Homebrew [Release] ctrHexenII - Hexen II porting for 3DS

  • Thread starter Thread starter Rinnegatamante
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I've also made a CIA build which works fine, i'll release it in next version probably. (Thanks to that build, i also tried for the first time ctrHexenII on my N3DS with 804 Mhz mode and it looks really gorgeous, stable 60 fps <.< ).
CdyHljnW8AEgGmo.jpg:large
 
Last edited by Rinnegatamante,
I've also made a CIA build which works fine, i'll release it in next version probably. (Thanks to that build, i also tried for the first time ctrHexenII on my N3DS with 804 Mhz mode and it looks really gorgeous, stable 60 fps <.< ).
CdyHljnW8AEgGmo.jpg:large
Do you take PayPal donations? Not to pressure you into releasing anything, just as a "Thank You" for your several contributions to the scene.
 
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Me too! For every port of this kind I'll donate :)

Any news about the sav file? (P.S. do you have a skype account to chat about this bug since using a forum is extremely slow for such things? [so i can also send you test versions to see if that solve the problem])
 
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Any news about the sav file? (P.S. do you have a skype account to chat about this bug since using a forum is extremely slow for such things? [so i can also send you test versions to see if that solve the problem])

Ahh. No Skype, I'm to 98% on my phone. I'll check if Skype is available for Android..

I'll upload the save file within a hour or two!
 
I've got an error when loading the file (probably you're using different pak files?)

Ahh. Ok. That could be a problem then. I'll check another pak files! (Those with the same checksum as yours..)

Edit: My checksums seems to be the same as yours..

PAK0.PAK= c9675191e75dd25a3b9ed81ee7e05eff
PAK1.PAK= c2ac5b0640773eed9ebe1cda2eca2ad0
 
Last edited by SLiV3R,
Other little progress update:

Improved a lot audio quality, now it's perfect without any garbling effect (using dsp:: DSP). I'm also working on an alternate "low quality" csnd:SND service wrapper (the one ctrHexenII currently uses but a bit improved) which will be used only if dsp is unavailable (for example if no firmware is found).
 
YAY! Sounds awesome! I know money often corrupts homebrew projects. But if you get this working Ill donate 40 Euros (like a 3DS retail game). Perhaps not that much money, but if there are more people who are willing to donate, it could be some gratitude for your work!
 
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Looks like for csnd:SND there are some problems in audiobuffer filling (maybe a problem caused by tick system used). Basically i reverted the code to original Quake samplerate (so garbling effect is removed even using csnd:SND) but some sounds get skipped like if audiobuffer is filled too fast/slow. Maybe @MasterFeizz knows why the problem happens, i've tried basically everything (changing audiobuffer size, messing with tick system and samplerate) but didn't find a solution. (dsp:: DSP is perfect instead <.< ).
I've updated also the GitHub repository if someone wants to try to fix this bug [atm dsp::DSP is skipped cause i'm trying to debug the csnd:SND wrapper] . ( https://github.com/Rinnegatamante/ctrHexenII/blob/master/source/snd_ctr.c )

EDIT: Found also why i get the error with your save file @SLiV3R .
Can you tell me what class where you using? It seems sav system i'm currently using goes to force use precached models so if weapons/class models are not found in game cache, it just gives an error.
 
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Looks like for csnd:SND there are some problems in audiobuffer filling (maybe a problem caused by tick system used). Basically i reverted the code to original Quake samplerate (so garbling effect is removed even using csnd:SND) but some sounds get skipped like if audiobuffer is filled too fast/slow. Maybe @MasterFeizz knows why the problem happens, i've tried basically everything (changing audiobuffer size, messing with tick system and samplerate) but didn't find a solution. (dsp:: DSP is perfect instead <.< ).
I've updated also the GitHub repository if someone wants to try to fix this bug [atm dsp::DSP is skipped cause i'm trying to debug the csnd:SND wrapper] . ( https://github.com/Rinnegatamante/ctrHexenII/blob/master/source/snd_ctr.c )

EDIT: Found also why i get the error with your save file @SLiV3R .
Can you tell me what class where you using? It seems sav system i'm currently using goes to force use precached models so if weapons/class models are not found in game cache, it just gives an error.

I'm Assassin, Rogue. Perhaps that can fix the problem? Nice to see all updates!
 
Instead of PM, I write in the public thread, as there can be others that get other results than mine..

3DSX version hax 2.6 Gamma:

- Changing level works!
- Water still hangs in Blackmarch and Barbican. But not in the Mill.. (But I think it hangs after ½ second now, instead of an instant hang as it was before)
- 3rd person view looks great! Even though the walls get kind of transparent when standing next to the walls. Probably not a bug!
- I noticed there are some screen tearing. (Not a big issue though) Perhaps this isn't visible in the CIA build?
- DSP audio sounds fantastic!
- Saves works perfect now!

Two suggestions for later builds:
- C-stick support! So we can kill those f**** spiders :P
- Place the menu/status bars on the lower screen. There are much information there, the information in the menu/status bars would cover most of the lower screen!. And the 3DS 2 screens are perfect for this! :)

- Overall a huge improvement over the 1.0 build!
 
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Instead of PM, I write in the public thread, as there can be others that get other results than mine..

3DSX version hax 2.6 Gamma:

- Changing level works!
- Water still hangs in Blackmarch and Barbican. But not in the Mill.. (But I think it hangs after ½ second now, instead of an instant hang as it was before)
- 3rd person view looks great! Even though the walls get kind of transparent when standing next to the walls. Probably not a bug!
- I noticed there are some screen tearing. (Not a big issue though) Perhaps this isn't visible in the CIA build?
- DSP audio sounds fantastic!
- Saves works perfect now!

Two suggestions for later builds:
- C-stick support! So we can kill those f**** spiders :P
- Place the menu/status bars on the lower screen. There are much information there, the information in the menu/status bars would cover most of the lower screen!. And the 3DS 2 screens are perfect for is perfect for this! :)

- Overall a huge improvement over the 1.0 build!

What do you mean for cstick? If you mean the second analog (circlepad pro for O3DS) then i think ir:rst is still under experiment since it doesn't work properly.
If you mean first analog, it is supported since v.1.0.
As for the screen tearing, during my tests on O3DS with NH1.1B (fw 4.5), i didn't notice anything similar. Can you take a short video showing the problem?
 
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What do you mean for cstick? If you mean the second analog (circlepad pro for O3DS) then i think ir:rst is still under experiment since it doesn't work properly.
If you mean first analog, it is supported since v.1.0.
As for the screen tearing, during my tests on O3DS with NH1.1B (fw 4.5), i didn't notice anything similar. Can you take a short video showing the problem?

Yup. I meant the second analogue (circle pad pro). I'll try to capture the screen tearing in a video. It's not a big issue. Many people wont probably wont see it at first. But I notice those kinds of things...
 
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