This is the first thing I went to try out when tubehax was released, but unfortunately the only thing the .3dsx on git gets me on my regular NA 3DS is a black top screen and a red bottom screen. If someone with the know-how is willing to recompile this, I know at least I would be very grateful. (Unless I did something wrong, somehow, but I wouldn't know what. My understanding is that the prerequisites for this are simply to have prboom.wad from 2.5.0 and an IWAD in the root of the SD card.)
EDIT: I didn't notice that there was an updated boot.3dsx released a couple hours later. Using that seems to let prboom3ds boot up just fine. Sadly, there's no sound.
The 3D effect looks pretty good, but the game world rendering needs to be "pushed back" a lot. The weapon sprite is drawn at a farther depth than the terrain a lot of the time, which ideally shouldn't be able to happen. It's really difficult to look at when the weapon sprite impossibly appears farther away from you than the terrain does.
It's also really unfortunate that turning the 3D off seems to more than double the FPS, which doesn't make any sense. Ideally, the worst it should be able to do is halve the FPS.
I also wish the circle pad worked like a joystick instead of acting like keypresses. Makes it very difficult to control, in my opinion.
Regardless of all of this, I'm quite enjoying this port and am really impressed at how functional it already is. Excellent work!
Another edit: You might want to do something to keep the user from accidentally changing a setting (eg. bit depth) that makes it hang the next time it loads.
EDIT: I didn't notice that there was an updated boot.3dsx released a couple hours later. Using that seems to let prboom3ds boot up just fine. Sadly, there's no sound.
The 3D effect looks pretty good, but the game world rendering needs to be "pushed back" a lot. The weapon sprite is drawn at a farther depth than the terrain a lot of the time, which ideally shouldn't be able to happen. It's really difficult to look at when the weapon sprite impossibly appears farther away from you than the terrain does.
It's also really unfortunate that turning the 3D off seems to more than double the FPS, which doesn't make any sense. Ideally, the worst it should be able to do is halve the FPS.
I also wish the circle pad worked like a joystick instead of acting like keypresses. Makes it very difficult to control, in my opinion.
Regardless of all of this, I'm quite enjoying this port and am really impressed at how functional it already is. Excellent work!
Another edit: You might want to do something to keep the user from accidentally changing a setting (eg. bit depth) that makes it hang the next time it loads.
Last edited by GameFreakDude,