#176521 - wintermute - Wed Aug 10, 2011 2:05 pm
[update]
DS Doom 1.2.1 is now available
- restore automap zoom controls
- prevent freeze on changing SFX volume
- bring up keyboard for save name editing
- A & B buttons operate as select & back in menus
Grab it from http://dsdoom.com/downloads.php
I just resurrected http://dsdoom.com and uploaded DS Doom 1.2.0 - now with DSi compatibility and the ability to read files from it's own folder on argv supporting cards.
With thanks to happy_bunny who did some refactoring to get it to build with latest tools/libraries.
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Last edited by wintermute on Sat Aug 20, 2011 11:08 pm; edited 2 times in total
#176522 - LDAsh - Wed Aug 10, 2011 2:31 pm
Truly awesome and thank you!
I hope the performance is a little better and the save bug was fixed. Saves okay at the start of maps, but has trouble saving half-way through a map and also cannot overwrite existing saves, crashes to black screens.
I was wondering if instead of MIDI it could use MOD/XM files? The MIDIs could be converted to MODs/XMs with compiled samples and work nicely? Surely must be better than the MP3 method, at least, and I would be happy to take up that task if it's possible.
#176525 - wintermute - Wed Aug 10, 2011 2:44 pm
At some point I'll have a look at Pate's Adlib code & see how hard it will be to integrate. Currently I don't have much time and I'm not especially keen on either the way he currently sends OPL commands via FIFO or the way the arm7 core never returns from the adlib loop.
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#176536 - Cid2Mizard - Thu Aug 11, 2011 10:27 am
excellent update :)
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#176537 - another world - Thu Aug 11, 2011 7:55 pm
this is a nice treat.
are there any plans to fix the save/load bugs that cause freezing and/or add in any type of PWAD support like the unofficial 1.1.2a?
i think these things would be a more welcomed edition than background audio.
cheers and thanks again for this nice update.
-another world
#176539 - LDAsh - Thu Aug 11, 2011 11:45 pm
I seem to have better luck saving with this version than 1.1.2a. Although I still can't overwrite saves, I can (seem to) save anytime during a map.
#176540 - wintermute - Fri Aug 12, 2011 4:41 pm
another world wrote: |
this is a nice treat.
are there any plans to fix the save/load bugs that cause freezing and/or add in any type of PWAD support like the unofficial 1.1.2a?
|
There's already PWAD support in there, all you need is hbmenu 0.4.0 which gives you the ability to pass command lines :) Get it from http://devkitpro.org/wiki/Homebrew_Menu
I just tested this with Knee Deep in Phobos, I guess it should work with other PWADS too. Just create an argv file for your PWAD, I used KDiP.argv with this
Code: |
dsdoom.nds -iwad doom2.wad -file KDiP.wad -save KDiP
|
it'll take paths relative to the argv file as well.
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#176543 - wintermute - Fri Aug 12, 2011 10:34 pm
LDAsh wrote: |
I seem to have better luck saving with this version than 1.1.2a. Although I still can't overwrite saves, I can (seem to) save anytime during a map. |
When attempting to overwrite a save it goes into edit the save name mode and we never got around to implementing that. Press the A button, it will overwrite the save with the existing name. Should probably update the save name so you get the level name when that happens at least.
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#176554 - vuurrobin - Wed Aug 17, 2011 3:31 pm
sweet.
wintermute, you might also want to post this at drunkencoders.
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#176590 - wintermute - Sat Aug 20, 2011 11:13 pm
I just released 1.2.1 which addresses a few problems people had, first post updated.
It should be clearer what's going on now when overwriting saves with the pop up keyboard.
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#176594 - LDAsh - Mon Aug 22, 2011 5:25 am
Saving seems perfect now, both overwriting and the saving anytime during a map. Brilliant with the keyboard and A to overwrite instantly, couldn't ask for any better. It's always nice to save right before completing a map so that can go back to find undiscovered secrets or kills, now can reliably do that. Thank you!
#176717 - lee griggs - Sun Sep 18, 2011 1:23 pm
Thanks for the update Wintermute!
I have copied the hbmenu stuff over, which works fine, however it seems to ignore the wad and defaults to the shareware version of Doom.
I have created a text file called KDiP.argv file with the line:
dsdoom.nds -iwad doom2.wad -file KDiP.wad -save KDiP
I have saved KDip.wad on the card
Is there something I am missing here?
Cheers,
Lee
#176718 - wintermute - Sun Sep 18, 2011 1:44 pm
select KDiP.argv with hbmenu, not dsdoom.nds, sorry that wasn't clear.
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#176719 - lee griggs - Sun Sep 18, 2011 3:37 pm
wintermute wrote: |
select KDiP.argv with hbmenu, not dsdoom.nds, sorry that wasn't clear. |
I tried that, but I just get:
Error: -save path does not exist, using fat:
IdentifyVersion: IWAD not found
#176720 - lee griggs - Sun Sep 18, 2011 3:54 pm
Its ok, I got it to work!
There was something up with my doom2.
This is awesome thanks Wintermute.
I still get crashes on some more complex levels during the game and when saving. Is this more to do with the hardware not being able to cope, rather than the software.
I wonder if the crashes would be less often with a 3ds. Does ds doom work with a 3ds I wonder? (looking for an excuse to upgrade....)
#176913 - wintermute - Wed Oct 19, 2011 12:28 pm
Sorry to take so long replying, haven't really been paying attention over here much recently.
The crashes may be related to corruption on the card. When I fixed the save game code I discovered some buffer overflows which may mean that games saved with older versions will crash eventually. It's probably best to start with a fresh SD card and see how it goes.
Currently we don't have any way to run code in 3DS mode and even if we do DS Doom will need to be rewritten. From what I've been able to find out the 3DS is opengles based and all the old DS/GBA tile/sprite based hardware is gone.
At some point there may be a 3DS compatible card which runs in DSi mode which will allow more RAM and the increased CPU speed. Right now I can't say - last time I tried my cyclo iEvo card it was blocked on the 3DS.
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#176914 - vuurrobin - Wed Oct 19, 2011 11:52 pm
wintermute wrote: |
Currently we don't have any way to run code in 3DS mode and even if we do DS Doom will need to be rewritten. From what I've been able to find out the 3DS is opengles based and all the old DS/GBA tile/sprite based hardware is gone. |
Wait, so all the DS's graphics hardware is gone? Then how does the 3DS plays DS games? Does it emulates the hardware?
didn't DS homebrew already work through flashcards that work on the 3DS?
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#176915 - dantheman - Thu Oct 20, 2011 1:36 am
I suspect that only applies to 3DS mode. In that you can still use the DS's graphics hardware in DS mode, but porting the code to the 3DS would be more difficult than, say, porting from the GBA to the DS.
At least that's my uneducated impression.
#176916 - sverx - Thu Oct 20, 2011 9:38 am
I also suspect there's a complete DSi inside the 3DS, which maybe stays unused (partially?) when in 3DS mode... of course this is an uneducated guess :)
#178106 - Oskarmandude - Thu Sep 26, 2013 11:23 am
Bump.
Instead of using midi files for music, how about MP3 files?
Maybe even remastered tracks!
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#178140 - EPICalex - Sun Dec 08, 2013 3:01 am
I was just wondering because when I beat doom and try to play The shores of hell and Inferno I was thinking if there is a way to play it full is it me or is it the wad that won't let me if so will you implement those?