Homebrew WIP GZDoom for Switch

fgsfds

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.ipk3 files should go into iwads/ since that's what they're supposed to be, unless it was misnamed by the author for whatever reason. The launcher does scan for them, also for *.iwad files, but only in iwads/.
 

switchisfun

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Yo I just wanna say thank you so much for all your work on the id games! It's a really big deal to me as one random person enjoying them.

Having Q1-3 (+HL), and now Hexen etc is amazing. I already hop in Q3 on the go as a timekiller more than I do most the shit for Switch I've actually bought from N. It's the dream!

Also wanna say that they all run pretty flawlessly thus far for me on current OS update and Atmosphere for anyone looking.

Random side question, do you have any interest in UT/Unreal? Dunno if it's as feasible or if there's any interest but have been wondering if anyone would attempt a port, since you're one of the only people I see putting out old school FPS ports publicly figured it's worth a shot to see what the viability is.

If not was just curious, you have my gratitude brother for all this stuff. Being a little older it's still wild to me how good the switch is & how good the mod scene is.
 

rsn8887

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Thank you @fgsfds for this superb Doom port! I cannot believe it I played Brutal Doom (v21 just came out) on my Switch today thanks to you, and it worked absolutely flawlessly!!!!

All I did was I adjusted the sound fx volume to 0.2, because I felt the fx from my gun were a bit too loud. And then I adjusted the turn/look axis sensitivity to 0.5 because aiming felt better that way to me.

Amazing work!
 
Last edited by rsn8887,

M7L7NK7

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Thank you @fgsfds for this superb Doom port! I cannot believe it I played Brutal Doom (v21 just came out) on my Switch today thanks to you, and it worked absolutely flawlessly!!!!

All I did was I adjusted the sound fx volume to 0.2, because I felt the fx from my gun were a bit too loud. And then I adjusted the turn/look axis sensitivity to 0.5 because aiming felt better that way to me.

Amazing work!

Do you get pauses with it though? Idk if it's because it's graphically intense but explosions make it stop for a second
 

Dutt

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Thank you @fgsfds for this superb Doom port! I cannot believe it I played Brutal Doom (v21 just came out) on my Switch today thanks to you, and it worked absolutely flawlessly!!!!

All I did was I adjusted the sound fx volume to 0.2, because I felt the fx from my gun were a bit too loud. And then I adjusted the turn/look axis sensitivity to 0.5 because aiming felt better that way to me.

Amazing work!
Iv been using this version of Brutal Doom since this port was released.. It is indeed Awesome work on fgsfds's half..
 
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@fgsfds Could you share the command line you used to built it ?
I tried twice this weekend, but I can't make it to build.
I have all the libnx dependencies, and I inderstand that I have to build it for native target first (ImportExecutables.cmake seem to matter) but when it come to the switch build, it fail. Last time I tried, it complained about fluidsynth not present, then I tried to install your fluidsynth-lite port but it didn't work either.
I just want to overclock the switch prior to run the program. I don't want to mess with AMS plugin (like sys-clk) to do it.
Thanks you
 

fgsfds

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@fgsfds Could you share the command line you used to built it ?
To be frank with you, I don't remember the exact cmake command line I used to build it. I generated CMakeCache once and then forgot about it. Should've probably written it down.
But here's a general build process for everyone who wants to have a crack at it.
  1. Make sure you've installed all the dependencies (this includes switch-tools, devkitpro-pkgbuild-helpers, openal-soft and fluidsynth-lite). libopenal-soft.a might need to be renamed to libopenal.a, likewise libfluidsynth-lite.a into libfluidsynth.a.
  2. Build the game for your host platform (i.e. msys2, WSL, Mac or Linux, whatever you're compiling on) in a separate folder. The wiki has instructions for that.
  3. Create a folder called "switchbuild" or something in your gzdoom source folder, cd into it and execute this:
Code:
source /opt/devkitpro/switchvars.sh
cmake -G"Unix Makefiles" \
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/switch.cmake \
-DCMAKE_BUILD_TYPE=Release \
-DPKG_CONFIG_EXECUTABLE=/opt/devkitpro/portlibs/switch/bin/aarch64-none-elf-pkg-config \
-DIMPORT_EXECUTABLES=/path/to/your/native/build/ImportExecutables.cmake \
-DFORCE_CROSSCOMPILE=ON \
-DDYN_FLUIDSYNTH=OFF \
-DDYN_OPENAL=OFF \
-DDYN_MPG123=OFF \
-DDYN_SNDFILE=OFF \
-DNO_FMOD=ON \
-DNO_GTK=ON \
-DNO_OPENMP=ON \
..
Then run make. It takes a long-ass time to compile, so I recommend using the -j option for make.
This is based on my CMakeCache.txt, so it might be slightly wrong. Replace /opt/devkitpro and /opt/devkitpro/portlibs with your own paths if they are different.
 

ShadowOne333

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Last edited by ShadowOne333,

Rockjawak47

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FGSFDS-

Thanks for all your hard work.
Any noticeable performance improvement with v2?

Also, i notice in v1 my profiles dissapear at random. Any solution?

Thanks again.
 

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