Homebrew doom

elhobbs

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THats weird because I have the latest version and they used to work fine last year
The 0.5 version is from May of this year. I was expecting to see the status bar on the bottom screen - but I think it may stay on the top screen if you do not have the screen set at full screen.
What firmware and hax and/or custom firmware are you using?there is a lot of different possibilities in this area and some of the newer options seem to be less friendly with homebrew.
 
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Naked_Snake

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The 0.5 version is from May of this year. I was expecting to see the status bar on the bottom screen - but I think it may stay on the top screen if you do not have the screen set at full screen.
What firmware and hax and/or custom firmware are you using?there is a lot of different possibilities in this area and some of the newer options seem to be less friendly with homebrew.
I’m on 11.5 with the latest release of Luma and also B9S I think it could be the pbrdoom was as I have never updated that file
 

CaptainHIT

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prboom3ds - a version of doom based on prboom 2.5 and code brazenly stolen from dsdoom and other ports. it has 3d and sound - while not exactly perfect it does run.

newest version requires doom wad files and prboom.wad in the /3ds/prboom3ds/ directory.
(old versions used the root directory)

lots of graphical glitches and you need to play with the 3d slider to make it look decent.

release link https://github.com/elhobbs/prboom3ds/releases
v0.4-alpha is the latest version
Can I play Chex Quest, Strife etc with this?
 

Transdude1996

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The second episode of Ultimate Doom has a bug where demons go through walls while still able to attack, or just straight up disappear.
 

Searinox

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A little update on elhobbs' build: it has a known issue with monster movedir corruption that causes enemies(most often Pinkies and most often in tight spaces) to warp out of sight and then they even attack the player offscreen, impossible to see or avoid. Devinacker's porting at some point ran across the same issue and figured to fix it on his build by compiling all enums as int instead of short. While this means his port no longer has this bug, it remained unfixed on elhobbs' port, which I find more attractive due to its menu layout and controls. I've added devinacker's fix to elhobbs' build and compiled it. You can get it here: https://www.dropbox.com/s/88jt54btcxz992n/PrBoom3DS-movedir-fix.7z?dl=0
As a little note, saves created with the old build may not be compatible anymore, particularly if such corrupt enemies were generated during level play, but saves created on the new build will load fine.
 
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fusermarucs

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A little update on elhobbs' build: it has a known issue with monster movedir corruption that causes enemies(most often Pinkies and most often in tight spaces) to warp out of sight and then they even attack the player offscreen, impossible to see or avoid. Devinacker's porting at some point ran across the same issue and figured to fix it on his build by compiling all enums as int instead of short. While this means his port no longer has this bug, it remained unfixed on elhobbs' port, which I find more attractive due to its menu layout and controls. I've added devinacker's fix to elhobbs' build and compiled it. You can get it here: https://www.dropbox.com/s/88jt54btcxz992n/PrBoom3DS-movedir-fix.7z?dl=0
As a little note, saves created with the old build may not be compatible anymore, particularly if such corrupt enemies were generated during level play, but saves created on the new build will load fine.

Thank you soooo much! Just tried Doom II level 3 with it and that seemed to work fine - No stealth pinkies attacking me through the walls anyway! Just in time for SIGIL :)

I'd say the only other major problem with the port now is that the sound is very very slightly delayed: do you know if I can fix that in the cfg file perhaps?
 
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Searinox

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Thank you soooo much! Just tried Doom II level 3 with it and that seemed to work fine - No stealth pinkies attacking me through the walls anyway! Just in time for SIGIL :)

I'd say the only other major problem with the port now is that the sound is very very slightly delayed: do you know if I can fix that in the cfg file perhaps?
I'm not acquainted enough with the source and I didn't notice lag myself. What I did notice is that the Doom 2 track for maps 8, 14 and 22 can leave an annoying trailing note at the end of the loop and then corrupt the way future tracks play. Again I'm not familiar with the midi synth implementation either.
 

fusermarucs

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Its just a noticeable on the shotgun and opening doors for example: the sound comes slitghtly after the action on screen. Regardless, you've made the port playable again so thanks :)
 

30yoDoomer

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This is great! I had tried to reverse engineer Devinacker's fix awhile ago, but came up short. Thanks, Searinox!

On another note, Has anyone used .xml shortcuts to launch pwads and bypass the built-in iwad selector?
 

ShadowOne333

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A little update on elhobbs' build: it has a known issue with monster movedir corruption that causes enemies(most often Pinkies and most often in tight spaces) to warp out of sight and then they even attack the player offscreen, impossible to see or avoid. Devinacker's porting at some point ran across the same issue and figured to fix it on his build by compiling all enums as int instead of short. While this means his port no longer has this bug, it remained unfixed on elhobbs' port, which I find more attractive due to its menu layout and controls. I've added devinacker's fix to elhobbs' build and compiled it. You can get it here: https://www.dropbox.com/s/88jt54btcxz992n/PrBoom3DS-movedir-fix.7z?dl=0
As a little note, saves created with the old build may not be compatible anymore, particularly if such corrupt enemies were generated during level play, but saves created on the new build will load fine.
Do you happen to have a CIA build of it?
I'd love to finally be able to play Doom on my 3DS without the risk of it crashing on e every level :P
 

elhobbs

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Its just a noticeable on the shotgun and opening doors for example: the sound comes slitghtly after the action on screen. Regardless, you've made the port playable again so thanks :)
the sound is being mixed in software. it is mixing ahead 0.1 seconds - which means sounds are delayed by 0.1 seconds. There are sections where the frame rate can drop quite a bit and without this delay you get a some odd sound artifacts when the sound buffers loop and play old data. there are also some hackish (even more so than the rest of my code) micro-sleep calls in the sound code. At one point these were needed to allow the ndsp thread to update buffer statuses. I rewrote a bit of the sound code for my hexen port but I did not merge all of the changes into prboom3ds. although it still does suffer the same 0.1 second delay. one solution may be to use some type of adaptive rule for the mix ahead based on frame rate - and only mix far ahead if the framerate really dips down.
 

Searinox

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Here's the CIA version for those who asked: https://www.dropbox.com/s/5ca95gsbu913x4p/PrBoom3DS-CIA-movedir-fix.7z?dl=0

Also an update on the music bug mentioned earlier: the music track in question - The Dave D. Taylor Blues - is at fault. The way the WADs are packaged is that each level is linked to a unique music track, even if that track is the same. So for levels 8, 14 and 22 in Doom 2 there is a unique music file for each - d_ddtblu.mus, d_ddtbl2.mus and d_ddtbl3.mus respectively.

The very first instance of this track - d_ddtblu.mus used for level 8 - is correctly terminated after the last note. ALL other instances of this track, including in other WADs like TNT Evilution and Plutonia Experiment - use the incorrectly terminated version. This is what results in the trailing note at the end of the track.

By using a WAD editor - such as SLADE3 - it is possible to replace the other two instances of this track with the first, fixing the music. The .mus file can also be exported and then used to overwrite it in other WADs. Normally the synth clears all playing note states on loop but some custom tracks actually depend on this as a feature, so in most Doom ports I think it's handled on a per-case basis, with it being allowed to happen by default should a track need it, and disabled explicitly for the original soundtrack/specific songs.
 
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fusermarucs

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the sound is being mixed in software. it is mixing ahead 0.1 seconds - which means sounds are delayed by 0.1 seconds. There are sections where the frame rate can drop quite a bit and without this delay you get a some odd sound artifacts when the sound buffers loop and play old data. there are also some hackish (even more so than the rest of my code) micro-sleep calls in the sound code. At one point these were needed to allow the ndsp thread to update buffer statuses. I rewrote a bit of the sound code for my hexen port but I did not merge all of the changes into prboom3ds. although it still does suffer the same 0.1 second delay. one solution may be to use some type of adaptive rule for the mix ahead based on frame rate - and only mix far ahead if the framerate really dips down.

Interesting stuff! And thanks for you work on the initial port!

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


Thanks for the CIA - doom is now the first app on my screen as it shoud be :)
 
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mike a

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Is it possible to have all 3 doom games that are compatible with this at the same time, and if so how do you switch between them
 

Tarmfot

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I enjoy a lot this port. Its strange that UI and weapons are not at the "front" of all 3D and I get confused.
Sorry for my engrish.
 

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