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DS development > DSdoom v1.1.2SVN modification

#136016 - Diddl - Sat Jul 28, 2007 2:57 pm

I have checked out dsdoom from SVN and I have recognized that it is now compilable with devkit r20!

Thank you for this new build!

Now I can implement all changes I have already done with old dsdoom version:

  • small menu to choose between wad type (doom shareware, doom1, doom2, tnt, plutonium, chex)
  • changed standard path dependent on wad type for wad files (/data/dsdoom/) and save files (/data/dsdoom/ +wadtype): doom/; doom1/; doom2/; tnt/; plutonium/; chex/



### NEW: configuration file for wad selection (wadsel.ini).


Last edited by Diddl on Sat Aug 25, 2007 8:12 pm; edited 3 times in total

#136054 - Diddl - Sat Jul 28, 2007 8:01 pm

these are the binaries of my modified DSdoom: klick

Last edited by Diddl on Sat Aug 25, 2007 8:10 pm; edited 1 time in total

#136204 - Tockit - Mon Jul 30, 2007 2:25 am

see this post.

it explains itself. I think there would be a good over-all response from anyone who likes this game. maybe along with some kind of fully customizable controls, so anyone could play it how they want.

we're all, after all, used to something different.

just thought I'd run it by someone who makes updates to this lovely brew.

[Markup Fairy was here]
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#136212 - Galactic Lord Xenu - Mon Jul 30, 2007 5:08 am

Always glad to see this sort of thing updated! No matter how many games come out, no matter how good graphics get, Doom will always hold a special place in my heart.

If only I had the knowledge and skills to devote time to these projects, I would. Alas I have extremely, extremely limited programming knowledge--I can just barely tell you what a pointer is.

Big thanks to all of you whom have contributed even a smidgen to the DS Doom project... (and, of course, anyone else who has contributed to DS Homebrew, but Doom holds a special place in my heart).

#136227 - wintermute - Mon Jul 30, 2007 10:04 am

Diddl wrote:
I have checked out dsdoom from SVN and I have recognized that it is now compilable with devkit r20!


It has been for quite some time. I'm planning on updating dsdoom.com and rolling a new release fairly soon.

Quote:

Thank you for this new build!


No worries :)


Quote:

Could anybody update SVN with my changes?


Can you supply a patch?

If you're using TortoiseSVN this is just a matter of right clicking in the folder & using the "Create patch" oprion of the TortoiseSVN context menu. If you're using command line subversion then svn diff > dsdoom.patch should do the job.

Add the resulting file to the issue tracker at http://code.google.com/p/dsdoom/issues/list with Type-patch
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#136229 - Diddl - Mon Jul 30, 2007 10:22 am

wintermute wrote:
Can you supply a patch?


I'll try to make this patch todays evening.

#136244 - kdh7807 - Mon Jul 30, 2007 4:41 pm

how can i use TNT level 31 fix?

#136251 - Diddl - Mon Jul 30, 2007 6:53 pm

I have created and sent the patch to google issue.

I'm sorry, I don't know how to chnage type to Type patch???

#136356 - phanboy_iv - Tue Jul 31, 2007 9:10 pm

Goody, a new-ish release. This is one of the reasons I got into DS homebrew.
Thanks, guys!

#136478 - Nintendo Maniac 64 - Thu Aug 02, 2007 5:25 am

Am I the only one that doesn't like having the map on the bottom screen? Then you can't configure your controls so that you can zoom it in and out, which is important since the map cannot display natively at 256x192 and looks all screwy.

For example, for DSdoom without the map, I have...

Start - bring up menu, which pauses the game
select - bring up map
A - shoot/select menu item
B - open door/zoom out map/close menu
X - run/zoom in map

R, L, and Y are the same as the default.

EDIT: Though, it would actually be better if we could somehow have some bilinear (is trilinear even possible?) filtering on the map like Lameboy does in the second zoomed mode. Then you wouldn't have to zoom in and out to see those walls and parts that aren't showing up. Darn you Nintendo for not going just a little farther and using the most standard small screen resolution: 320x240! :P

#136502 - wintermute - Thu Aug 02, 2007 12:06 pm

Filtering the map will drop the frame rate quite a bit - it's bad enough with the map there already.

I'd kind of like to do something better with the control set up - it's a bit awkward to allow for much configuration with the limited buttons on the DS.
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#136509 - Lazy1 - Thu Aug 02, 2007 12:40 pm

You can use hardware scaling tricks to produce a better looking scaled image:
http://forum.gbadev.org/viewtopic.php?t=12628

Also making the renderer run at 256x192 will improve the speed as well as having
better image quality.

#136883 - Link_of_Hyrule - Mon Aug 06, 2007 2:56 am

what about better multiplayer is multiplayer fixed?

#136899 - Diddl - Mon Aug 06, 2007 8:13 am

Link_of_Hyrule wrote:
what about better multiplayer is multiplayer fixed?


I don't know. DS doom isn't from me I only have made this two small changes concerning wad selection.

#137429 - Link_of_Hyrule - Sat Aug 11, 2007 7:55 pm

Ok well hopefuly this will be fix online support with my chex quest mod would be awsome :P

#137433 - Masterofdarkness - Sat Aug 11, 2007 8:31 pm

I appreciate the update guys, but could you at least put the stats(health,ammo,etc)
back on the top It's annoying just to look down there for that stuff...
Or can i do that myself?

#137471 - Dood77 - Sun Aug 12, 2007 5:08 am

Link_of_Hyrule wrote:
Ok well hopefuly this will be fix online support with my chex quest mod would be awsome :P

For one thing, multiplayer works, and another thing, chex quest has the same exact weapons/enemies/items except different textures (I was tempted to call them... models? lol).
So multiplayer on Doom is the exact same as Chex Quest, albeit there's no gore. (and possibly different maps, but I'm unaware if Chex Quest came with its own deathmatch maps.)
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#137483 - Link_of_Hyrule - Sun Aug 12, 2007 8:54 am

I cant get this version of ds doom to load my .wad files i tried putting them in the same directory i always do i put them in a dsdoom folder i put them in the same directory as the nds file what am i doing wrong? where do i put the .wad files?

EDIT:

ok well i figured it out it just has to be in a folder called dsdoom anyways is music working in this build?

#137498 - Diddl - Sun Aug 12, 2007 5:56 pm

yes music would be wonderful but DS don't have an OPL2 hardware so we would need an emulator for frequence synthese

#137519 - Lazy1 - Sun Aug 12, 2007 9:49 pm

DOOM Is GPL.
Luckily for you that means you can use most MP3 decoders and I'm sure there are more than a few which can run entirely on the arm7.

All you need to do is:
1) Extract MIDIs
2) Run them through timidity and output as wav
3) Convert to MP3/MP2

The file sizes will be much larger than MIDI but this is the price we pay for having low-power hardware.

#137528 - Dood77 - Mon Aug 13, 2007 12:27 am

Or better yet, ADPCM, or would this be to big?

And I'm sure there's some MID2XM converters out there, which you could use and then play with 0xtob's lib.
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#137530 - Lazy1 - Mon Aug 13, 2007 12:46 am

From what I found out in my thread, you cannot easily stream adpcm and have the hardware play it back.
I am looking into decoding it in software right now.

#137534 - Link_of_Hyrule - Mon Aug 13, 2007 2:08 am

wow sounds good :P maybe while your there you can mod the menu to include a Chex Quest menu on the wad or at least show the contents of the wad folder it would be a lot easier then the current preset menu

#137595 - Diddl - Mon Aug 13, 2007 9:02 pm

there are new modifications done


  • new wad file added to selection menu: Chex Quest
  • moved all stuff to /data/dsdoom for compatibility to hexen and other homebrew





thanks to Wintermute and TheChuckster for this wonderful port!!

#137598 - laurens - Mon Aug 13, 2007 9:30 pm

Thanks a lot! That's just what I needed. Love ya!

#137599 - Dood77 - Mon Aug 13, 2007 9:38 pm

Diddl wrote:
hexen and other homebrew


...Eh?
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#137629 - pcgamer58 - Tue Aug 14, 2007 4:39 am

How do I play mods and such? I have the wad file for the ghostbusters mod and I still can't figure out how to make it work. I tried renaming the wad to doom.wad and doom2.wad and that doesn't work. Seeing how you guys know this stuff maybe one of you could tell me what I need to do.

#137634 - Dood77 - Tue Aug 14, 2007 6:17 am

So once you renamed the .wad to doom.wad you put it in the correct folder right? And then when you started it you selected Doom at the beginning, right?
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#137641 - Diddl - Tue Aug 14, 2007 8:45 am

pcgamer58 wrote:
How do I play mods and such?


Chex is also a mod I think? Chex works fine only by renaming to doom.wad. Such Mod wad's would be simple to add to the wad menu. but maybe some mod's are using also a standard wad additionally

#137704 - Dood77 - Tue Aug 14, 2007 9:36 pm

Diddl wrote:
pcgamer58 wrote:
How do I play mods and such?


Chex is also a mod I think? Chex works fine only by renaming to doom.wad. Such Mod wad's would be simple to add to the wad menu. but maybe some mod's are using also a standard wad additionally

Yeah, some mods have more than one .wad, but as far as I know, dsdoom can only load one at a time.

Maybe using Lick's directory searching project, someone could make Doom search for .wad files, and add the name of the folder to the wad selector at the beginning.
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#137738 - pcgamer58 - Wed Aug 15, 2007 6:54 am

Well the specific mod I got used Doom 2 and I tried renaming the wad to doom2.wad and also doom.wad

Whenever I did that and it would start loading up it would say "Check IWAD: doom2 not found" or something, even though it detected the actual wad file itself.

#137868 - MP2E - Thu Aug 16, 2007 9:13 pm

Ok, this is how you run Mods for doom on DSDoom.
1. Download Wintex 5.0. Here is a link: ftp://drsleep@server1.thefourwinds.net/data/wintex50.zip
2. Unzip(duh)
3. Copy your doom2 file and your Pwad(mod) file into your Wintex folder.
4. Open up wintex and it should say: Please select the main wad file of doom2. Select the doom2 wad you put in the wintex folder.
5. Now you should see a button that says "Merge into Iwad". Select your Pwad and then click "merge". It should show some warnings, just click Okay on all of them.
6. It should have merged your pwad into doom2. Now rename it to one of the wads and put it on your microSD.
7. Your done!

A bit of a note though, DSDoom really only runs Vanilla Doom iwads, meaning, it doesn't run any wad with a DEHACKED patch(modded weapons, monsters..) and most certainly not ACS(Zdoom script). So if your pwad has a DECORATE, SCRIPTS or DEHACKED lump, it won't work properly.

2 wads I suggest for playing with DSDoom are Hell Revealed and Alien Vendetta.

EDIT: Hell Revealed and Alien Vendetta don't seem to save, DSDoom crashes every time I attempt to. Bugfix please? :/

#138281 - Jakeohagan - Wed Aug 22, 2007 5:37 am

ugggghhhh! the link it is teh died!! helpppp
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#138363 - Dood77 - Thu Aug 23, 2007 8:18 am

Are you meaning the link provided above? It worked for me.
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#138369 - Jakeohagan - Thu Aug 23, 2007 9:52 am

no not the mods one im was talking about the actual theard importances the goods i want to switch in between wads!
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#138371 - Diddl - Thu Aug 23, 2007 9:59 am

Jakeohagan wrote:
no not the mods one im was talking about the actual theard importances the goods i want to switch in between wads!


sorry for the dead link. they have disabled my vServer and I don't know why (telephone number also unreachable). but you can download it here: click

#138496 - Tockit - Fri Aug 24, 2007 6:33 pm

Diddl wrote:


sorry for the dead link. they have disabled my vServer and I don't know why (telephone number also unreachable). but you can download it here: click


I don't speak german. :)

it seems one needs an account to download from that link as well.

any other options for convenient downloadability?

mirror anyone?
_________________
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#138497 - Jakeohagan - Fri Aug 24, 2007 7:02 pm

im going to try and figure it out ill post the file again if i must.

-edit-

got it! it took me a while but i do it!
http://www.mediafire.com/?2puc9wmtwjm
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God Speed

#138568 - Diddl - Sat Aug 25, 2007 8:14 pm

### NEW: configuration file for wad selection (wadsel.ini).


+ dead link are ok now.

+ look into wadsel.ini file. you can configure all pathes and extend/modify wad selection menu by yourself.

#138580 - MP2E - Sat Aug 25, 2007 11:50 pm

Nice Diddl!! Next off, I was wondering if you could look through the Loading and Saving codes, they are extremely buggy. It crashes whenever you load at the stats screen, and if you use my method above to get pwads to run, they crash when you attempt to save. :(

#138611 - Diddl - Sun Aug 26, 2007 6:27 pm

I cannot do anything in this doom code, I don't understand it. I only have made this small extension (wad selection + path changes).

Ask Wintermute he is the project owner of dsdoom.


loading and saving works fine for me. maybe your flashcard has align4 problem in its dldi driver?

which stat screen?

#138671 - Sweater Fish Deluxe - Mon Aug 27, 2007 4:35 pm

Saving and loading work fine for me as well, including in merged pwad>iwads.

I wasn't able to get the WinTex program working on my computer, but I searched a bit and found another solution with a different Doom editor app called Patcher. The command line "patcher.exe mer <input iwad> <input pwad> <output iwad> /I" generates working merged wads. Of course, there's still no way to get the dehacked stuff in, but all the wads I've tried so far had .DEH file that I just ignored and so far they seem working.

I'm not a big fan of Doom, but I do like some of the mods that are available like the WolfenDOOM series or A Fistful Of Doom, so the ability to play mods is great for me. Hopefully, they'll be properly supported in the future since that would take up less space on my flash card and also have .DEH support. There's nothing actually preventing pwad compatibility in this port is there? It's just a matter of someone having the time to implement it, right?

Anyway, this is the first time I've tried out DSDoom and I must say it's running very nicely. The only thing that really needs to be improved is the automap, because of the rescaling walls are often not visible which sort of defeats the purpose of a map. How about just displaying it at the original resolution (320x200, right?) and cutting off 32 lines on each side? Doesn't seem like that would be any problem.


...word is bondage...

#138692 - MP2E - Mon Aug 27, 2007 10:16 pm

Your right about the DEHACKED patches, there is nothing preventing them from getting done, except that someone needs to implement them. And about the automap, I was wondering why it was so buggy, I didn't realize it was rescaled. And for some reason, on the newest build, saving and loading works fine on Hell Revealed, but Alien Vendetta doesn't work at all!

#139165 - Dood77 - Mon Sep 03, 2007 1:40 am

On an older build, DSDoom crashed with a weird memory error that I took to mean out-of-memory at the time when I got to something like the 3rd or 4th mission on the 4th episode in Ultimate Doom... Anyone beaten Ultimate Doom?
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#139186 - Diddl - Mon Sep 03, 2007 8:01 am

Dood77 wrote:
On an older build, DSDoom crashed with a weird memory error that I took to mean out-of-memory at the time when I got to something like the 3rd or 4th mission on the 4th episode in Ultimate Doom... Anyone beaten Ultimate Doom?


I can confirm this. This version has also the same bug with ultimate doom. The Problem is in 3 AND the 4 episode.

#139891 - username - Tue Sep 11, 2007 7:46 am

Whenever I try to run this particular build I only make it to the mod screen; once I choose a mod the game crashes to a black screen, no error message at all. I managed to to get the regular 1.1.2 build working (although it'd doing the same now), does anyone have any idea about what might be happening?

#139933 - Link_of_Hyrule - Tue Sep 11, 2007 8:27 pm

well im going to download the latest version and try out this mario doom mod this guy sent me after i get it to work ill upload it for you guys :P

#139968 - Dood77 - Wed Sep 12, 2007 4:25 am

Cool, hope you can get it to work ;)
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#139975 - Link_of_Hyrule - Wed Sep 12, 2007 7:02 am

well i cant seem to get it to work maybe one of you can heres the file that needs to be merged

http://sharebee.com/7ae62897

#142815 - Lazy1 - Sat Oct 13, 2007 9:18 pm

If anyone wants to add MP3 support to doom I can supply working code to get things going.
The limit seems to be 128kbps mono which is just fine, 192 skips and pops.

EDIT: Damn, spoke too soon. Still a few more little problems.

#165652 - KillerMapper - Fri Jan 02, 2009 12:13 am

I didn't find the official topic of dsdoom on the forums, so I ask here: it's possible to play doom mods on dsdoom?
Thanks.
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#165701 - hacker013 - Sun Jan 04, 2009 5:21 pm

there is also an midi player out for the nds so why not use that one. Instead of an mp3 player.
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Let the nds be with you.

#165703 - JLsoft - Sun Jan 04, 2009 7:28 pm

[EDIT: ...annnnd, I can't read! :/]

#165924 - (sniper) 109 - Tue Jan 13, 2009 2:53 am

KillerMapper wrote:
I didn't find the official topic of dsdoom on the forums, so I ask here: it's possible to play doom mods on dsdoom?
Thanks.

Yes it is,you just need to download a wad editor (I use wintex but slumped and xwe are good too).and edit prboom.wad for an example check my tutorial video
http://www.youtube.com/watch?v=qIu5lh9L9ag&feature=channel_page
If you want mods that are already complete
(Cdoom64 from skulltag)
(dsdoom3 demo6)
(doom3 weapons)
(sdoom2)
(knee deep in dsdoom)
These wads are all made with dehacked to insure ultimate quality (not just crappy sprite replacements)
and whatever you can find on my site >> http://dsdoommods.lefora.com/forum/ <<
You are even free to suggest Ideas.
If you need help creating your own dsdoom wad feel free to PM me anytime I'll offer my support.I've been also talking over with alexander and we might be porting an older version of zdoom to the ds (with some other features such as mapinfo support and a cross between dehacked and decorate)
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#165964 - KillerMapper - Wed Jan 14, 2009 4:54 pm

Ok thanks will try after, now I'm playing TNT Evilution, and I've an issue on the level 9 Stronghold: I can't save, die without the game crashes.
I try to finish it 100% without dying, but it's hard, and nobody can know if the level 10 will have the same problem...
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