Homebrew doom

  • Thread starter Thread starter elhobbs
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If only I knew what I were doing..

That makes two of us, and as it stands, my schedule does not allow time to take a very in depth crash course into coding, let alone porting.
I'd love to see a port of an engine with 32-bit rendering, even Chocolate DOOM/Heretic/Hexen/Strife would do, though having Odamex or ZDOOM would open up the doors to not only 32-bit rendering, but a plathoria of features that heavily expand upon what Heretic, Hexen, and Strife contributed to this humble engine that could.
 
are you using a n3ds?
I'm using a regular launch 3DS.

I revereted back to the older .3dsx build from December 25th and that works fine, so something with the new version is causing the sound to not initialise and hang.
 
If you're using latest build of devkitpro, CTRULIB is not setted as environment variable cause libctru are now built-in in devkitarm.
Code:
Makefile:11: *** "Please set CTRULIB in your environment. export CTRULIB=<path t
o>libctru".  Stop.

CRULIB is in my motherfucking evnvimrnemt.
as Rinnegatamante indicated this was a holdover from before ctrulib was merged into the devkitarm build process. It is no longer needed and I removed it from the makefile. there was even a note in the makefile that this was a temporary solution.
 
as Rinnegatamante indicated this was a holdover from before ctrulib was merged into the devkitarm build process. It is no longer needed and I removed it from the makefile. there was even a note in the makefile that this was a temporary solution.
Reuplaod the new makefile then. I just downloaded it and same issue.
 
I'm using a regular launch 3DS.

I revereted back to the older .3dsx build from December 25th and that works fine, so something with the new version is causing the sound to not initialise and hang.
the old version always looked in the root directory for the wad files
I'm using a regular launch 3DS.

I revereted back to the older .3dsx build from December 25th and that works fine, so something with the new version is causing the sound to not initialise and hang.
which verson of ninjhax and the 3ds_hb_menu are you using?
Reuplaod the new makefile then. I just downloaded it and same issue.
not sure how you could be seeing that with the new makefile
here is a diff where you can see that I removed that test from the makefile:
https://github.com/elhobbs/prboom3ds/commit/7a5e7793fa31d01530521e1ca9f034e7bcad3f9e
 
this give the following errors:
Code:
[EXHEADER ERROR] Too Many Service Names, maximum is 32
[EXHEADER ERROR] Failed to create ExHeader
[NCCH ERROR] NCCH Build Process Failed
[RESULT] Failed to build outfile

Try to remove some unused services like am:u, am:net and ns:s.
 
I am not sure why no one was able to build this. and since no one was willing to send me a build log with error messages I could not really help anyone. In any case I updated the source to support the very latest (just released today) version of devkitarm and ctrulib. If you have an older version you will most likely get a link error.
In addition I included the binary files on git so they can be downloaded from there. there is a 3dsx file and a cia file. I have not tested the cia file - so let me know if it works.


I love you, I'll test the cia in the morning <3
 
I just tested the new files. I'm afraid both the .cia and .3dsx builds crash on the followingt message during initialisation.

mus: d_intro

starting music... done
 
Same thing on my 3DS 1st Gen. The .cia locks up at some point, dont know if it is loading something else or what, but when I press the Home Button, there is a Line at the bottom of the Lower Screen that looks corrupted showing it Crashed and you have to Power Down. The .3ds file works beautifully but no Sound. Love how there is a Doom Homebrew coming out. Been waiting for this for a while since I got my Gateway Card.
Wondering if when the N3DS Support is fully working, if there will be any changes like the following:
Joystick: Movement/Straft C Nub: Turn/Look L: Aim R: Fire ZL/ZR: Weapon Selection
B: Jump Y: Reload X: Open/Interact A: Run Directional Buttons: Pre-Loaded Keyboard Code Entries or any other Buttons I forgot

3d is AWESOME by the way!!! When I checked back on this and saw it had a .3ds, I immediately had to try it out. Looks absolutely amazing. Hope it keeps going great.
By the way: Tested on 1st Gen Red 3DS Small on FW 9.2 with Emunand 9.2 Gateway.
Suggested Banner:
http://freehddesktopwallpaper.info/wp-content/uploads/2014/05/wpid-Doom-Wallpaper-10.jpg
http://www.hdesktops.com/wp-content/uploads/2014/02/doom-2-wallpaper-7.jpg
http://gamegeek.hu/wp-content/uploads/2014/07/Doom-doom-21686165-1280-1024.jpg
 
I think I may have figured out the issue. It would seem that different firmware versions/boot methods/ninjhax/cfw end up being able to use different processors. The thread that was created for music playback was using a processorid of 1. this was causing the create thread call to fail on some hardware. add onto that some extremely sloppy programing and a blatant disregard for return codes and the code ended up hanging. The solution was to change the processor id to a more conservative value which essential causes it to run in the same thread as the rest of doom. using a thread was the only way I cold think of to get the precise (not precise per say but roughly 140 hz) mus playback timing that is required. plus I added a bit of code to allow things to fail gracefully. It can certainly be improved upon.

If anyone is willing to test this out updated binaries are on git - let me know how it goes.
 
Dont know if it is the same for everyone. This is where it locks up at when trying to run the .cia File. As I mentioned before, the .3ds works perfectly in my Gateway under 9.2 Firmware/Emunand.
 

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Dont know if it is the same for everyone. This is where it locks up at when trying to run the .cia File. As I mentioned before, the .3ds works perfectly in my Gateway under 9.2 Firmware/Emunand.
Did you download the new version? This screenshot shows the old initiialization output.
 
Tried the latest binaries and they work fine, no sound tho (it says CSND init OK! in the startup blurb - I have an old3ds, and I had sound on the original build from page 1 - haven't tested any between then and now). The keyboard for saving etc is a great addition :) I found the CIA version exits gracefully to the home menu, but the 3dsx version freezes when you press y to exit.
 
Tried the latest binaries and they work fine, no sound tho (it says CSND init OK! in the startup blurb - I have an old3ds, and I had sound on the original build from page 1 - haven't tested any between then and now). The keyboard for saving etc is a great addition :) I found the CIA version exits gracefully to the home menu, but the 3dsx version freezes when you press y to exit.
Can you get a screenshot that shows the text between "csndInit" and "starting music thread"? Also can you make sure you are running the latest version? Not sure if you just typed it differently but the latest version should say csndInit not CSND init. The screenshot should show the value for csndChannels which should tell me which sound channels are available for use and if below that if the music thread started successfully. Thanks.
 

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