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Hey everyone,
Like many of you who remember playing mobile games in the mid-2000s, I’ve always had a soft spot for Doom RPG. When the GEC team managed to reverse-engineer it for PC and Efim Andreev started an initial 3DS port last year, I was thrilled to see it running on handheld hardware.
However, the original port was fairly barebones and primarily aimed at running as a .3dsx. I wanted to turn this into a native-feeling 3DS experience that takes genuine advantage of the console’s hardware—complete with autostereoscopic 3D, a usable bottom-screen touch interface, and a proper HOME menu banner.
Over the last few weeks, I’ve put together several updates (now up to v1.0.6), and I wanted to share the build here with the community.
──────
### What’s in this build:
• Native Home Menu CIA & 3DSX: Comes with a custom 3D rotating banner (this part needs the most work if anyone wants to contribute), custom icon, and a proper audio stinger.
• Autostereoscopic 3D: Full hardware stereoscopic 3D using the physical slider on both the original and New 3DS.
• Motion Damping: One problem with turn-based grid movement in 3D is that stepping forward causes harsh visual shearing. Depth is dynamically eased during steps and recovers when you land, keeping eye strain to a minimum.
• Stereo Particles: Blood splatters, sparks, and explosion particles render to both eye buffers with proper depth separation so they don't flicker.
• In-game Multiplier: You can adjust stereo intensity in the pause menu (Low, Normal, High, Max) to match your comfort level.
• Bottom Screen Touch HUD & Automap:
• The automap tracks the player in real time.
• You can touch-and-drag the map with your stylus or finger to look around the level, with [+] zoom in, [-] zoom out, and [O] / player-arrow tap to snap back.
• Quick-access hotbar slots for medkits, armor, and dog collars (grayed out when empty, with tactile feedback if tapped).
• On-screen keypad for typing door passcodes without cycling buttons.
• Combat Turbo toggle: Tapping [ TURBO ] next to the map controls speeds up enemy turn pauses and projectile animations if you want faster battles.
• Visual & Audio Polish:
• Cutscenes, story pages, and splash screens are scaled 2x so they don’t look like tiny postage stamps on the top screen.
• Textured floors and ceilings are on by default.
• In-game toggle between Crisp (nearest neighbor pixel art) and Smooth (linear filtering).
• Background music streams as MP3 via libmad with low memory overhead.
• Closing the 3DS clam-shell immediately suspends audio and puts the console into low-power sleep.
──────
### How to Install:
Because Doom RPG is copyrighted by id Software / Bethesda, no game assets or audio files are included in the download. You will need to provide your own extracted game data.
1. Download DoomRPG-1.0.6.cia (or DoomRPG.3dsx) from the GitHub release page.
2. Install the .cia using FBI (or drop .3dsx in /3ds/DoomRPG/).
3. Obtain your copy of the original mobile game files (from the BREW doomrpg.bar container; tools like BarToZip or similar will extract the loose files).
4. Put the extracted assets directly into the following folder on your SD card:
sdmc:/3ds/doomrpg/
(Files should sit loose inside that folder: *.bmp, *.bsp, wtexels.bin, stexels.bin, etc.)
5. Place audio files alongside them in the same folder:
• Sound effects as numbered .wav files (5042.wav through 5138.wav).
• Music tracks as numbered .mp3 files (5039.mp3, 5040.mp3, 5043.mp3).
6. Launch from the HOME Menu! Save files will automatically be stored under sdmc:/3ds/doomrpg/saves/.
──────
### Download & Source Code:
• GitHub Repository: https://github.com/iNdioNicarao/DoomRPG-RE-3DS
• Latest Release (v1.0.6): GitHub Releases https://github.com/iNdioNicarao/DoomRPG-RE-3DS/releases/tag/v1.0.6
──────
### Credits:
• id Software / Fountainhead Entertainment: The original game.
• GEC Team (Erick194 & contributors): Incredible work reverse-engineering the BREW binary.
• Efim Andreev (efimandreev0): The initial 3DS port base.
• Dennis Isaac Gutierrez Zeledon: 1.0.1–v1.0.6 enhancements.
• Gemini Antigravity (Google DeepMind): AI coding partner for the stereoscopic 3D implementation, Touch HUD / automap controls, 3D banner, and engine enhancements across v1.0.3–v1.0.6.
Give it a spin if you have a 3DS lying around! If you run into any weird crashes or glitches, please let me know here or open an issue on GitHub.
Like many of you who remember playing mobile games in the mid-2000s, I’ve always had a soft spot for Doom RPG. When the GEC team managed to reverse-engineer it for PC and Efim Andreev started an initial 3DS port last year, I was thrilled to see it running on handheld hardware.
However, the original port was fairly barebones and primarily aimed at running as a .3dsx. I wanted to turn this into a native-feeling 3DS experience that takes genuine advantage of the console’s hardware—complete with autostereoscopic 3D, a usable bottom-screen touch interface, and a proper HOME menu banner.
Over the last few weeks, I’ve put together several updates (now up to v1.0.6), and I wanted to share the build here with the community.
──────
### What’s in this build:
• Native Home Menu CIA & 3DSX: Comes with a custom 3D rotating banner (this part needs the most work if anyone wants to contribute), custom icon, and a proper audio stinger.
• Autostereoscopic 3D: Full hardware stereoscopic 3D using the physical slider on both the original and New 3DS.
• Motion Damping: One problem with turn-based grid movement in 3D is that stepping forward causes harsh visual shearing. Depth is dynamically eased during steps and recovers when you land, keeping eye strain to a minimum.
• Stereo Particles: Blood splatters, sparks, and explosion particles render to both eye buffers with proper depth separation so they don't flicker.
• In-game Multiplier: You can adjust stereo intensity in the pause menu (Low, Normal, High, Max) to match your comfort level.
• Bottom Screen Touch HUD & Automap:
• The automap tracks the player in real time.
• You can touch-and-drag the map with your stylus or finger to look around the level, with [+] zoom in, [-] zoom out, and [O] / player-arrow tap to snap back.
• Quick-access hotbar slots for medkits, armor, and dog collars (grayed out when empty, with tactile feedback if tapped).
• On-screen keypad for typing door passcodes without cycling buttons.
• Combat Turbo toggle: Tapping [ TURBO ] next to the map controls speeds up enemy turn pauses and projectile animations if you want faster battles.
• Visual & Audio Polish:
• Cutscenes, story pages, and splash screens are scaled 2x so they don’t look like tiny postage stamps on the top screen.
• Textured floors and ceilings are on by default.
• In-game toggle between Crisp (nearest neighbor pixel art) and Smooth (linear filtering).
• Background music streams as MP3 via libmad with low memory overhead.
• Closing the 3DS clam-shell immediately suspends audio and puts the console into low-power sleep.
──────
### How to Install:
Because Doom RPG is copyrighted by id Software / Bethesda, no game assets or audio files are included in the download. You will need to provide your own extracted game data.
1. Download DoomRPG-1.0.6.cia (or DoomRPG.3dsx) from the GitHub release page.
2. Install the .cia using FBI (or drop .3dsx in /3ds/DoomRPG/).
3. Obtain your copy of the original mobile game files (from the BREW doomrpg.bar container; tools like BarToZip or similar will extract the loose files).
4. Put the extracted assets directly into the following folder on your SD card:
sdmc:/3ds/doomrpg/
(Files should sit loose inside that folder: *.bmp, *.bsp, wtexels.bin, stexels.bin, etc.)
5. Place audio files alongside them in the same folder:
• Sound effects as numbered .wav files (5042.wav through 5138.wav).
• Music tracks as numbered .mp3 files (5039.mp3, 5040.mp3, 5043.mp3).
6. Launch from the HOME Menu! Save files will automatically be stored under sdmc:/3ds/doomrpg/saves/.
──────
### Download & Source Code:
• GitHub Repository: https://github.com/iNdioNicarao/DoomRPG-RE-3DS
• Latest Release (v1.0.6): GitHub Releases https://github.com/iNdioNicarao/DoomRPG-RE-3DS/releases/tag/v1.0.6
──────
### Credits:
• id Software / Fountainhead Entertainment: The original game.
• GEC Team (Erick194 & contributors): Incredible work reverse-engineering the BREW binary.
• Efim Andreev (efimandreev0): The initial 3DS port base.
• Dennis Isaac Gutierrez Zeledon: 1.0.1–v1.0.6 enhancements.
• Gemini Antigravity (Google DeepMind): AI coding partner for the stereoscopic 3D implementation, Touch HUD / automap controls, 3D banner, and engine enhancements across v1.0.3–v1.0.6.
Give it a spin if you have a 3DS lying around! If you run into any weird crashes or glitches, please let me know here or open an issue on GitHub.





