so can we use .wad file patches made for the PC version of doom on this? and if we can then would that only work if it is in .3dsx format or would it work in cia too ?

so can we use .wad file patches made for the PC version of doom on this? and if we can then would that only work if it is in .3dsx format or would it work in cia too ?
i think you can use any modified wad, haven't really tried personally. i've been using the standard doom.wad from the ultimate doom. however you can't use any of the .pk3 mods that other loaders like gzdoom and zandronum use. i tried a hd texture mod with no luck.
Does music work? Doom isn't doom without the music. So many ports are missing that.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. it requires the doom wad files in the root of the sd card as well as the prboom.wad
lots of graphical glitches and you need to play with the 3d slider to make it look decent.
Yes, music and sound works.Does music work? Doom isn't doom without the music. So many ports are missing that.
Are you planning to port also Quake Engine to 3DS? There are lots of interesting homebrew project coded with Quake Engine that could be enjoyed on 3DS (for example NaziZombies Portable ( http://www.indiedb.com/games/nazi-zombies-portable/news/nazi-zombies-portable-demo-release ) which was recently released complety open source).
really?I would take over this project (With the creators permission) but the source code is seriously fucked up, I can't compile it. Someone sent me a .3dsx and it works great.
you said "the source code is seriously fucked up". are you still unable to compile?what?
you said "the source code is seriously fucked up". are you still unable to compile?
there is only one line that needs to be updated to compile with the latest ctrulib. gfxInit needs to be changed to gfxInitDefault();Yes, but Im fixing it
No, that's not the problem. I keep getting include errors, no file exists, etc etc.there is only one line that needs to be updated to compile with the latest ctrulib. gfxInit needs to be changed to gfxInitDefault();
I did exactly as you said. It doesn't work. And yeah I know hos how to use libctru and devkitproAll you need is devkitarm and libctru. Download the source and run make in the root directory(ie prboom3ds) from msys. There are a bunch of build tools and such from the original prboom build process. Don't use those.


