#97123 - wintermute - Tue Aug 08, 2006 3:22 am
As some of you may be aware TheChuckster and I have spent the last couple of weeks porting prBoom to the DS. More details can be found at http://dsdoom.devkitpro.org
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#97134 - brennan - Tue Aug 08, 2006 4:05 am
Wow, works smoothly with my GBAMP. Incredibly awesome.
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#97157 - Goosey - Tue Aug 08, 2006 6:33 am
Works quite well on my SuperCard:SD. Excellent!
#97166 - TheRain - Tue Aug 08, 2006 8:14 am
This is sooo cool! I remember when doom came out, it was cutting edge ;)
#97168 - TheRain - Tue Aug 08, 2006 8:48 am
Woow! The fireballs have alpha blending effects! ;) Just curious... what screen mode did you guys use for this??
#97183 - daninski - Tue Aug 08, 2006 11:57 am
it's a no go on the SClite, it's not reading the media. start up fine through moonshell till this point.
#97185 - ghaxaq - Tue Aug 08, 2006 12:16 pm
I want more and more and more...I love this game and I'd love to see more dos ports such as prince of persia etc or even a dos emulator for the ds it would be awesome.Great work guys I am having a wonderful time playing it.
#97188 - chishm - Tue Aug 08, 2006 1:10 pm
This is fun. Ah memories. Too bad I bought both Doom and Doom II for GBA a few years back. Kinda ruins the novelty of portability.
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#97190 - Mighty Max - Tue Aug 08, 2006 1:33 pm
Yeah, works fine. Well done.
Only one thing. I can't play in "Nightmare" as i need to press "Y"
But anyways, hurt me plenty!
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#97191 - nukomod - Tue Aug 08, 2006 1:38 pm
Fandamntastic, can't wait to give it a try!
#97196 - GBAJAY - Tue Aug 08, 2006 2:24 pm
wifi?
#97210 - Mr. Picklesworth - Tue Aug 08, 2006 4:54 pm
Beautiful :)
Excuse my ignorance here: Will DoomDS also run Hexen and Heretic? (They were built on a modified Doom engine).
What happens when I have multiple Wad files? With Doom.wad and Doom2.wad on the root of my card at the same time, it seems to just load Doom.wad. Is there a way for it to give me a menu to choose between them?
I tried setting up a server, but DoomDS just repeated the following message forever (actually, I don't remember it precisely; something like it): Quote: |
Sending packet
Done |
I had server set to 192.168.1.1:5030 my router was set to forward the port being used by DoomDS to 192.168.1.100, and prboom_server was running.
When DSDoom was doing that, the server outputted the following message:
This is on a GBAMP and Flashme 6.
Edit:
Okay, saving does work after all. (Pressing Y will type numbers)
Cool! I turned on the map display by changing the key bindings so that the AutoMap button is Select.
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Last edited by Mr. Picklesworth on Tue Aug 08, 2006 9:02 pm; edited 4 times in total
#97217 - evil-doer - Tue Aug 08, 2006 6:24 pm
works awesome. i like that you can even play pc vs ds (the only way ive tested it so far). but onto my question.. i tried an earlier beta or something and you could have the files in any directory you wanted. why was this changed? it really makes a mess of the root directory when so many things need to reside there. other than that, awesome, awesome, awesome!
#97224 - Jtboomer2 - Tue Aug 08, 2006 7:05 pm
Sadly, it only loaded up once for me. Now it hangs at the tranmap build part or right at "Start the music man!"
I have a M3 Mini-SD. After I loaded it up once, I tried to do the multiplayer with a PC. When both were connected, the PC loaded fine, but my DS got some massive error. I remember seeing something like a red screen and lots of hex codes or something. I shut my DS off pretty quickly. Everything else I have is still working fine, but Doom just won't load at all.
#97225 - Jtboomer2 - Tue Aug 08, 2006 7:09 pm
I just tried the multiplayer again, and it was a Guru Meditation error, just to specify.
#97228 - Fire-WSP - Tue Aug 08, 2006 7:14 pm
Jtboomer2 wrote: |
Sadly, it only loaded up once for me. Now it hangs at the tranmap build part or right at "Start the music man!"
I have a M3 Mini-SD. After I loaded it up once, I tried to do the multiplayer with a PC. When both were connected, the PC loaded fine, but my DS got some massive error. I remember seeing something like a red screen and lots of hex codes or something. I shut my DS off pretty quickly. Everything else I have is still working fine, but Doom just won't load at all. |
same here, it hangs at "Start the music man!" every time i try.
i have M3 Movieplayer SD Version and the latest Firmware on it (e23 ).
I have a DSlite.
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#97236 - josath - Tue Aug 08, 2006 8:27 pm
Try waiting a bit...I usually have to wait like 20 seconds after that message. Otherwise, singleplayer works great!! saving & loading works as well! This is tested on a Supercard CF.
Network play...I just tried playing against my PC over a LAN, generally the game will freeze after about 1 minute, the game still works, i can bring up menu, but i can't move/shoot. about 1 out of 4 times, it will crash with a guru meditation error (last time it crashed with pc: 000102EC)
#97243 - Jtboomer2 - Tue Aug 08, 2006 9:02 pm
It just worked again, but when I tried to save the game, it did the typical minisd thing and formatted my disk completely. Probably just need a better fatlib or whatever.
#97245 - Liter - Tue Aug 08, 2006 9:07 pm
This is fantastic, thank you guys. :-)
One bug so far:
go into the Options menu and try to increase the sound f/x volume level - DSDoom will give the error:
leftvol out of bounds
then it will crash the DS.
Also, when in Network mode - if a server cannot be found then it just keeps looking for the server - will there be a way to exit from this and go back into the game (short of power cycling the DS)?
#97255 - jamiewa - Tue Aug 08, 2006 9:50 pm
This sounds cool but, first time I tried it, it didn't work. 2nd time I got to the screen asking 1 or 2 player, chose 1, and it froze up at "Start the music man! V_DrawmemPatch: Patch (0399968, 039582)-(-128) exceeds LFBBad V_DrawMemPatch (flags=0)
I_ShutdownSound:"
Then it does nothing. It's done this the past 3 times now.
I will try with a different WAD I guess as I was using the official full Doom wad. I have the Doom 2 wad and I can easily aquire the shareware for testing purposes, however it'd be nice if this actually played the retail wad.
#97268 - Tisti - Tue Aug 08, 2006 10:24 pm
Works perfectly on M3CF :D
Kickass engine... Can't believe it's so highly playable. Kudus to you m8...
#97289 - Mota - Wed Aug 09, 2006 1:56 am
Absolutely brilliant, works on both my flashed gbamp-cf and on my supercard mini-sd.
My only real gripe is that you can't store it in a subfolder, or somehow specify which .wad file the program should load, so that you could run different iwads off the same SD/CF card.
I'll get over it, though ;)
BANG! BOOM! etc...
#97303 - wintermute - Wed Aug 09, 2006 4:01 am
jamiewa wrote: |
This sounds cool but, first time I tried it, it didn't work. 2nd time I got to the screen asking 1 or 2 player, chose 1, and it froze up at "Start the music man! V_DrawmemPatch: Patch (0399968, 039582)-(-128) exceeds LFBBad V_DrawMemPatch (flags=0)
I_ShutdownSound:"
Then it does nothing. It's done this the past 3 times now.
I will try with a different WAD I guess as I was using the official full Doom wad. I have the Doom 2 wad and I can easily aquire the shareware for testing purposes, however it'd be nice if this actually played the retail wad. |
What media device is that? It sounds like it isn't supported by the gba_nds_fat version we're currently using.
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#97312 - Sektor - Wed Aug 09, 2006 4:20 am
Works on M3CF. I played multiplayer against the PC version of PRBoom on my LAN. Very cool. I used the doom2.wad but I had to name it doom.wad.
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#97314 - evil-doer - Wed Aug 09, 2006 4:28 am
played coop with someone through the whole first episode over the internet. ran great!
thanks for this.
#97318 - Jtboomer2 - Wed Aug 09, 2006 4:56 am
jamiewa wrote: |
This sounds cool but, first time I tried it, it didn't work. 2nd time I got to the screen asking 1 or 2 player, chose 1, and it froze up at "Start the music man! V_DrawmemPatch: Patch (0399968, 039582)-(-128) exceeds LFBBad V_DrawMemPatch (flags=0)
I_ShutdownSound:"
Then it does nothing. It's done this the past 3 times now.
I will try with a different WAD I guess as I was using the official full Doom wad. I have the Doom 2 wad and I can easily aquire the shareware for testing purposes, however it'd be nice if this actually played the retail wad. |
Yeah a similar error message happened to me with different WADs. I tried many many many different ones, and the 1.9 Shareware Doom one was the only one that would work on the DS. I made sure to try all of them in prboom to make sure they were compatible with the engine.
#97328 - meow - Wed Aug 09, 2006 7:05 am
Dude.
You're a God.
This is awesome!
Port GoldenEye 64 and I'll worship you forever! :D
:P
#97346 - Mrshlee - Wed Aug 09, 2006 10:35 am
My SC is in the mail.. DAMN THAT POSTMAN!
hurry up, fragging to be had!
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#97349 - MelGibson - Wed Aug 09, 2006 11:03 am
Cant get it working on M3Mini SD... hangs after the "Start the music man!" msg...
after that it messes up my mini sd card (fat destroyed) and i can reformat the card...
#97363 - ratx - Wed Aug 09, 2006 1:20 pm
http://l33t.spod.org/ratx/dsdoomEZ4/dsdoomEZ4.zip
heres a version I made for EZ4 users, works fine, but no saving...
http://l33t.spod.org/ratx/dsdoomEZ4/dsdoomEZ4hc.zip
EZ4 version hardcoded to run from /doom/ ( you can put your wads here )
http://l33t.spod.org/ratx/dsdoomEZ4/dsdoom_hc.zip
"normal" version hardcoded to run from /doom/
Last edited by ratx on Wed Aug 09, 2006 7:39 pm; edited 1 time in total
#97365 - Sunray - Wed Aug 09, 2006 1:32 pm
Awesome! But you should really move the hud and map to the second screen like in dsHeretic. http://heretic.drunkencoders.com/dsHeretic4.jpg
#97387 - xlargebuddha - Wed Aug 09, 2006 2:43 pm
I also hang at "Start the music man!" I have tried all .wad files renamed to doom.wad some make it to START THE MUSIC others don't but in the end the game won't run.
I'm using a DS Lite, an M3 perfect, and Lexar memory card. DS firmware flashed to flashme firmware. I am also using the newest version of the M3 firmware.
Just my 2 cent...
Let us know...
#97411 - TheChuckster - Wed Aug 09, 2006 4:53 pm
We used the framebuffer screen mode for DSDoom. Unfortunately, the prboom sources this was based off of do not support Heretic or Hexen. Now let me try to help everyone out here... *takes a deep breath*
To fix the nightmare problem, I am going to map the A button to 'y' and then 'y' to fire in Doom. So it will still fire, but it will also function as a 'y' key. Or I could try messing with the menu code. I will put this in SVN soon.
I suppose I could have a menu like in StellaDS for choosing the IWAD and possibly the PWAD to load. Keep checking SVN for updates. As for the "Sending packet Done" infinite loop, that means there is no connection between the server and the client. Check your firewall/router settings and maybe capture some packets to see what's going on.
I will try to have the automap and status bar on the bottom screen. I will still need to have a way to switch to "debug console mode" though (possibly if you touch a certain corner it will switch to the debug console). This will be tough. I just don't want to have to run at half framerate because of this.
The reason all files must be in the root directory is that we were initially using libfat. Libfat does not support directory listing. We moved to fatlib, but kept the root directory constraint. We plan to switch back to the newer libfat once it is stable and more capable than fatlib. A directory listing implementation will be necessary, though.
If you're hanging at "Start the music man!" or the tranmap build, that means that it's not reading the WAD file properly. The reason for that is that fatlib does not support the newer M3/DSLite devices. There's not much I can do to help without the hardware to test it with. Does other fatlib homebrew software work for you? The guru meditation error is a known issue, but you're using an experimental device (i.e. not supported by fatlib) with our software so experimental results ensue. I'm sorry if it formatted your card.
If net play freezes, but you can still bring up the menu, that means that you lost your connection somehow. It is correct behavior for Prboom to do this. If you can't connect to the server, you're going to have to power cycle.
The volume out of bounds is caused by me scaling the volume to be in the 0-127 range for DS. If you mess around with the volume in the options, it throws off the scale. It's at maximum volume right now. Use the DS hardware volume slider. I will look into constraining the volume more to prevent this error.
The V_DrawmemPatch: Patch error is caused by DSDoom not reading the FAT card correctly. Oddly enough, I fixed this by formatting my card as FAT instead of FAT32. jamiewa, what device are you using? M3 Mini SD? It seems like everyone on here with M3 Mini SD can't get it to work. And xlargebuddha, which M3 Perfect card type are you using? CF? SD? Mini SD?
#97417 - Liter - Wed Aug 09, 2006 5:17 pm
TheChuckster wrote: |
The volume out of bounds is caused by me scaling the volume to be in the 0-127 range for DS. If you mess around with the volume in the options, it throws off the scale. It's at maximum volume right now. Use the DS hardware volume slider. I will look into constraining the volume more to prevent this error.
|
As seems to be the case with the DS Lite, the volume from the built-in speakers seems quieter than on the DS Phat, so would it be possible, once you've fixed it in DSDoom, to allow the volume to actually be increased via this control please? It should be possible - I know that Moonshell, for example, allows volume levels to be increased via software.
Thanks. :-)
#97433 - tepples - Wed Aug 09, 2006 6:53 pm
TheChuckster wrote: |
We used the framebuffer screen mode for DSDoom. |
If you use the Extended Rotation mode, you can use both screens. The primary difference is that in Extended Rotation, all 16-bit pixels have to have bit 15 turned on.
Quote: |
If you can't connect to the server, you're going to have to power cycle. |
Will this be fixed? The DS needs a power cycle after changing settings in the system menu, but with commercial DS Game Cards, I don't ever need to power cycle if connection fails in local WLAN play or in Nintendo Wi-Fi Connection.
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#97436 - TheChuckster - Wed Aug 09, 2006 7:06 pm
I should probably clarify by saying that I am using Mode 5 for the graphics. I meant framebuffer in the abstract sense (i.e. usage of tiles and sprites vs framebuffer).
#97437 - Yamishi - Wed Aug 09, 2006 7:10 pm
Quote: |
When will my G6 or other media device be supported?
Sorry, but that really isn't up to us. Once Chishm adds support to libfat, we will update our builds accordingly. We can expedite the process if we actually own said hardware device. In that case, you can feel free to discuss arrangements to send one to us.
|
Does this mean my brand new G6Flash Lite (that isn't even here yet) won't work with DSDoom? ;_; Or does it just mean that no one knows yet? If DSDoom won't work with the G6Flash Lite, is there any chance of it happening in the future, short of someone sending you the hardware (for instance, someone else using the source code to write a G6 compatible version)?
Doom is one of my favorite games of all time, and I pray to any listening omnipotent being that it is or will be compatible with my G6.
Thanks.
#97438 - tepples - Wed Aug 09, 2006 7:34 pm
There is a way to build a ds.gba with an appended FAT: - Build a FAT file system containing .wad files. It's relatively easy on Linux, which allows easy creation and mounting of loopback file systems, but perhaps slightly more difficult on Windows.
- Prepare the FAT file system's boot sector with Chishm's signature (analogous to "PinEightGBFS" in a GBFS file).
- Append to the ds.gba, as is done with GBFS.
This should work with any NAND+RAM card such as SuperCard, M3, or G6.
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#97440 - Yamishi - Wed Aug 09, 2006 7:40 pm
tepples wrote: |
There is a way to build a ds.gba with an appended FAT: - Build a FAT file system containing .wad files. It's relatively easy on Linux, which allows easy creation and mounting of loopback file systems, but perhaps slightly more difficult on Windows.
- Prepare the FAT file system's boot sector with Chishm's signature (analogous to "PinEightGBFS" in a GBFS file).
- Append to the ds.gba, as is done with GBFS.
This should work with any NAND+RAM card such as SuperCard, M3, or G6. |
I'll be honest, I have no idea how to do any of that, but I appreciate the help so much that I'll try to look up all the info on my own, rather than begging someone to do it for me.
Thanks!
#97444 - GBAJAY - Wed Aug 09, 2006 8:39 pm
wolfstein,doom and heretic awsome!!
Just missing duke nukem 3d,blood & quake..wwooo portable FPS classics
#97446 - TheChuckster - Wed Aug 09, 2006 8:49 pm
One thing I did before I bought my GBAMP was research. I found out several things. First, the makers of GBAMP do not support piracy. This is a plus since I have no intentions of illegally stealing the hard work of others. Also, I learned that GBAMP is supported by pretty much any homebrew software that uses FAT file I/O. Then, I noted that it was very inexpensive compared to the other devices. If you are going to purchase something, I highly suggest GBAMP instead of betting your money (literally) that one of the pricier devices will be able to run homebrew software.
A little research saved me the hassle that many of you are experiencing with DSDoom now...
#97455 - MelGibson - Wed Aug 09, 2006 10:06 pm
TheChuckster wrote: |
I'm sorry if it formatted your card |
No problem at all.. just wanted to tell you.. didn't loose any important stuff.
Just keep up the good work. Maybe one day it works on my system too...
Spec...DSLite+FlashmeV7, M3MiniSD (Japanses V23b Firmwar) ,PQI 256MB MiniSD Card
#97470 - Yamishi - Thu Aug 10, 2006 1:14 am
TheChuckster wrote: |
One thing I did before I bought my GBAMP was research. I found out several things. First, the makers of GBAMP do not support piracy. This is a plus since I have no intentions of illegally stealing the hard work of others. Also, I learned that GBAMP is supported by pretty much any homebrew software that uses FAT file I/O. Then, I noted that it was very inexpensive compared to the other devices. If you are going to purchase something, I highly suggest GBAMP instead of betting your money (literally) that one of the pricier devices will be able to run homebrew software.
A little research saved me the hassle that many of you are experiencing with DSDoom now... |
I had a GBAMP, but disliked how far it sticks out of the DS Lite. I got the G6 for its compact size and (seemingly) high homebrew-compatibility. I look forward to playing your Doom incarnation sooner or later, either way :p You surely are a god to me!
#97492 - wintermute - Thu Aug 10, 2006 4:03 am
evil-doer wrote: |
works awesome. i like that you can even play pc vs ds (the only way ive tested it so far). but onto my question.. i tried an earlier beta or something and you could have the files in any directory you wanted. why was this changed? it really makes a mess of the root directory when so many things need to reside there. other than that, awesome, awesome, awesome! |
Thanks a lot, although perhaps you'd like to not "release" alpha builds on us in future :P
What you're referring to is a private alpha given to some early testers
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Last edited by wintermute on Thu Aug 10, 2006 5:35 am; edited 1 time in total
#97497 - Kudaku - Thu Aug 10, 2006 4:15 am
can someone please help me
when i put in a custom wad for let's say doom2 and load it i get the error that it can't find the tag doom.wad
"checkiwad: IWAD tag /doom/doom.wad not present"
even though i renamed it
how to i set the "tag" in prboom.wad to load doom2? so how do i "configure" the prboom.wad file or what do i configure to load a custom wad
cause what i understand is that it loads a doom.wad but looks for a header? and that header has to be doom.wad ...or something
im soo lost....wad, iwad, tag, header, pwad, prboom....
for example these
http://www.doomwadstation.com/main/tc.html#quake2
EDIT: nvm i figured it out
Last edited by Kudaku on Thu Aug 10, 2006 5:31 am; edited 1 time in total
#97498 - tepples - Thu Aug 10, 2006 4:41 am
TheChuckster wrote: |
Also, I learned that GBAMP is supported by pretty much any homebrew software that uses FAT file I/O. |
Most of the homebrew software that uses FAT file I/O is for the Nintendo DS, and most of the GBA homebrew classics have not been ported.
Quote: |
Then, I noted that it was very inexpensive compared to the other devices. If you are going to purchase something, I highly suggest GBAMP instead of betting your money (literally) that one of the pricier devices will be able to run homebrew software. |
Except a lot of the pricier devices run a lot more GBA homebrew than the GBAMP does.
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-- Who?
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#97512 - brennan - Thu Aug 10, 2006 6:06 am
Honestly, I don't care about GBA homebrew at all. In fact, I haven't even booted the GBAMP in "GBA mode".
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#97531 - laurens - Thu Aug 10, 2006 9:51 am
i love to see a version that uses a /data/dsdoom/ folder instead of the root, or maybe a DS DOOM folder, because i like to keep my root clean, so i trew the game off my flashcard, i think it will get back up as soon as folders are supported.
Last edited by laurens on Thu Aug 10, 2006 11:12 am; edited 1 time in total
#97535 - ghaxaq - Thu Aug 10, 2006 10:14 am
I have a supercard Cf and at first all went well but when I tried to load the game yesterday the game crashes and it does not load.I've played like 50% of the game already.
#97567 - sonny_jim - Thu Aug 10, 2006 2:50 pm
laurens wrote: |
I'd love to see a version that uses a /data/dsdoom/ folder instead of the root, or maybe a DS DOOM folder, because i like to keep my root clean, so i trew the game off my flashcard, i think it will get back up as soon as folders are supported. |
Why is everybody always like "OMG My root folder has to have files in it! This SuX!11!"? I can't believe you got so annoyed about it you deleted it off your card?
#97584 - Mr. Picklesworth - Thu Aug 10, 2006 5:04 pm
Argh...
You can't expect every homebrew app to move their files out of the root and into a Data directory.
It would just become more complicated, because some would and some wouldn't.
Instead, move YOUR files out of the root.
What I do is I organize NDS files and various other files of mine into a folder called Main on the root of my card.
Then I just set Moonshell to start with MPCF/Main open, and it works perfectly :)
All we need is other multiboot loaders and file browsers to have that same option and it will be better than having everything in a data folder.
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#97596 - SickNalzic - Thu Aug 10, 2006 6:20 pm
Kudaku wrote: |
can someone please help me
when i put in a custom wad for let's say doom2 and load it i get the error that it can't find the tag doom.wad
"checkiwad: IWAD tag /doom/doom.wad not present"
even though i renamed it
how to i set the "tag" in prboom.wad to load doom2? so how do i "configure" the prboom.wad file or what do i configure to load a custom wad
cause what i understand is that it loads a doom.wad but looks for a header? and that header has to be doom.wad ...or something
im soo lost....wad, iwad, tag, header, pwad, prboom....
for example these
http://www.doomwadstation.com/main/tc.html#quake2
EDIT: nvm i figured it out |
u said u figured it out... can u tell me how u did it? cuz i wanna play the duke nukem 3d one :D
#97602 - HtheB - Thu Aug 10, 2006 6:59 pm
Kudaku wrote: |
EDIT: nvm i figured it out |
how? i tried many things.. but It wont load :(
#97631 - laurens - Thu Aug 10, 2006 10:01 pm
Hi, wanted to have a doom that uses the /data/dsdoom/ map, nobody wanted to make that, so i searched out for myself.
i found out how to change it, and so did i change it.
but now im stuck, because i have every single file, but i need to compile it to one single file nds file (i prefer ds.gba). so can someone do that for me? please?
heres the source and all the files with it:
http://rapidshare.de/files/28935479/dsdoomsource.zip.html
#97642 - xtoc - Thu Aug 10, 2006 10:12 pm
i would like to see duke nukem tc &&
http://goldeneye.newdoom.com/index2.shtml
running as doom mod for the ds
Is this possible at this moment?
Great work!
#97681 - Mr. Picklesworth - Thu Aug 10, 2006 11:47 pm
Is there a such thing as a public online PRBoom multiplayer server?
I tried search-engining for such a thing but nothing came up :(
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#97704 - Sektor - Fri Aug 11, 2006 4:10 am
Unfortunately the server isn't designed to be dedicated. Once the player limit is reached, it tells the clients to start the game and no more players can join. When I was testing it on my LAN, I had to restart the server everytime someone disconnected.
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#97711 - HtheB - Fri Aug 11, 2006 5:23 am
Mr. Picklesworth wrote: |
Is there a such thing as a public online PRBoom multiplayer server?
I tried search-engining for such a thing but nothing came up :( |
download the PC version of PRBOOM 2.4.2
it has the server :)
#97735 - manbitesdog - Fri Aug 11, 2006 11:11 am
Hi, I'm really enjoying playing this on the DS, so thanks for your work.
I just have one small problem: in Doom2 you get the double barrelled shotgun on level 2, however once you have it I can't find any way to pick your regular shotgun from youy inventory (in the original version I think you needed to press '3' twice).
#97749 - jamiewa - Fri Aug 11, 2006 11:51 am
TheChuckster wrote: |
The V_DrawmemPatch: Patch error is caused by DSDoom not reading the FAT card correctly. Oddly enough, I fixed this by formatting my card as FAT instead of FAT32. jamiewa, what device are you using? M3 Mini SD? It seems like everyone on here with M3 Mini SD can't get it to work. And xlargebuddha, which M3 Perfect card type are you using? CF? SD? Mini SD? |
I apologize for the delay in the reply.
I'm using DS Lite with:
FlashMe v7
M3 Perfect SD
Latest firmware.3
And it's also formatted in FAT32 so I can play GBA backups.
#97756 - retrohead - Fri Aug 11, 2006 12:21 pm
laurens wrote: |
Hi, wanted to have a doom that uses the /data/dsdoom/ map, nobody wanted to make that, so i searched out for myself.
i found out how to change it, and so did i change it.
but now im stuck, because i have every single file, but i need to compile it to one single file nds file (i prefer ds.gba). so can someone do that for me? please?
heres the source and all the files with it:
http://rapidshare.de/files/28935479/dsdoomsource.zip.html |
I compiled this for you but i can't test it yet as I am at work.
http://rapidshare.de/files/28996869/dsdoom_laurens_modified_version.rar.html
#97805 - SickNalzic - Fri Aug 11, 2006 5:40 pm
blak and wite screens
#97816 - brennan - Fri Aug 11, 2006 7:19 pm
What flashcart are you using?
_________________
Hardware: GBAMP v2, Datel MML, NDS phat (Flashme v7)
#97821 - josath - Fri Aug 11, 2006 8:01 pm
Here is a version compiled for flash-based flashcarts, it includes only a .ds.gba, which has a pre-built FAT image appended to it. Saving is disabled (I don't think there's enough SRAM)
http://davr.org/ds2/doomfc.zip
Please, someone test it on their flashcart (not CF or SD based) and let me know if it works
#97824 - SickNalzic - Fri Aug 11, 2006 8:15 pm
oh i was using gbamp my bad
#97827 - pIN3 - Fri Aug 11, 2006 8:26 pm
Carpe diem...
josath wrote: |
Please, someone test it on their flashcart (not CF or SD based) and let me know if it works |
So, you dont asked for sd-users, but it works fine for me on my m3-minisd (v23b)...;)
thx4that...;)
(the official build hangs on "Survived graphics init")
-pIN3
btw: sry for my bad english-skills...;)
#97832 - brennan - Fri Aug 11, 2006 8:38 pm
SickNalzic wrote: |
oh i was using gbamp my bad |
Are you using DSorganize? If so, you have to press Y to boot instead of A.
_________________
Hardware: GBAMP v2, Datel MML, NDS phat (Flashme v7)
#97833 - SickNalzic - Fri Aug 11, 2006 8:40 pm
what does that do? thanx tho
#97834 - brennan - Fri Aug 11, 2006 8:42 pm
It boots it, but I'm not sure what it does differently. DSorganize has problems botting some things, but usually, if you press Y instead of A, it'll work.
_________________
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#97835 - SickNalzic - Fri Aug 11, 2006 8:44 pm
wierd thanx
edit: loads but doesnt load from the data/dsdoom
#97838 - Fling - Fri Aug 11, 2006 9:01 pm
josath wrote: |
Here is a version compiled for flash-based flashcarts, it includes only a .ds.gba, which has a pre-built FAT image appended to it. Saving is disabled (I don't think there's enough SRAM)
http://davr.org/ds2/doomfc.zip
Please, someone test it on their flashcart (not CF or SD based) and let me know if it works |
Runs great on my Flash Advance Xtreme 512Mb. Haven't tried a network game yet though.
How did you build the FAT file system image? I was thinking about doing this myself, just haven't gotten a big chunk of time to sit down and try it out yet.
BTW, thanks for building that. :)
#97842 - brennan - Fri Aug 11, 2006 9:23 pm
SickNalzic wrote: |
wierd thanx
edit: loads but doesnt load from the data/dsdoom |
Everything has to be in root.
_________________
Hardware: GBAMP v2, Datel MML, NDS phat (Flashme v7)
#97843 - Fire-WSP - Fri Aug 11, 2006 9:24 pm
pIN3 wrote: |
Carpe diem...
josath wrote: |
Please, someone test it on their flashcart (not CF or SD based) and let me know if it works |
So, you dont asked for sd-users, but it works fine for me on my m3-minisd (v23b)...;)
thx4that...;)
(the official build hangs on "Survived graphics init")
-pIN3
|
Same here, cool.
_________________
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#97844 - josath - Fri Aug 11, 2006 9:26 pm
Fling wrote: |
josath wrote: | Here is a version compiled for flash-based flashcarts, it includes only a .ds.gba, which has a pre-built FAT image appended to it. Saving is disabled (I don't think there's enough SRAM)
http://davr.org/ds2/doomfc.zip
Please, someone test it on their flashcart (not CF or SD based) and let me know if it works |
Runs great on my Flash Advance Xtreme 512Mb. Haven't tried a network game yet though.
How did you build the FAT file system image? I was thinking about doing this myself, just haven't gotten a big chunk of time to sit down and try it out yet.
BTW, thanks for building that. :) |
Once I get all the details worked out (including SRAM saving, see my other topic: http://forum.gbadev.org/viewtopic.php?t=10772), then I will release a nice easy to use builder. somethinglike:
Code: |
BuildFat.bat output.img rootDir // takes all data in rootDir and builds a fat image |
I plan to support both windows and linux
#97850 - Linkiboy - Fri Aug 11, 2006 10:15 pm
Works perfectly on SCLite after being "MoonShell" patched
EDIT: My QuakeDoom wad doesn't work :( it says doom.wad not found.
Agh.. it's a doom II wad... anyone want to port the doom II engine to the DS? :P
EDIT3: What's even more sad is that my DS runs Doom better than my PC >_>
#97861 - Mrshlee - Fri Aug 11, 2006 11:40 pm
Linkiboy wrote: |
Works perfectly on SCLite after being "MoonShell" patched
EDIT: My QuakeDoom wad doesn't work :( it says doom.wad not found.
Agh.. it's a doom II wad... anyone want to port the doom II engine to the DS? :P
EDIT3: What's even more sad is that my DS runs Doom better than my PC >_> |
The prboom engine runs Doom 1/Doom 2/Ultimate Doom/Final Doom... ask someone in the know tho.
aslong as the wad is doom.wad.. should work.
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#97863 - TheChuckster - Sat Aug 12, 2006 12:02 am
DSDoom works with Doom II, along with any other PrBoom compatible IWAD (i.e. Shareware Doom, Doom II, Ultimate Doom, etc.). You might be able to get it to load a PWAD file as well (any "mod" such as Goldeneye Doom) along side the Doom II IWAD by editing the configuration file.
#97868 - SickNalzic - Sat Aug 12, 2006 1:22 am
brennan wrote: |
SickNalzic wrote: | wierd thanx
edit: loads but doesnt load from the data/dsdoom |
Everything has to be in root. |
then what does the new version do different? XD
#97888 - tekknosk8er - Sat Aug 12, 2006 4:30 am
[quote="josath"] Fling wrote: |
josath wrote: | Here is a version compiled for flash-based flashcarts, it includes only a .ds.gba, which has a pre-built FAT image appended to it. Saving is disabled (I don't think there's enough SRAM)
http://davr.org/ds2/doomfc.zip
Please, someone test it on their flashcart (not CF or SD based) and let me know if it works |
Runs great on my Flash Advance Xtreme 512Mb. Haven't tried a network game yet though.
How did you build the FAT file system image? I was thinking about doing this myself, just haven't gotten a big chunk of time to sit down and try it out yet.
BTW, thanks for building that. :) |
I have tested this on my M3 mini-sd = works !
and also my old Flash2Advance 128m card = works !
I've also tested netplay on both and it is hanging at "Connecting via WFC data" it did once however get passed this after trying over and over again, and it was looking to connect to the server which wasnt running at the time.
Also is there a way I can rebuild DSdoom using a commercial version of Doom.wad/Doom2.wad or be able to edit PRBOOM.cfg ? I am not entirely sure how to build using these libs.
#97951 - Linkiboy - Sat Aug 12, 2006 2:38 pm
TheChuckster wrote: |
DSDoom works with Doom II, along with any other PrBoom compatible IWAD (i.e. Shareware Doom, Doom II, Ultimate Doom, etc.). You might be able to get it to load a PWAD file as well (any "mod" such as Goldeneye Doom) along side the Doom II IWAD by editing the configuration file. |
How? I'm trying to get those PWADS working but it says Iwad tag not found... can you please elaborate?
EDIT: If it helps I have The WADS of all the doom games except Doom 1(I have ultimate doom)
#97962 - TheChuckster - Sat Aug 12, 2006 4:03 pm
You shouldn't try loading a PWAD in as an IWAD.
#97963 - Linkiboy - Sat Aug 12, 2006 4:19 pm
But how do I get it to load a PWAD in the first place?
#98011 - Kudaku - Sat Aug 12, 2006 7:37 pm
^merge the IWAD and PWAD?
#98088 - telephasic - Sun Aug 13, 2006 4:29 am
Wow! Great work.
Doom 1 shareware works, as does doom II, but Ultimate Doom crashes at
the start screen image.
I'd love to be able to see the map (on the bottom screen or with a keypress) and I can also report there are problems with the super shotgun in Doom II.
What are the chances of getting something like Aliens-TC working with this? Would it be possible to have a custom separate version that applied the DeHacked code changes that are required for Aliens-TC?
Thanks again, lots of fun.
#98099 - Mr. Picklesworth - Sun Aug 13, 2006 6:01 am
Telephasic: Go to options -> controls (I may be wrong; don't have it in front of me), go to the minimap option, and map Select to it.
Works perfectly, though perhaps a bit distorted :)
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#98103 - manbitesdog - Sun Aug 13, 2006 7:34 am
If people are looking for a way to free up a key for binding purposes you can turn on auto run in the config file so that you can use 'x' for whatever you want. I've mapped it to weapon '3' so I can cycle between the regular and super shotguns in Doom II.
I'm loving doom on the DS by the way. So far I'm upto to the third chapter in Doom II, and despite the occassional crash when I try to save, it works perfectly.
#98144 - Mr. Picklesworth - Sun Aug 13, 2006 4:34 pm
I also get saving crashes from time to time with GBAMP.
It appears to be that it runs out of memory. (In which case: Why, Nintendo? Why only 4 MB of RAM?!)
Sorry, I should have copied out the log when I had it in front of me.
_________________
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MKDS Friend Code: 511165-679586
MP:H Friend Code: 2105 2377 6896
#98145 - tepples - Sun Aug 13, 2006 4:54 pm
Mr. Picklesworth wrote: |
It appears to be that it runs out of memory. (In which case: Why, Nintendo? Why only 4 MB of RAM?!) |
Because a PSP is twice as expensive. Besides, the Super NES version (with the Super FX coprocessor) ran with only 128 KB of main RAM and 2 MB of ROM.
_________________
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#98146 - Mr. Picklesworth - Sun Aug 13, 2006 5:08 pm
Yep, perhaps a memory leak somewhere.
This was after playing through a few levels in Doom 1, so quite possible.
(Or maybe I misread the debug log).
_________________
Thanks!
MKDS Friend Code: 511165-679586
MP:H Friend Code: 2105 2377 6896
#98164 - Linkiboy - Sun Aug 13, 2006 7:49 pm
telephasic wrote: |
Wow! Great work.
Doom 1 shareware works, as does doom II, but Ultimate Doom crashes at
the start screen image.
I'd love to be able to see the map (on the bottom screen or with a keypress) and I can also report there are problems with the super shotgun in Doom II.
What are the chances of getting something like Aliens-TC working with this? Would it be possible to have a custom separate version that applied the DeHacked code changes that are required for Aliens-TC?
Thanks again, lots of fun. |
Ultimate Doom works fine for me...
#98172 - Sunray - Sun Aug 13, 2006 8:23 pm
Is it possible to play Heretic too?
#98239 - Sektor - Mon Aug 14, 2006 9:07 am
It can't play heretic or hexen. It can only play what PrBoom can play. Heretic was ported to DS long ago but there still needs to be a GBAMP compatible version.
_________________
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#98295 - OOPMan - Mon Aug 14, 2006 2:48 pm
Okay, here we go, a carefully worded problem report...
DS: Black UK DS Lite
Firmware: Flashme v7
Media Adapter: SuperCard MiniSD with 1.63b firmware
Media: SanDisk 2gb MiniSD card formatted using FAT32
Problem:
DS Doom does not function with the Ultimate Doom WAD. It hangs on the start-up screen, either when attempting to "start the music" or when attempting to load the demo. However, the game runs fine using the original Doom WAD (Other than the memory leak crashes now and then...). I will be testing the Doom2, Plutonia and TNT wads later today and will update this post with status on whether they work...
Update:
I did some extensive testing last night and have the following to conclude. All tests were performed using the above listed hardware.
Shareware Doom WAD: Fails. EOF error when loading the WAD. Maybe DS Doom thinks it's a commercial wad?
Original Doom WAD: Works fine.
Ultimate Doom WAD: Fails. Doom hangs about 1-3 secs after hitting the title screen
Doom II WAD: Works fine.
TNT Evilution WAD: Works fine.
The Plutionia Experiment WAD: Works fine.
The WAD being used must be named DOOM.WAD. Case is not sensitive (It's running on a FAT based FS...)
Summary: DS Doom works fine on the SuperCard MiniSD. However, the Ultimate Doom WAD has issues. This is probably the problem everyone has been reporting with the SC: mSD.
I do not think the problem has anything to do with the actual size of the WAD, as the Doom2, TNT and Plutonia WADs are all larger. However, a sneak suspicion. The shareware WAD seems to fail because DS Doom thinks it's larger than it is. Could the Ultimate Doom WAD be failing because it's about 1mb larger than the orginal Doom WAD? Could it be that, for some bizarre reason, DS Doom is not corrcetly detecting that the Ultimate Doom WAD is what it is (Even though it reports that it is running in Ultimate Doom compatibility mode...) and is thus looking for data in the wrong parts of the file? Something to look into, maybe...
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You can find my NDS homebrew projects here...
Last edited by OOPMan on Tue Aug 15, 2006 12:38 pm; edited 2 times in total
#98356 - TheChuckster - Mon Aug 14, 2006 9:31 pm
Ultimate Doom works for us with our GBAMP and M3 CF devices. Therefore, I am assuming it's a MiniSD problem. We're just going to have to hold off until libfat becomes stable and is compatible with MiniSD devices... Neither of us have MiniSD hardware to work with and debugging over wire is next to impossible. Hanging at "Start the music" usually indicates gba_nds_fat can't read the WAD file properly, which is expected.
#98362 - WunSick - Mon Aug 14, 2006 10:04 pm
Working on a key map here, but cant figure out some....
L= 0x2c
R= 0x2e
X= (currently hardcoded for another use)
Y= 0x30
A= 0x9d
B= 0x20
UP= 0xad
DOWN= 0xaf
LEFT= 0xac
RIGHT= 0xae
also is there a JUMP bind? was going to assign it to the USE key too...
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Last edited by WunSick on Wed Aug 16, 2006 5:17 pm; edited 1 time in total
#98421 - Kayouu - Tue Aug 15, 2006 4:32 am
Hey if you didnt know I was using a doom wad the shareware one I believe and when in the options menu if I change the sound doom crashed and broke the Wad file just FYI if you didnt know. I'm using a GBAMP.
#98428 - josath - Tue Aug 15, 2006 5:18 am
Kayouu wrote: |
Hey if you didnt know I was using a doom wad the shareware one I believe and when in the options menu if I change the sound doom crashed and broke the Wad file just FYI if you didnt know. I'm using a GBAMP. |
That crash and the explanation of that crash are already posted in this thread. Basically, don't use the menu to adjust the sound, use the volume slider on the front of your DS
#98443 - telephasic - Tue Aug 15, 2006 9:39 am
Thanks for the tips about options for the automap. That was an oversight on my part.
TheChuckster wrote: |
Ultimate Doom works for us with our GBAMP and M3 CF devices. Therefore, I am assuming it's a MiniSD problem. [snip]
Hanging at "Start the music" usually indicates gba_nds_fat can't read the WAD file properly, which is expected. |
I am trying to run Ultimate Doom on my supercard CF and get the crash. I have not tried it on my GBAMP, I'll test it later tonight. I'll try defragging the CF card too.
#98463 - OOPMan - Tue Aug 15, 2006 12:41 pm
Okay, my thoughts for the next release:
1: Hehehe, fix the Ultimate Doom WAD issue, if possible...
2: I think translucency should be disable by default. It actually causes graphical artifacts (In the form of vertical black lines) fairly regularly on my system. Also, the game seems to run a bit better with it disabled :-)
3: I think a proper thumb/stylus control scheme would be nice. Playing with the D-Pad puts Ultraviolence out of reach :-(
4: See if you can bump the sound channels up to 16. At the moment I often get missed sounds due to the low channel count...
5: Automap and HUD on the lower screen would be a great space saver :-)
Overall, though, great work guys...
_________________
"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#98485 - Linkiboy - Tue Aug 15, 2006 3:58 pm
Will you ever add cheats for those Doom challanged like me?(Particularly Plutonia)
#98488 - WunSick - Tue Aug 15, 2006 4:11 pm
Nice work with the port by the way, i love this, play this all the time :)
any ETA on a new release ? :)
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#98533 - Mota - Tue Aug 15, 2006 8:26 pm
I'm using Supercard Mini-SD/Flashme7 on DS Lite (White) and the Ultimate Doom wad works just fine, I played it right through without any crashes. Perhaps your wad is the problem?
#98622 - OOPMan - Wed Aug 16, 2006 3:40 pm
I don't think so, seeing as how it works fine on PC releases of the game. I'll try re-copying it...
Question, though, are you running a FAT16 or FAT32 FS on your mSD card Mota?
Also, some further thoughts on DS Doom.
Some optimisations need to be done. I've noticed slowdowns in two particular cases.
1: Textures with transparencies. You know, grilles and the like. A quick pan-and-scan reveals that the game slows down a lot rendering these.
2: Wide open areas. Looking through a door into a wide open area also gave a performance hit, although not as much as the grille textures...
_________________
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You can find my NDS homebrew projects here...
#98708 - tepples - Thu Aug 17, 2006 12:42 am
OOPMan wrote: |
I've noticed slowdowns in two particular cases.
1: Textures with transparencies. You know, grilles and the like. A quick pan-and-scan reveals that the game slows down a lot rendering these. |
What you're seeing is overdraw. Overdraw reduces fill rate. The Doom engine has zero overdraw with no transparent textures, but it has to do a back-to-front pass if walls have transparent textures.
Some source ports can draw using OpenGL instead of the software renderer. Has anyone looked into porting one of those?
_________________
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-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#98742 - octopusfluff - Thu Aug 17, 2006 5:54 am
tepples wrote: |
Some source ports can draw using OpenGL instead of the software renderer. Has anyone looked into porting one of those? |
Additionally, I'm quite certain that at some point a source port implemented client/server deathmatch, allowing joining after the server started. It's been years since I looked into it, though, so I'm not sure if it made it into any of the other significant source ports.
#98769 - OOPMan - Thu Aug 17, 2006 1:44 pm
DoomsDay does that. However, the netcode isn't always great and crashes do occur :-(
A 3d accelerated port is in the works, that's DoomDS (As opposed to DS Doom, which is this...)
Tepples, I still think the slowdown is not cool. I have distinct memories of Doom running perfectly on a 486 DX/33 back in the day.
Technically a DS is beefier than a 486 DX/33, even without the 3d unit coming into play.
I suspect that, at this stage, DS Doom is not optimised to the greatest extent, but I'm sure that will come in time...
_________________
"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#98777 - tepples - Thu Aug 17, 2006 3:06 pm
OOPMan wrote: |
A 3d accelerated port is in the works, that's DoomDS (As opposed to DS Doom, which is this...) |
I seem to recall that DoomDS isn't a straight port. It's more like Doom 64.
Quote: |
I have distinct memories of Doom running perfectly on a 486 DX/33 back in the day. |
The difference between 486SX and 486DX was that all 486DX processors had a built-in 487 FPU.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#98779 - OOPMan - Thu Aug 17, 2006 3:12 pm
Waaait...
You're saying the DS has NO FPU functionality whatsoever? (Well, that's what you seem to imply, anyway...) How does it handle all the 3d math then?
As for Doom[64]DS, I have my doubts as to whether it's ever going to be released, seeing as there's been no sign of a WIP or anything other than a few screens...
Now if someone could port DoomsDay to the DS...too bad it's a system hog :-(
_________________
"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#98780 - tepples - Thu Aug 17, 2006 3:14 pm
OOPMan wrote: |
You're saying the DS has NO FPU functionality whatsoever? (Well, that's what you seem to imply, anyway...) How does it handle all the 3d math then? |
The geometry engine in the DS is a fixed point, fixed function T&L. The PS1's GTE was also fixed point.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#98842 - Lazy1 - Thu Aug 17, 2006 10:37 pm
If doom is anything like wolf3d, there is not going to be enough vram to store all the needed textures for 3d mode.
Take the nazi guard from wolf3d, it is 64x64 pixels and there are a total of 48 frames for all of the animations and angles.
So, one enemy takes up 192kb of vram.
You might be able to do wall rendering in 3D and draw the sprites in software though.
#98855 - tepples - Fri Aug 18, 2006 1:10 am
Lazy1 wrote: |
If doom is anything like wolf3d, there is not going to be enough vram to store all the needed textures for 3d mode.
Take the nazi guard from wolf3d, it is 64x64 pixels and there are a total of 48 frames for all of the animations and angles. |
I take it you've never read Managing Sprite Cel VRAM on the Game Boy Advance, or you can't see how it would generalize to the DS.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#98856 - Lazy1 - Fri Aug 18, 2006 1:30 am
I just glanced at it now, that still doesn't allow for all scenarios.
For the first level alone (and you can expect these to be all on screen together):
Nazi guard: 48 64x64 frames at 8bpp
Attack dog: 38 64x64 frames at 8bpp
Room objects: (>3x) 1 64x64 frame at 8bpp
Any of those besides room objects can be at different angles, in a different animation sequence or both.
Not forgetting about the memory required for the wall textures (I'd say 25 or so depending on the level) how are you supposed to work that using the hardware rendering?
If there is a solution I'm very interested to know since using the DS hardware would provide a nice speedup (if a timing bug didn't lock it to 36fps, bah).
#98858 - tepples - Fri Aug 18, 2006 1:41 am
Lazy1 wrote: |
For the first level alone (and you can expect these to be all on screen together):
Nazi guard: 48 64x64 frames at 8bpp
Attack dog: 38 64x64 frames at 8bpp
Room objects: (>3x) 1 64x64 frame at 8bpp |
I remember playing Wolf3D on a Macintosh computer and on an Atari Jaguar console, and I never saw 48 Nazi guards and 38 attack dogs on the screen at once. For each simultaneously displayed sprite, you load one frame into VRAM. For a scene with 5 Nazis, 3 dogs, 4 furnitures, and 2 powerups, this means you have 14 frames loaded into VRAM at once. At 4 KB per frame, this means you're only using 56 KB of VRAM.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#98861 - Linkiboy - Fri Aug 18, 2006 2:14 am
Will you add a lcdSwap(); option in the config file?
I have a stuck pixel on my top screen which wont be fixed by any pixelfixers.
EDIT: Changed dead to stuck before tepples gets on my nerves about the difference.
#98936 - tekknosk8er - Fri Aug 18, 2006 4:39 pm
TheChuckster wrote: |
Ultimate Doom works for us with our GBAMP and M3 CF devices. Therefore, I am assuming it's a MiniSD problem. We're just going to have to hold off until libfat becomes stable and is compatible with MiniSD devices... Neither of us have MiniSD hardware to work with and debugging over wire is next to impossible. Hanging at "Start the music" usually indicates gba_nds_fat can't read the WAD file properly, which is expected. |
It would be nice if M3 hooked ya guys up with a M3 mini-sd
Is there anyone working on Libfat compatible with Mini-SD ?
#98938 - OOPMan - Fri Aug 18, 2006 4:49 pm
Lazy1 wrote: |
I just glanced at it now, that still doesn't allow for all scenarios.
For the first level alone (and you can expect these to be all on screen together):
Nazi guard: 48 64x64 frames at 8bpp
Attack dog: 38 64x64 frames at 8bpp
Room objects: (>3x) 1 64x64 frame at 8bpp
Any of those besides room objects can be at different angles, in a different animation sequence or both.
Not forgetting about the memory required for the wall textures (I'd say 25 or so depending on the level) how are you supposed to work that using the hardware rendering?
If there is a solution I'm very interested to know since using the DS hardware would provide a nice speedup (if a timing bug didn't lock it to 36fps, bah). |
Oh, for sure, the DS's HW obviously can't handle Wolf 3D. All those mountains of huge textures. Hell, Metroid Prime: Hunters is all a trick , just a really clever rolling demo. That's right. All of it. Including the textures.
Erm, yeah. Look man, Wolf3D ran on 386's with less than 4mb of RAM. In software mode. With graphics cards that didn't exactly carry a pile of VRAM either.
Reality check...
_________________
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You can find my NDS homebrew projects here...
#99389 - NeoNut - Mon Aug 21, 2006 6:54 am
Here's a tip for those of you getting the end of file error. Just remove the read only attribute on doom.wad
This works for me on a DS Lite, M3 MiniSD, 2GB FAT32.
#99427 - OOPMan - Mon Aug 21, 2006 3:42 pm
Ooooh, thanks for that, I'll give it a shot.
I was about to post a note about the fact that my Doom2.wad has started playing up with an EOF error...
Very weird, since it was working before...
*Checks file attributes*
Hmmmm...
_________________
"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#99442 - Lazy1 - Mon Aug 21, 2006 6:50 pm
OOPMan wrote: |
Erm, yeah. Look man, Wolf3D ran on 386's with less than 4mb of RAM. In software mode. With graphics cards that didn't exactly carry a pile of VRAM either.
Reality check...
|
Your forgetting a few things here, the main point being that a software renderer is not subjected to video hardware limitations.
It doesn't matter if video cards didn't have lots of vram back then, all they needed to provide was a 320x200x8 framebuffer.
Wolf3d would load graphics from a swap file and write it to the framebuffer, to add hardware 2D acceleration would be quite complicated and I'd be better off re-writing the entire engine.
If someone wants to prove me wrong and add hardware 2D acceleration to wolf3d, the source is available on request.
#99454 - xtoc - Mon Aug 21, 2006 9:15 pm
#99485 - tepples - Tue Aug 22, 2006 12:58 am
Wolf3D style ray casting is the special case of portal rendering, with sectors that form a regular square grid.
Wolf3D uses depth-first casting, where each ray is stepped into one region at a time until it hits something, and then the "something" is drawn to the screen. The alternative used by later portal engines is breadth-first casting, in which all rays are extended by some amount at the same time. They may be extended by one row or one column. Rays that hit something opaque are terminated. The key optimization that this enables is that of run-length processing, where rays that are not terminated at a given depth are grouped into extents with a left and right bound. Then if one ray of an extent hits a wall, the polygon can be drawn at once, and the rays that the wall intersects can be removed from the extent.
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-- Who?
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-- I think he moved to Tilwick.
#99502 - TJ - Tue Aug 22, 2006 2:11 am
Quote: |
I remember playing Wolf3D on a Macintosh computer and on an Atari Jaguar console, and I never saw 48 Nazi guards and 38 attack dogs on the screen at once. |
Can't say I recall that either, but it would have been pretty awesome.
#99575 - OOPMan - Tue Aug 22, 2006 3:05 pm
Right, back to the subject of DS Doom...
I've found something pretty interesting...
Firstly, I think either DS Organize's renaming or DS Doom itself managed to truncate my Doom2.wad by about 3mb, which is why it no longer works. I'm still not sure which application caused this...
However, considering I've renamed the other WADs using DS Organize with no problems, I think it may be that DS Doom is to blame...
Secondly...
My Ultimate Doom WAD is somehow borked. It doesn't work properly, even using the windows source ports available :-(
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You can find my NDS homebrew projects here...
#99943 - Jesster - Thu Aug 24, 2006 9:21 pm
OOPMan wrote: |
Right, back to the subject of DS Doom...
I've found something pretty interesting...
Firstly, I think either DS Organize's renaming or DS Doom itself managed to truncate my Doom2.wad by about 3mb, which is why it no longer works. I'm still not sure which application caused this... |
It seems all but the latest versions of DSOrganize don't actually rename files, but create a copy of the file with the new name, then delete the old one. So if you didn't have enough space free on your media for the copy of the WAD file, it may have truncated it.
Just tried out DSDoom last night on my flashed DSLite with an SCLite card.
I used ratx's altered version that runs from /doom/ directory and patched it with the Moonshell patcher and it works great. I have yet to run into any crashes, lock-ups or any other major failures.
In addition to a lot of the other suggestions for future improvements, I think a touch-screen keyboard would alleviate a lot of the minor control issues related to having a limited set of buttons to map to various keys. It should probably be toggleable off and on so as not to affect performance when not in use.
Don't know how much of a pain it would be to include this, but it would certainly make it a lot easier to:
-Enter cheat codes.
-Type in names for save files.
-toggle between regular and double-barrel shotgun
-toggle automap
-look up/down/center (at least until a touchscreen freelook feature is implemented)
-Answer Y/N prompts
-Anything else that I forgot that can't be done easily with the current control scheme
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#100017 - OOPMan - Fri Aug 25, 2006 1:38 pm
The optional touchscreen keyboard would not be a bad idea at all. Good thinking...
I personally would like a workable stylus control scheme, but that's just me...
Gah, who am I kidding, even Metroid Prime: Hunters isn't hot with a stylus...
_________________
"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#100243 - msa - Sat Aug 26, 2006 11:44 pm
man what the FUCK
this bullshit corrupted every fucking folder on my sd-card which had save-games in it.
man i'm so PISSED because the last backup i made was like a month ago.
it loaded and then told me "start the music!" or something like that, and then stopped there. i waited ten minutes, nothing happend.
i restart the ds, and what happens? i have the default skin enabled and the folders names are corrupted.
i connect the card to my pc and the savegame-folders (of nds and gba) and the background-folder are gone, but there are some datas with some corrupted looking names with strange symbols. all these datas are together around 7 gigs. of course, on my 1-gb-sd-card. (i have a m3 mini-sd). plus, the name of the sd-card was corrupted.
man i'm PISSED.
#100247 - brennan - Sat Aug 26, 2006 11:55 pm
Same thing happened to me when I ran the new DSorganize the first time; but of course I had all of my data backed up.
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#100336 - OOPMan - Sun Aug 27, 2006 12:40 pm
This stuff happens. Read the disclaimers people.
This software is not stable on all platforms, because the developers aren't rich enough to own all platforms...
Want to help?
Volunteer...
_________________
"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#100382 - outphase - Sun Aug 27, 2006 5:21 pm
msa wrote: |
man what the FUCK
this bullshit corrupted every fucking folder on my sd-card which had save-games in it.
man i'm so PISSED because the last backup i made was like a month ago.
it loaded and then told me "start the music!" or something like that, and then stopped there. i waited ten minutes, nothing happend.
i restart the ds, and what happens? i have the default skin enabled and the folders names are corrupted.
i connect the card to my pc and the savegame-folders (of nds and gba) and the background-folder are gone, but there are some datas with some corrupted looking names with strange symbols. all these datas are together around 7 gigs. of course, on my 1-gb-sd-card. (i have a m3 mini-sd). plus, the name of the sd-card was corrupted.
man i'm PISSED. |
Want us to cry for you?
#100389 - gmiller - Sun Aug 27, 2006 5:38 pm
#100497 - chishm - Mon Aug 28, 2006 8:55 am
msa wrote: |
this bullshit corrupted every fucking folder on my sd-card which had save-games in it. |
There's a reason the SD drivers are disabled in gba_nds_fat by default.
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#100543 - Sektor - Mon Aug 28, 2006 4:11 pm
Not everyone follows the status of the fat lib, so it would be a good idea to include clear warnings about possible file corruption with any homebrew that writes to SD cards. CF/SD aren't the most reliable storage media even when used normally, so backing up is always a good idea.
_________________
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#100633 - Bluemercury - Tue Aug 29, 2006 1:39 am
Hi! i have an m3 perfect minisd with a passcard3 and i always get the "survived graphics init" message. im still in doubt about what files do i really need and where do i put them, do they have to be in root, can i put them in a folder that has to be in the root? cant seem to run anything besides backups.....
#100671 - OOPMan - Tue Aug 29, 2006 1:56 pm
Erm, yeah, "Survived Graphics Init" just means the game didn't die while trying to get the GFX modes set-up...
The WAD files need to be placed in the root folder. The WAD you use has to be named DOOM.WAD.
For example, my root contains...
DOOM.D1
DOOM.D2
DOOM.PLT
DOOM.TNT
DOOM.TUD <- My faulty Ultimate Doom WAD
When I want to play I use the latest version of DS Organize and rename one of the DOOM. files to DOOM.WAD
As for the SD corruption issues. Hehehe, well, all I can say is that I never actually save my game of Doom :-) I'll wait until things are stable, thanks :-)
_________________
"My boot, your face..." - Attributed to OOPMan, Emperor of Eroticon VI
You can find my NDS homebrew projects here...
#100691 - iball - Tue Aug 29, 2006 8:08 pm
I just hex-edited the DSDOOM.NDS file itself creating multiple versions of the same .NDS file - renamed for each WAD I want to run of course - and slapped all the WAD files to the root of the card.
When I want to play a certain WAD, I just run that edited version of the NDS file. Kind of a waste at 604Kb per .NDS file, but it will work until a proper WAD selector is coded in.
Only tested it with DOOM2, Ultimate Doom, and Plutonium but they worked.
#100708 - Bluemercury - Tue Aug 29, 2006 11:57 pm
While using the game manager from M3(mini-sd) what are the configurations to use for the dsdoom.nds file, reading options: normal, fast-boot or safe mode? what about rom trim?
also do i only need the dsdoom.nds, prboom.wad and prboom.cfg?what about the files can i place them in any place/folder?
#100721 - TheChuckster - Wed Aug 30, 2006 2:35 am
Quote: |
man what the FUCK
this bullshit corrupted every fucking folder on my sd-card which had save-games in it.
man i'm so PISSED because the last backup i made was like a month ago.
it loaded and then told me "start the music!" or something like that, and then stopped there. i waited ten minutes, nothing happend.
i restart the ds, and what happens? i have the default skin enabled and the folders names are corrupted.
i connect the card to my pc and the savegame-folders (of nds and gba) and the background-folder are gone, but there are some datas with some corrupted looking names with strange symbols. all these datas are together around 7 gigs. of course, on my 1-gb-sd-card. (i have a m3 mini-sd). plus, the name of the sd-card was corrupted.
man i'm PISSED. |
Look, I'm sorry about this, but Wintermute and I did this in our spare time for no reparations whatsoever. It's beta software, and you know from other DS homebrew software that the FAT lib is not stable for writing to SD cards. People who bricked their DSes with FlashMe understood the risk involved. This is the same deal.
There's nothing I can do about this, and if you would have read the whole topic, you would have known in advance that it can erase cards if you're using an unsupported device. The dangers of using an unsupported device are addressed in multiple places.
I get emails from people with M3 SDs or G6s almost every day that say they can't use DS Doom, but if one would take the time to read things on the website, the FAQ, the forums, and the Read Me in advance, my inbox would be empty.
Like I said, this is completely free software, and a lot of people here appreciate that. If you're going to gripe about it, then simply don't use it.
#100727 - tepples - Wed Aug 30, 2006 3:55 am
Is there a reason that a special version for NOR card users, SD card users, and G6 users that uses an appended datafile can't be made? If it worked for Heretic and Hexen...
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#100740 - Sektor - Wed Aug 30, 2006 6:04 am
An appended filesystem version was released on August 11. There still needs to be an easy way to replace the .wad file.
josath wrote: |
Here is a version compiled for flash-based flashcarts, it includes only a .ds.gba, which has a pre-built FAT image appended to it. Saving is disabled (I don't think there's enough SRAM)
http://davr.org/ds2/doomfc.zip
Please, someone test it on their flashcart (not CF or SD based) and let me know if it works |
_________________
GTAMP.com/DS
#101123 - Nintendo Maniac 64 - Sat Sep 02, 2006 9:48 pm
MoonShell can play MIDIs, so where's our music for DSDoom? :P
#101155 - HtheB - Sun Sep 03, 2006 11:46 am
Nintendo Maniac 64 wrote: |
MoonShell can play MIDIs, so where's our music for DSDoom? :P |
ever checked the config file? ;)
#101198 - Nintendo Maniac 64 - Sun Sep 03, 2006 8:24 pm
HtheB wrote: |
Nintendo Maniac 64 wrote: | MoonShell can play MIDIs, so where's our music for DSDoom? :P | ever checked the config file? ;) |
Except... I've never even seen a config file like that. O_o How do you work that thing?! <_<
#101270 - HyperHacker - Mon Sep 04, 2006 3:01 am
I've had programs corrupt the card like that even on GBAMP. Backups are a good thing.
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