added support for 800 wide mode. You have to switch the mode using Options->General->Video Mode and set it to Wide. Then you have to restart the game for the change to take effect. It will disable 3D. The effect is a bit underwhelming to be honest. So I only created a 3dsx build and dumped it in the repo without bothering to make a new release. Here is a direct link if anyone is interested https://github.com/elhobbs/prboom3ds/blob/master/prboom3ds.3dsx
Can I take advantage of this moment to request adding a simple frontend thingy to select an IWAD and (if desired by the player) a subsequent PWAD?
after i select my doom.wad (got it from steam) it says: Code: iwad found yada yada (two times) check iwad: iwad tag doom.wad not present (two times) and then hangs the system. is it because my .wad got modified somehow (it played fine in gzdoom)?
I use the wads from steam for the original doom and doom 2. I think others have mentioned issues using the versions that come bundled with the new doom releases. If the wad was modified by or for an enhanced engine then it would be unlikely to work. Also - do not copy the prboom.ini from a pc. Delete it if it is present.
Please let me know which ones you download and from which version of doom. I am curious to see how it goes.
so what i downloaded is "Ultimate Doom" and "Doom II: Hell on Earth". from here i got "doom2.wad" with sha-256 Code: 10D67824B11025DDD9198E8CFC87CA335EE6E2D3E63AF4180FA9B8A471893255 and "doom.wad" with sha-256 Code: 6FDF361847B46228CFEBD9F3AF09CD844282AC75F3EDBB61CA4CB27103CE2E7F and i already can tell that the sha values differ from what i got in my backup folder. another thing i just read is "The BFG Edition variant of the DOOM2.WAD file is inappropriately marked as a PWAD and the TITLEPIC lump is missing" (from doomwiki) and i might have those older files from the bfg edition because i thought "cool everything included"... (plus i guess it would fit the error description of "tag missing") and after testing both .wad files i can say both work fine (plus no more soft-locking). so my best guess is the bfg edition files dont work because they got altered in some way. what i havent tested is the nerve.wad (great add on, cant recommend enough) which is also only included in the bfg edition which further leads me to believe that is where i got the old .wad files from.
Hi, I am new to this and I have two questions. The first ¿is there a way to reproduce the music of the .pwad? When executing the .pwad such as DoubleImpact and Sigil, the music is not heard, I think it is because it is mp3 or at least that is what I understand. Therefore, I want to know if there is any method to solve that, since doom without music is not the same. My second question ¿is it possible to do a doom 64 port for 3ds?
this port only supports the original doom music format MUS. I believe sigil provides midi and/or mp3. There are doom 64 ports for other systems so I am sure it is possible. Not for this version though.
So is there a method to alter a .pwad so that it plays its audio in MUS format? my research on that point has led me nowhere.
Check out this tutorial. It shows how to convert a midi to a mus and vice versa. One very important note is that some midis don't work, due to its file size (I think it's a max of ~65kb).