Homebrew DsDoom SVN

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I have been using this port for a long time now, first on DS and lately on DSi (SD slot), and as far as the 4 main wads are concerned, it works smoothly.

Instead, using user (vanilla) wads/ megawads, there are big issues, during gameplay, saving or loading.
I have tried, over the course of a year or more, dozens of vanilla wads, all in theory explicitly compatible with PrBoom, but all of them (even the simplest ones, less than 1mb in size) crash (the infamous "guru meditation error") in one of these ways:

1) During the initial demo;
2) During the first map;
3) A few maps later;
4) During saving or loading.

How come? Can any experts/technicians give me an explanation? My naive guess is that the program, for some reason, is not using all the (16mb) RAM available.
Even older, simpler wads of less than 1mb have these problems.

I have tested them in every possible way:

1) Putting all the main DSDoom files (PrBoom files + 4 main wads) in one folder and the Pwads in another, using HBMenu and an .argv file, or editing the PrBoom.cfg: in both cases the Pwads are detected and loaded, but then them crash;

2) leaving the main files in the SD root and the Pwads in a folder, using the previous methods, the same result: they start but then crash.

Maybe @elhobbs (who has helped me so much in the past) is kind enough to help me once again. Or someone else who has more experience than me with this port (hard to find one).
Thanks.
 
I have been using this port for a long time now, first on DS and lately on DSi (SD slot), and as far as the 4 main wads are concerned, it works smoothly.

Instead, using user (vanilla) wads/ megawads, there are big issues, during gameplay, saving or loading.
I have tried, over the course of a year or more, dozens of vanilla wads, all in theory explicitly compatible with PrBoom, but all of them (even the simplest ones, less than 1mb in size) crash (the infamous "guru meditation error") in one of these ways:

1) During the initial demo;
2) During the first map;
3) A few maps later;
4) During saving or loading.

How come? Can any experts/technicians give me an explanation? My naive guess is that the program, for some reason, is not using all the (16mb) RAM available.
Even older, simpler wads of less than 1mb have these problems.

I have tested them in every possible way:

1) Putting all the main DSDoom files (PrBoom files + 4 main wads) in one folder and the Pwads in another, using HBMenu and an .argv file, or editing the PrBoom.cfg: in both cases the Pwads are detected and loaded, but then them crash;

2) leaving the main files in the SD root and the Pwads in a folder, using the previous methods, the same result: they start but then crash.

Maybe @elhobbs (who has helped me so much in the past) is kind enough to help me once again. Or someone else who has more experience than me with this port (hard to find one).
Thanks.
I feel that this could be fixed to use more memory, and even use expanded memory from Slot 2 memory expansion carts. Hopefully someone can implement these fixes.
 
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Kippykip has said he abandoned the dsdoom project, i wish i could but i cannot carry the project on. The things i would fix (if i could even gather the brains to do so) would be the status bar face, add more quality to music and the ability to add custom wads at startup. I shall delve deeper later
 
@TheWatcher041 If you could make some improvements, that would be very kind of you. :bow: Maybe in terms of making full use of the available RAM in the DSi (assuming it's not too complicated). :rolleyes:

In the meantime, I found a way to play with Freedoom.wad (and other megawads) without the program crashing: I used version 0.9 (because the newer 1.12 version has larger and more complex maps, and not PrBoom compatible, I think) but deleting via Xwe all the .mus files from the wad (and then using the default Doom ones during the game). So, now DSDoom saves and loads quickly and smoothly and works perfectly, at least in this case and from the DSi slot.
Evidently not loading additional music files into ram memory makes the process less intensive: a simple assumption from a person ignorant of the subject. :)
 
You could quite literally name the iwad a dif name to load an iwad, but that would take time
Was this addressed to me, lad? If so, I already know how the 4 main iwads (Doom, Doom2, Plutonia, TNT) work: they start from the main menu, no need to rename anything. If, on the other hand, you are referring to the megawads (custom pwads you find on Doomworld) they work using HBMenu.nds and an .argv file containing appropriate command line arguments ("-file pwad"):
https://gbatemp.net/threads/how-to-play-custom-wads-with-dsdoom.575814/
Mmmm....I was expecting help from you, but I guess I know more about this than you do. 🤔
 
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Was this addressed to me, lad? If so, I already know how the 4 main iwads (Doom, Doom2, Plutonia, TNT) work: they start from the main menu, no need to rename anything. If, on the other hand, you are referring to the megawads (custom pwads you find on Doomworld) they work using HBMenu.nds and an .argv file containing appropriate command line arguments ("-file pwad"):
https://gbatemp.net/threads/how-to-play-custom-wads-with-dsdoom.575814/
Mmmm....I was expecting help from you, but I guess I know more about this than you do. 🤔
Yes all the wads work. I was being a mild idiot.
 
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Has anyone tried SIGIL 2 ? For me, unlike SIGIL, SIGIL 2 does not seem to work with DSDoom...
 
Hi @elhobbs , how are you? I hope I'm not bothering you by going off topic. :) Have you found some free time to take a look at JFSW (Shadow Warrior)? Would it be possible to port it to DSi? Do you have plans to do this in the future? :)
I have not had a lot of free time or motivation lately. I have not looked at this. I never actually played this game, so I am not sure that I will.
 
Anyone know a way to disable the music? Seems the volume slider doesn't work and editing the .cfg sets the slider to the minimum but doesn't actually affect the volume..

EDIT: For anyone else who would prefer a version without music, this older release should work: https://github.com/RocketRobz/dsdoom/releases
 
Last edited by ichig0,
I've been using this for a few years now and I still think it's a good port, even if it has its problems (like the music and unstable save states).
Post automatically merged:

I've been using this for a few years now and I still think it's a good port, even if it has its problems (like the music and unstable save states).
This should be continued
Post automatically merged:

I've been using this for a few years now and I still think it's a good port, even if it has its problems (like the music and unstable save states).
Post automatically merged:


This should be continued
Currently we have other better ports (I'm talking about cquake, cheretic, dualhexen and jfduke) This should be the best
Post automatically merged:

It would be interesting to port another source port like Chocolate Doom, that is the one that is the most vanilla and I think it could support it, don't you think?
 
Last edited by JhulkerCraft2,
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Has anyone tried SIGIL 2 ? For me, unlike SIGIL, SIGIL 2 does not seem to work with DSDoom...
I actually have gotten Sigil II working before using a modified Sigil II WAD that someone made that makes all the levels episode 1 instead of episode 6. Unfortunately I don't have the file anymore, and the download for it is no longer up. But I just asked the person who made it if they could reupload it, so if they do, I'll link you to it if it becomes available again. If not, it shouldn't be too hard to recreate that file in SLADE with the original Sigil II WAD.
 
To anyone who tried to copy+paste the original Doom wads from Steam to the root of your SD, try converting them using "IWADConv" to a MS-DOS IWAD. It worked for me :toot:
 
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