[Release] Doom RPG (Reverse Engineered) for 3DS — Stereoscopic 3D, Touch HUD & CIA Build

indionicarao

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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.


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### 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.



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### 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/.


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### 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


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### 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.
 

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