Homebrew DSDOOM: Let's finish it!

  • Thread starter Thread starter troydude6
  • Start date Start date
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Do you want to see DS DOOM finished?

  • Yeah! Doom FTW!

    Votes: 2 100.0%
  • No one cares about doom, it's like what? 50 years old now?

    Votes: 0 0.0%

  • Total voters
    2

troydude6

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Today, I was going through my flash cart when an old friend named dsDOOM stopped by, I played for a little bit before realizing something; it lacked the original music I have come to know and love. So today, I want to make the DS DOOM port like it should be. Now I understand the Doom engine uses midi files, but this is not an impossible task, and getting some help would be nice too.

DS DOOM Source:
http://code.google.com/p/dsdoom/
 
While I understand midi conversion would be a hard task, DSDOOM has some features that need to be implemented beyond that like fixing the map on the bottom screen, and a couple text issues that would easily be done if we just partially rewrote the code. I'd love to be able to change the controls in game or choose between wads easily, and those aren't impossible to implement.


EDIT: For reference, the last version of DSDOOM was released in 2007, PrBoom has been updated SEVERAL times since then.
 
Cool. Lets finish it alright.
All we need are textures, music, C/C++ experience, OpenGL experience, backgrounds, sprites, long devoters, trailer makers, publishers, time, no life and a huge attension span.

Lets get started shall we.
smile.gif
 
Skullcollector said:
Cool. Lets finish it alright.
All we need are textures, music, C/C++ experience, OpenGL experience, backgrounds, sprites, long devoters, trailer makers, publishers, time, no life and a huge attension span.

Lets get started shall we.
smile.gif

Wtf?
 
Skullcollector said:
Cool. Lets finish it alright.
All we need are textures, music, C/C++ experience, OpenGL experience, backgrounds, sprites, long devoters, trailer makers, publishers, time, no life and a huge attension span.

Lets get started shall we.
smile.gif

Did you just say.. publishers?
 
Bently said:
Skullcollector said:
Cool. Lets finish it alright.
All we need are textures, music, C/C++ experience, OpenGL experience, backgrounds, sprites, long devoters, trailer makers, publishers, time, no life and a huge attension span.

Lets get started shall we.
smile.gif

Did you just say.. publishers?

The guys that advertise the project and show screenshots and demos.
 
Bently said:
Skullcollector said:
Cool. Lets finish it alright.
All we need are textures, music, C/C++ experience, OpenGL experience, backgrounds, sprites, long devoters, trailer makers, publishers, time, no life and a huge attension span.

Lets get started shall we.
smile.gif

Did you just say.. publishers?

He also thinks you need a separate person to make trailers. Seriously, you just take a video of you playing the game or release some screenies.

Anyway, I would enjoy the music I guess, but I can live without it. The game itself is pretty complete regardless, I don't think it's worth getting all up in arms to try and complete this.

You can also play Doom on the GBA if you have a Slot-2 cart. Sure, no touch screen, but we can live.
 
Skullcollector said:
Cool. Lets finish it alright.
All we need are textures, music, C/C++ experience, OpenGL experience, backgrounds, sprites, long devoters, trailer makers, publishers, time, no life and a huge attension span.

Lets get started shall we.
smile.gif
we've found our guy!
 
nicky041192 said:
this isnt going anywhere...
i dont care about doom at all. i ran it on my ds and imo, CRAP.

if you want this, make it yourself
smile.gif
How productive is posting to say you have no interest, and aren't willing to do anything to help?

DSDOOM is f'in great, especially if you have the .wad selector version, and Doom 1 - TNT.
 
I'm going to go ahead and see what I can do with the game, although I'm not that great of a programmer, I know a helluva lot about DOOM.
 
I know it's bumping, but I made some important changes:
-The Doom title screen now looks a lot cleaner (The text at the bottom)
-The Minimap on the touch screen is now resizeable (Drag the stylus from the center out to expand, drag in to zoom) The only problem with that is that now you can't aim with the touch screen, I'll rework some things and maybe add control schemes. The aiming wasn't that great anyway.

THINGS TO DO BEFORE RELEASE:
-Get the music working, I'm trying to see how moonshell plays midis, I'll play with soundfonts and other crap this weekend (Worst case senario I replace the midis with .mods)
-Better menus
-Better network play?

ANYWAY, good things are coming, and hopefully coming soon. I'll answer some questions if you need me to.
 

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