globals and contain multi dimensional objects with extensive references throughout the code. Switching them to dynamic would take a lot of effort.
I would recommend just building jfduke3d with compatibility setting to 5.
 
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Hi @elhobbs, how are you? I hope all is well. Over the years, I've tested this port extensively, examining hundreds of custom maps and entire add-on episodes, and, aside from some slowdown and stuttering when dealing with many enemies or in very large, detailed environments, the overall result is truly excellent: playing it is an absolute joy. Welp, but I'd still like to make a very small request, if I may (no rush, just if you have the time and inclination): could the menu font be made larger? The problem mainly concerns the choice of user maps, whose titles are truly illegible, especially on non-XL DSi. Is there anything that can be done about this? Thanks for everything, again and forever, chief. 🙏
 
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Hi @elhobbs, how are you? I hope all is well. Over the years, I've tested this port extensively, examining hundreds of custom maps and entire add-on episodes, and, aside from some slowdown and stuttering when dealing with many enemies or in very large, detailed environments, the overall result is truly excellent: playing it is an absolute joy. Welp, but I'd still like to make a very small request, if I may (no rush, just if you have the time and inclination): could the menu font be made larger? The problem mainly concerns the choice of user maps, whose titles are truly illegible, especially on non-XL DSi. Is there anything that can be done about this? Thanks for everything, again and forever, chief. 🙏
I am well thank you. It has been a while since I looked at this but my recollection is the menus and the text are very hard to fix. Lots of magic numbers down through every layer of code - layout and rendering. I want to say I made improvements where I could, but maybe I missed something … or maybe the changes were insufficient.
I hope all is good for you as well. It always surprises me when I see that someone plays any of the stuff I put release … though I suspect it is mostly just you :)
 
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I am well thank you. It has been a while since I looked at this but my recollection is the menus and the text are very hard to fix. Lots of magic numbers down through every layer of code - layout and rendering. I want to say I made improvements where I could, but maybe I missed something … or maybe the changes were insufficient.
I hope all is good for you as well. It always surprises me when I see that someone plays any of the stuff I put release … though I suspect it is mostly just you :)

Still playing your ports every month on my side. And I hope there will be a fix for Hexen for DSLite/tank players ;)
 
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Still playing your ports every month on my side. And I hope there will be a fix for Hexen for DSLite/tank players ;)
is the hexen issue an out of memory error? tank?
I think I need got look at some of the microcontroller ports of doom to see if there are any memory saving ideas I could use.
 
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is the hexen issue an out of memory error? tank?
I think I need got look at some of the microcontroller ports of doom to see if there are any memory saving ideas I could use.
Yes I think it is a memory problem when you save/load it crashes the game. Sorry I am not at home during few days to check again.
 
I came back, I managed to fix my DSi
I spent some time trying the port again, and all I can say is that the experience I had playing it was absolutely great
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All I can say is that incredible work, elhobbs
 

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