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Title: Update: Doom RPG RE (3DS) v1.1.2 — Big Performance Boost for Old 3DS/2DS, Cleaner Dialogs & Bug Fixes!
Hey everyone,
I ended up rolling right through v1.1.1 into v1.1.2, so here’s a combined update on everything that’s landed over the past couple of days!
Both .cia (installable) and .3dsx (Homebrew Launcher) builds are available on the GitHub Release Page https://github.com/iNdioNicarao/DoomRPG-RE-3DS/releases/tag/v1.1.2.
Here’s a quick summary of the biggest improvements:
──────
####
What was added in v1.1.1:
• Huge Old 3DS & 2DS Performance Overhaul: We tracked down why the earlier optimizations weren't kicking in—older config files on SD cards were silently forcing heavy 400x240 textured rendering. The engine now auto-migrates Old
3DS/2DS hardware to internal Retro 200 scaling with flat ceilings/floors, cuts rasterization math in half, caps particle spam, and reduces audio mixing overhead. Combat and exploration feel night-and-day smoother on original
hardware now.
• Accidental Menu Popup Bug Squashed: Fixed the annoying bug where pressing Right + A or Down + A in combat would accidentally pop open the menu due to an input bitwise collision.
• Enemy / Kill Counter on Bottom Screen: The automap badge now tracks real-time kills alongside map exploration and secrets (MAP: 100% | SEC: 2/2 | KILLS: 14/14).
• Touch HUD Organization: Separated weapons and inventory items cleanly—slot 9 on the left is now strictly for your Dog companion weapon (DG), and button 4 on the bottom bar is strictly for the Dog Collar item (COLR).
• 3-Second Notification LED: Extended the physical 3DS LED alerts to 3-second colored flashes across 17 in-game events (keycards, secrets, level-ups, low health pulse, etc.).
──────
####
What's new in v1.1.2:
• Bottom Screen Blackout Fix: Fixed a nasty bug where the bottom screen (automap/touch interface) would intermittently go pitch black when standing still until you moved or took an action.
• Much Cleaner Dialogs & 6 Lines of Text: Replaced the huge, blocky font on NPC dialogs and computer terminals with a crisp 1x font. Dialog boxes now fit 6 full lines (up from 3) with smart word wrapping so you don't get awkward
2-letter lines, and terminal screens get authentic retro green phosphor styling.
• Widescreen Help & Controls Screen: Redesigned the Help menu across the full 400px widescreen display, with layout callouts tailored to whether you’re playing on a New 3DS (ZL/ZR strafing, C-Stick) or Old 3DS/2DS.
• Proper Weapon Height & Grounding: Fixed a 48px viewport offset that was sinking idle weapons behind the bottom HUD bar. Weapons now sit at their proper, authentic height above the status bar without feeling buried.
• Turbo Turn-Pass: Pressing Select (Pass Turn) in Turbo Mode now snaps monster turns immediately without stepping delays.
• Stereo 3D Monster Cast: The end-game monster parade now renders in full autostereoscopic 3D with the depth slider.
──────
####
Download & In-Depth Details
• Release Download (CIA & 3DSX): GitHub Releases — v1.1.2 https://github.com/iNdioNicarao/DoomRPG-RE-3DS/releases/tag/v1.1.2
• Detailed Technical Notes:
• v1.1.2 Full Release Notes https://github.com/iNdioNicarao/DoomRPG-RE-3DS/blob/main/docs/RELEASE_NOTES_v1.1.2.md
• v1.1.1 Full Release Notes https://github.com/iNdioNicarao/DoomRPG-RE-3DS/blob/main/docs/RELEASE_NOTES_v1.1.1.md
As always, existing save games are 100% compatible. Thanks to everyone for the continued testing and feedback—let me know how the new build runs on your setups!***
Hey everyone,
I ended up rolling right through v1.1.1 into v1.1.2, so here’s a combined update on everything that’s landed over the past couple of days!
Both .cia (installable) and .3dsx (Homebrew Launcher) builds are available on the GitHub Release Page https://github.com/iNdioNicarao/DoomRPG-RE-3DS/releases/tag/v1.1.2.
Here’s a quick summary of the biggest improvements:
──────
####
What was added in v1.1.1: • Huge Old 3DS & 2DS Performance Overhaul: We tracked down why the earlier optimizations weren't kicking in—older config files on SD cards were silently forcing heavy 400x240 textured rendering. The engine now auto-migrates Old
3DS/2DS hardware to internal Retro 200 scaling with flat ceilings/floors, cuts rasterization math in half, caps particle spam, and reduces audio mixing overhead. Combat and exploration feel night-and-day smoother on original
hardware now.
• Accidental Menu Popup Bug Squashed: Fixed the annoying bug where pressing Right + A or Down + A in combat would accidentally pop open the menu due to an input bitwise collision.
• Enemy / Kill Counter on Bottom Screen: The automap badge now tracks real-time kills alongside map exploration and secrets (MAP: 100% | SEC: 2/2 | KILLS: 14/14).
• Touch HUD Organization: Separated weapons and inventory items cleanly—slot 9 on the left is now strictly for your Dog companion weapon (DG), and button 4 on the bottom bar is strictly for the Dog Collar item (COLR).
• 3-Second Notification LED: Extended the physical 3DS LED alerts to 3-second colored flashes across 17 in-game events (keycards, secrets, level-ups, low health pulse, etc.).
──────
####
What's new in v1.1.2: • Bottom Screen Blackout Fix: Fixed a nasty bug where the bottom screen (automap/touch interface) would intermittently go pitch black when standing still until you moved or took an action.
• Much Cleaner Dialogs & 6 Lines of Text: Replaced the huge, blocky font on NPC dialogs and computer terminals with a crisp 1x font. Dialog boxes now fit 6 full lines (up from 3) with smart word wrapping so you don't get awkward
2-letter lines, and terminal screens get authentic retro green phosphor styling.
• Widescreen Help & Controls Screen: Redesigned the Help menu across the full 400px widescreen display, with layout callouts tailored to whether you’re playing on a New 3DS (ZL/ZR strafing, C-Stick) or Old 3DS/2DS.
• Proper Weapon Height & Grounding: Fixed a 48px viewport offset that was sinking idle weapons behind the bottom HUD bar. Weapons now sit at their proper, authentic height above the status bar without feeling buried.
• Turbo Turn-Pass: Pressing Select (Pass Turn) in Turbo Mode now snaps monster turns immediately without stepping delays.
• Stereo 3D Monster Cast: The end-game monster parade now renders in full autostereoscopic 3D with the depth slider.
──────
####
Download & In-Depth Details • Release Download (CIA & 3DSX): GitHub Releases — v1.1.2 https://github.com/iNdioNicarao/DoomRPG-RE-3DS/releases/tag/v1.1.2
• Detailed Technical Notes:
• v1.1.2 Full Release Notes https://github.com/iNdioNicarao/DoomRPG-RE-3DS/blob/main/docs/RELEASE_NOTES_v1.1.2.md
• v1.1.1 Full Release Notes https://github.com/iNdioNicarao/DoomRPG-RE-3DS/blob/main/docs/RELEASE_NOTES_v1.1.1.md
As always, existing save games are 100% compatible. Thanks to everyone for the continued testing and feedback—let me know how the new build runs on your setups!***
Last edited by indionicarao,










