Homebrew DsDoom SVN

Solid One

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Tested DSDoom SVN 1.4 on my DS recently and it's very good.

However, I'm trying to remap controls in a different way:
  • Up = Forward
  • Down = Backward
  • Left = Strafe Left
  • Right = Strafe Right
  • Y = Turn Left
  • B = Run / Open Doors
  • A = Turn Right
  • X = Weapon Up
  • L = Weapon Down
  • R = Shoot
I can remap most buttons on "Options -> Key Bindings", but I'm having trouble remapping A and X buttons. When I press them on key binding screen, nothing happens.

I know how prboom.cfg file works from PC ports, and as such, I tried tweaking a few control values from this file to see if it works. But no luck: I couldn't find "weapon up" or "weapon down" buttons, and the nearest equivalent value I found is "key_weapontoggle", whose value I tweaked too, to no avail.

Is there an way of doing this, ingame or offgame?
 
Last edited by Solid One,

Crimson Cuttlefish

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There is a multiplayer option, although it's just a passthrough to the original DSDoom multiplayer code. I've never personally tried it myself as I only have one flashcart.
So I originally thought it would set up similarly to like, PrBoom on PC, but apparently it connects via WFC, so you can only play with others on DS...

Also, how do I load custom pwads? I'd like to create my own maps for DsDoom.
 
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Kippykip

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So I originally thought it would set up similarly to like, PrBoom on PC, but apparently it connects via WFC, so you can only play with others on DS...

Also, how do I load custom pwads? I'd like to create my own maps for DsDoom.
Yeah I believe it only connects to other DS's and not PC's, also for custom pwads you had to use some tricky commandline thing that was only on certain flashcarts or use moonshell. The SVN version here was going to let you type a commandline in the menu itself although I never got around to actually programming it in.
What I personally did for a while is edit the prboom wad and inject custom pwad content in there instead using SLADE.

I don't have any plans on completing this project as the original DsDoom was very unstable as is. If I ever figure out the C language fully in the future I might play around to see if I could port Chocolate Doom instead.
 

Crimson Cuttlefish

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Yeah I believe it only connects to other DS's and not PC's, also for custom pwads you had to use some tricky commandline thing that was only on certain flashcarts or use moonshell. The SVN version here was going to let you type a commandline in the menu itself although I never got around to actually programming it in.
What I personally did for a while is edit the prboom wad and inject custom pwad content in there instead using SLADE.

I don't have any plans on completing this project as the original DsDoom was very unstable as is. If I ever figure out the C language fully in the future I might play around to see if I could port Chocolate Doom instead.
Unfortunate. Well, playin Doom itself is good enough for me.
 

Indy13

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Also, how do I load custom pwads? I'd like to create my own maps for DsDoom.

You can do this by using HBMenu : https://github.com/devkitPro/nds-hb-menu/releases/

You have to create a folder named "dsdoom" where you'll put the dsdoom SVN 1.4 files, your iwad files and the hbmenu (BOOT.nds).

Then you have to create a command line with notepad on your PC, for example for the batman pwad your command line will be :

dsdoom.nds -iwad doom2.wad -file batman.wad -deh batman.deh -save batman

then save your .txt file as batman.txt and replace the .txt extension by .ARGV to get batman.ARGV, drop your batman.ARGV file and your pwad files (.wad and .deh files) in your dsdoom folder, launch HBMenu, select your .ARGV file to launch dsdoom, select doom2 iwad (for this example with batman pwad) and then you can play to the batman mod.

Be careful that your iwads are compatible with your pwads, for my part, i'm using iwads 1.9 version of doom 2 and ultimate doom.

Keep a copy of the original tranmap.dat file somewhere else on your sd if a crash happens, if you have a crash first remove your prboom.cfg file and relaunch to see the result, if it still doesn't work make you sure your iwad is compatible with your pwad then replace the corrupted tranmap.dat file by the copy you've done.

Also for an easier use you can rename the wads of a pwad using few wads for example for alien TC the wads files are :

alitcsf.wad, alitcsnd.wad, alitcwad.wad and atcud19.deh

the wads files are sound, music, gfx, levels and the deh file is the dehacked file* so to have something clean in my dsdoom folder, i've renamed my alien tc files like this : alienTCU.wad, alienTCU1.wad, alienTCU2.wad and alienTCU.deh (TCU is because i'm using a Total Conversion for Ultimate doom, it seems the only version that is compatible with dsdoom) so the command line of my .ARGV file is :

dsdoom.nds -iwad doom.wad -file AlienTCU2.wad AlienTCU.wad AlienTCU1.wad -deh AlienTCU.deh -save AlienTCU

the order of the wads are not important, what is important is your iwad, make you sure if you're using ultimate doom wad to rename this iwad as doom.wad.

*note : not all the pwads have deh file, if there is no deh file the command line will just be :

dsdoom.nds -iwad doom(X).wad -file XXX.wad -save XXX
 
Last edited by Indy13,
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Crimson Cuttlefish

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You can do this by using HBMenu : https://github.com/devkitPro/nds-hb-menu/releases/

You have to create a folder named "dsdoom" where you'll put the dsdoom SVN 1.4 files, your iwad files and the hbmenu (BOOT.nds).

Then you have to create a command line with notepad on your PC, for example for the batman pwad your command line will be :

dsdoom.nds -iwad doom2.wad -file batman.wad -deh batman.deh -save batman

then save your .txt file as batman.txt and replace the .txt extension by .ARGV to get batman.ARGV, drop your batman.ARGV file and your pwad files (.wad and .deh files) in your dsdoom folder, launch HBMenu, select your .ARGV file to launch dsdoom, select doom2 iwad (for this example with batman pwad) and then you can play to the batman mod.

Be careful that your iwads are compatible with your pwads, for my part, i'm using iwads 1.9 version of doom 2 and ultimate doom.

Keep a copy of the original tranmap.dat file somewhere else on your sd if a crash happens, if you have a crash first remove your prboom.cfg file and relaunch to see the result, if it still doesn't work make you sure your iwad is compatible with your pwad then replace the corrupted tranmap.dat file by the copy you've done.

Also for an easier use you can rename the wads of a pwad using few wads for example for alien TC the wads files are :

alitcsf.wad, alitcsnd.wad, alitcwad.wad and atcud19.deh

the wads files are sound, music, gfx, levels and the deh file is the dehacked file* so to have something clean in my dsdoom folder, i've renamed my alien tc files like this : alienTCU.wad, alienTCU1.wad, alienTCU2.wad and alienTCU.deh (TCU is because i'm using a Total Conversion for Ultimate doom, it seems the only version that is compatible with dsdoom) so the command line of my .ARGV file is :

dsdoom.nds -iwad doom.wad -file AlienTCU2.wad AlienTCU.wad AlienTCU1.wad -deh AlienTCU.deh -save AlienTCU

the order of the wads are not important, what is important is your iwad, make you sure if you're using ultimate doom wad to rename this iwad as doom.wad.

*note : not all the pwads have deh file, if there is no deh file the command line will just be :

dsdoom.nds -iwad doom(X).wad -file XXX.wad -save XXX
Ah, I see. Thanks!
 

BLOCKMINER3000

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Strangely, even after putting all the files in the DSDOOM_SVN_1.4 folder, this image comes up. I didn't have any trouble playing QuakeDS, so I don't think DLDI Patching is the issue. If you can help me fix this, it would be greatly appreciated. I really want to play this.
 

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Indy13

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Strangely, even after putting all the files in the DSDOOM_SVN_1.4 folder, this image comes up. I didn't have any trouble playing QuakeDS, so I don't think DLDI Patching is the issue. If you can help me fix this, it would be greatly appreciated. I really want to play this.

I've the same issue with this pwad (quake mod), it doesn't seems to work on DSDoom SVN 1.4, there is some pwad like Army Of Darkness or HACX who have some compatibility issues but if you have a DSTwo or a DSTwo+ you can launch those pwads through dingux (dstwo linux beta) and CZDoom.


edit : errr sorry I've totally missed your question^^ I thought you want to play to the quake mods for doom, to reply to your question maybe this issue comes from the name your wad, if you're using the shareware wad of Doom it needs to be named DOOM1.WAD but if you're using the commercial version of Doom your wad needs to be named DOOM.WAD, also you have few possibilities to install and launch DSDOOM SVN 1.4 :

1st possibility : drop all the files directly on the root of your sd

2nd possibility : create a folder called "data" and inside of this folder create a dsdoom folder where you will drop the dsdoom files (make a copy of the dsdoom.nds that you place in the root of your sd -for a test- to see if you can launch the .nds file anywhere on your sd or if it works only from the dsdoom folder, actually it depends of your linker)

3rd possibility : create a data folder where you will drop all DSDOOM SVN 1.4 files in a dsdoom folder and use hbmenu to launch dsdoom (check my last message for the link where to find the hbmenu)
 
Last edited by Indy13,

BLOCKMINER3000

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I've the same issue with this pwad (quake mod), it doesn't seems to work on DSDoom SVN 1.4, there is some pwad like Army Of Darkness or HACX who have some compatibility issues but if you have a DSTwo or a DSTwo+ you can launch those pwads through dingux (dstwo linux beta) and CZDoom.


edit : errr sorry I've totally missed your question^^ I thought you want to play to the quake mods for doom, to reply to your question maybe this issue comes from the name your wad, if you're using the shareware wad of Doom it needs to be named DOOM1.WAD but if you're using the commercial version of Doom your wad needs to be named DOOM.WAD, also you have few possibilities to install and launch DSDOOM SVN 1.4 :

1st possibility : drop all the files directly on the root of your sd

2nd possibility : create a folder called "data" and inside of this folder create a dsdoom folder where you will drop the dsdoom files (make a copy of the dsdoom.nds that you place in the root of your sd -for a test- to see if you can launch the .nds file anywhere on your sd or if it works only from the dsdoom folder, actually it depends of your linker)

3rd possibility : create a data folder where you will drop all DSDOOM SVN 1.4 files in a dsdoom folder and use hbmenu to launch dsdoom (check my last message for the link where to find the hbmenu)
Thanks! just moving all the data files (not the .nds) to the root of the card worked! But it won't let me save. Any ideas why?

--------------------- MERGED ---------------------------

EDIT: Nevermind, apparently you can't save on the level completion screen
 
Last edited by BLOCKMINER3000,

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