Doom 64 EX port

Doom 64 EX is a reverse-engineering project aimed to recreate Doom64 as close as possible with additional modding features.

Github repo: /fgsfdsfgs/Doom64EX
Latest version: 0.2.0 (Oct 23, 2019)
Download link
https://github.com/fgsfdsfgs/Doom64EX/releases/tag/v0.1.0-nx
2018100817172200-DA63280140B1530CD17755515D814CFE.jpg


2018100817171500-DA63280140B1530CD17755515D814CFE.jpg


2018100817173000-DA63280140B1530CD17755515D814CFE.jpg


Features:
  • hardware accelerated rendering;
  • sound and music;
  • analog controls;
  • all other features of Doom 64 EX probably work (except network games).

To install and run the game, follow these steps:
  1. Obtain a Doom 64 ROM in either n64, z64 or v64 format. I think region and version do not matter, as long as the ROM is unmodified.
  2. Extract the wadgen folder from doom64ex_nx_v010.zip to somewhere on your PC.
  3. Run wadgen/WadGen.exe and point it to your Doom 64 ROM. This should generate two files inside the wadgen folder: DOOM64.WAD and DOOMSND.SF2.
  4. Extract the switch folder from doom64ex_nx_v010.zip to the root of your SD card.
  5. Copy DOOM64.WAD and DOOMSND.SF2 you got in step 3 to /switch/doom64ex/ on your SD card.
If you already have Doom 64 EX installed on your PC or something, you can just do steps 4 and 5 right away, using the files from your existing installation.


Some notes:
  • sometimes the music skips a little bit and/or channels go out of sync for a moment, this is most noticeable in the intro;
  • as usual, if you have exFAT, better quit the game using the "Quit Game" option in the menu instead of just killing hbmenu;
  • I have only tested this on a US v1.1 Z64 ROM, not sure if every ROM out there works, but most should.

Credits:
  • Samuel Villarreal (svkaiser) and others for Doom 64 EX;
  • fincs, Armada651, Subv and probably others for their work on the OpenGL/mesa/libdrm stuff;
  • Midway Games and Nintendo for Doom 64;
  • id Software for Doom.
 

Attachments

  • doom64ex_nx_v010.zip
    3.8 MB · Views: 209
Last edited by fgsfds,

cucholix

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Thanks for bringing this port to Switch it was my first DOOM heh.

I’m having a problem where after like 3 minutes of gameplay the left stick will get stuck in some direction, the only way to it come back to normal is saving/loading

I’m playing with Nintendo brand Switch Pro Controller
 

Ch0wW

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We have to figure out first if that problem also happens with the original PC port of D64EX.

it's like on nxQ2 where the joystick stutters because of the framerate. The problem is because of the port itself, not because of the Switch transition.
 
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cucholix

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Tested with a gcn adapter and the issue persist with a gcn controller, seems to be triggered by a micro stutter in the framerate, during this transition looks like the stick loose its signal and the control gets stuck in a direction, probably when the game is loading a new level section?
 

cucholix

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We have to figure out first if that problem also happens with the original PC port of D64EX.

it's like on nxQ2 where the joystick stutters because of the framerate. The problem is because of the port itself, not because of the Switch transition.
I’m willing to post a bounty source to get this problem fixed :)

But now you mention, it could be a problem on the base code instead the Switch port :unsure:

Looking at the main branch on github it seems controller support is not implemented?
 

lifetolifeless

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Playing this for the first time with my Switch.

Man, what a blast. Other than the sticky movement issue, it’s perfect (i can live with that). Great work!
 

octopus

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Nah, exFAT is not the culprit. I'm using FAT32. I reached “The Terraformer” level without encountering the bug. Then, I compiled the game from source, loaded my save and the control bug was there. I thought it was an issue with some later commit, so I downgraded to the release, however, the bug was still present. Now, after I reload the save / restart the level it bugs right after moving.
 

ShadowOne333

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I popped this homebrew for the first time today, using FAT32, and I bumped into the stick issues right on the very first hallway on Level 1, so yeah :P
 

cucholix

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Tried with a Wiimote + Classic Controller and it works fine so far, also tested a Wii U Pro Controller but it gets stuck too. Maybe other USB controllers with narrower dead zone fix the issue.

To connect a Wiimote you need either a Mayflash’s Magic NS or 8bitdo adapter :)
 

ShadowOne333

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@fgsfds have you tried looking at other Switch homebrews/apps to perhaps narrow the analog stick problem?
Maybe RetroArch or one of the RA Switch guys might help there to fix the sticks on all your ports.
 

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I just started the compilation, and that's really funny to see I can imagine what's the problem...

If I try to do a Strafe40 in any direction, and quickly press another direction, the game has a lot of problems registering my input. Maybe we have to look that way.

After a while, the game doesn't register any joystick movement. And that's when you try moving in a direction that it happens.


EDIT : Also, why aren't we adapting some of the XINPUT code that's given in the source code ? Branch ROM has everything needed to adapt it with SDL2, but I may be wrong.
 
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ShadowOne333

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I just started the compilation, and that's really funny to see I can imagine what's the problem...

If I try to do a Strafe40 in any direction, and quickly press another direction, the game has a lot of problems registering my input. Maybe we have to look that way.

After a while, the game doesn't register any joystick movement. And that's when you try moving in a direction that it happens.


EDIT : Also, why aren't we adapting some of the XINPUT code that's given in the source code ? Branch ROM has everything needed to adapt it with SDL2, but I may be wrong.
Oh please let us know if you manage to find a fix for the analog sticks.

It would be amazing if you guys figure it out since this problem is present in varios of fgs's ports.
 
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