ak47fu2 Posted June 13 (edited) So I just installed Doom on my modded 3ds following this tutorial https://www.youtube.com/watch?v=jtAjHdbDh1Y (except my own IWAD). It works but I am also trying to add this boiled doom version (https://www.moddb.com/mods/boiled-doom-brutal-doom-for-doschocolate/downloads/boiled-doom-al-dente-v-09). When I start the app there is only the option to play Doom 1 (shareware) or 2. Then it just goes straight to the game with no option to use boiled doom. Does anyone know how I get Doom 2 (and maybe a map pack) it working with boiled doom? The mod wad and deh are in the same folder as the IWADS. I tried using the ingame menu and it sadly didn't work. Edited June 13 by ak47fu2 0 Share this post Link to post
Dark Pulse Posted July 10 (edited) If the 3DS port you're using doesn't support DEH files, the answer is basically "It's impossible." Assuming that it's this port, while the readme does say "Supports loading dehacked files at the command line, or in WADs (BOOM, MBF)", unfortunately the text is also the standard PrBoom text, so it's still an open question of if it supports it or not. Theoretically you could try embedding it inside of the WAD via SLADE and then moving that WAD to your 3DS, but that's a pure guess as to whether that'll work or not. If not, you might have to see if there's another Doom port for the 3DS that supports DEH files. 0 Share this post Link to post
Gez Posted July 10 It does seem to support loading embedded DEHACKED lumps. https://github.com/elhobbs/prboom3ds/blob/4f424352640139fd8c91392fb585347c64f99542/src/d_main.c#L1694 0 Share this post Link to post
Dark Pulse Posted July 11 In which case, it's mostly just a matter of taking the DEH and putting it in the WAD as a lump named DEHACKED via SLADE. 0 Share this post Link to post
Wavy Posted July 12 ^^ Can confirm this works, as I've used this same port a lot years ago On 6/13/2024 at 2:45 PM, ak47fu2 said: When I start the app there is only the option to play Doom 1 (shareware) or 2. Then it just goes straight to the game with no option to use boiled doom. Does anyone know how I get Doom 2 (and maybe a map pack) it working with boiled doom? That port only shows IWADs, not mods. To play a mod, you need to go to Options > General, then flip to the next page. There should be an option to type the names of WAD and DEH files you want to load. Restart the port, select the IWAD, and you should be good to go. 0 Share this post Link to post
ak47fu2 Posted July 12 6 hours ago, Wavy said: ^^ Can confirm this works, as I've used this same port a lot years ago That port only shows IWADs, not mods. To play a mod, you need to go to Options > General, then flip to the next page. There should be an option to type the names of WAD and DEH files you want to load. Restart the port, select the IWAD, and you should be good to go. Sorry for not replying. I must have forgotten to get notis from this. I will try the options menu and see if it cooperates. 1 Share this post Link to post
ak47fu2 Posted July 12 (edited) Not sure what is going on. I didn't get a chance to mess with the options menu but I did add the mods to what I think is the same menu awhile ago (which had no effect then and after a restart). Now the 3ds just crashes when I load doom 2. It goes to a glitchy looking screen and then to this crash screen (yes I know I should clean the 3ds lol): 0 Share this post Link to post
Wavy Posted July 12 Hmm. Maybe test redownloading the mod (if there's an updated version or in case you altered it) and edit the config to not load the WAD on load, then try again. Also make sure that that you're loading both the WAD and DEH in case the DEH is the issue, unless the DEH is already in the WAD and in which case you may not need to load the DEH (idk if Boiled Doom uses an embedded dehacked) 0 Share this post Link to post
ak47fu2 Posted July 13 What do you mean by edit the config? Also the .wad and .deh were seperate files. 0 Share this post Link to post
Wavy Posted July 13 5 hours ago, ak47fu2 said: What do you mean by edit the config? When you type the name of the WAD you want to load in the options menu, it'll save the name of the WAD/DEH's in the config. That's why I suggest to remove them 0 Share this post Link to post
ak47fu2 Posted July 26 On 7/13/2024 at 4:43 AM, Wavy said: When you type the name of the WAD you want to load in the options menu, it'll save the name of the WAD/DEH's in the config. That's why I suggest to remove them Where would I find the config file? 0 Share this post Link to post
Wavy Posted July 29 On 7/27/2024 at 9:15 AM, ak47fu2 said: Where would I find the config file? 3ds/prboom3ds/prboom.cfg if memory serves me right 0 Share this post Link to post
ak47fu2 Posted July 31 On 7/29/2024 at 7:51 AM, Wavy said: 3ds/prboom3ds/prboom.cfg if memory serves me right I will check. Thanks 1 Share this post Link to post
I Drink Lava Posted August 4 (edited) @ak47fu2 The elhobbs PRBoom port you're using is really old and outdated. There is a newer port of PRBoom+ 2.6.66 by Voxel9, with a minor fork by iAmGhost that fixes the weapon selection and adds zL/zR support plus the ability to map turning to the circle pad. It has OpenGL support (though it glitches and crashes), as well as EAWPATS music playback and better stereoscopic 3D. Sadly, there's no PWAD loader like Revenant's port. You need to manually make .xml files for every mod you'd want to play, then load them through the Homebrew Launcher on your 3DS. 1 Share this post Link to post
ak47fu2 Posted August 5 23 hours ago, I Drink Lava said: @ak47fu2 The elhobbs PRBoom port you're using is really old and outdated. There is a newer port of PRBoom+ 2.6.66 by Voxel9, with a minor fork by iAmGhost that fixes the weapon selection and adds zL/zR support plus the ability to map turning to the circle pad. It has OpenGL support (though it glitches and crashes), as well as EAWPATS music playback and better stereoscopic 3D. Sadly, there's no PWAD loader like Revenant's port. You need to manually make .xml files for every mod you'd want to play, then load them through the Homebrew Launcher on your 3DS. Thanks. I will try that port. 1 Share this post Link to post
ak47fu2 Posted August 5 I was able to get it working correctly. Thanks 1 Share this post Link to post
DOOMed_Amateur Posted August 5 Sweet! Please tell us how you did it, as the documentation seems unclear as to where to place the 'shortcut' file, as well as the expected extension for said file. 0 Share this post Link to post
ak47fu2 Posted August 6 1 hour ago, DOOMed_Amateur said: Sweet! Please tell us how you did it, as the documentation seems unclear as to where to place the 'shortcut' file, as well as the expected extension for said file. What I did was pretty similar to the insturctions. I didn't dump any DSP firm because I already did earlier for the other port. I then downloaded prboom-plus-3DS.zip. I copies the contents of the 3ds folder into my already existing 3ds video. Then I copied the folder etc to the root of my sd card (this was after screaming at it a little bit because on of my micro sd card adapter thingys decided to have issues lol). I then downloaded PrBoom-Plus.cia and put it in my CIAs folder (although you could put it anywhere). I copied my IWAD (doom 2 in this case) to /3ds/PrBoom-Plus/. I then put the sd card back in my 3ds and installed the CIA using FBI which added the game to my home menu. I then lanuched it and messed with some settings (I turned on my reticle and looked at the various graphics options). Then I took the sd card out of my 3ds and back into my pc. The launching of the game created prboom-plus.cfg in /3ds/PrBoom-Plus. I then renamed prboom-plus.cfg to prboom-plus.txt and opened it in notepad. I then moved boiled doom (aldente)'s 2 files into /3ds/PrBoom-Plus. In the notepad window with the config file I then copied the name (.wad included) of the pwad into the quotes on the line wadfile_X (keep the quotes as it doesn't work without them). I repeated that process for the DEH file with the dehfile_1 slot. I then put the sd card back into my 3ds and started prboom+. The mods were installed correctly and seemed to work as they should (although with a very small bit of lag which I am sure can be fixed with the graphics settings). 0 Share this post Link to post
I Drink Lava Posted August 6 2 hours ago, DOOMed_Amateur said: Sweet! Please tell us how you did it, as the documentation seems unclear as to where to place the 'shortcut' file, as well as the expected extension for said file. The .xml files can go anywhere in the /3ds folder. It doesn't really matter where they're located as long as you load them through the homebrew launcher and they're pointing to the correct paths. I keep my IWAD shortcuts in 3DS/PRBoom-Plus and my PWAD shortcuts next to the PWADs in doom/doom2/plutonia/tnt folders. Here's an example of a shortcut that launches 10 Sectors with an additional resource WAD: <shortcut> <executable>/3ds/PrBoom-Plus.3dsx</executable> <arg>-iwad IWADs/doom2.wad -file PWADs/doom2/10sector.wad PWADs/D2SPFX20.wad -deh PWADs/D2DEHFIX.deh</arg> <name>10 Sectors (PrBoom+)</name> <description>Doom II PWAD</description> <author>Various, Voxel9, PrBoom+ contributors</author> </shortcut> Note that the port can only load 2 PWAD files and 2 DeHackEd files. I recommend merging all the resource WADs and DeHackEd files into one WAD on PC first in an editor like SLADE before exporting them onto your 3DS. Also, for some reason, the -save parameter is broken and it always just saves in the root directory. I've talked to iAmGhost about trying to fix up this port and optimize it further (it struggles to run 35FPS in stock maps when Duke Nukem 3D gets a full 60FPS in software mode on N3DS), but it turns out they've never really coded before. Voxel9 seems to have left this project abandoned, which is a huge shame. This has the potential to be one of the best handheld ports of Doom. It's even missing some features from older ports, like automap on the bottom screen, touchscreen hotkeys, and the ability to remap buttons in-game. 0 Share this post Link to post
DOOMed_Amateur Posted August 6 Thanks to both of you for your efforts. Regarding Voxel9, they said (albeit several months ago) within the GBAtemp release thread that the porting process was a significant hassle, and implied they were burnt out for the time being. Hopefully they can summon the neccessary willpower to pick it back up... I would do it myself (no offense or insult intended), but I can't even tell what (coding) language a piece is written in, much less competently modify it. Thus is (to be brutally honest) why I bother the author of a port almost every time they release one to the masses. 1 Share this post Link to post
ak47fu2 Posted August 6 2 hours ago, I Drink Lava said: The .xml files can go anywhere in the /3ds folder. It doesn't really matter where they're located as long as you load them through the homebrew launcher and they're pointing to the correct paths. I keep my IWAD shortcuts in 3DS/PRBoom-Plus and my PWAD shortcuts next to the PWADs in doom/doom2/plutonia/tnt folders. Here's an example of a shortcut that launches 10 Sectors with an additional resource WAD: <shortcut> <executable>/3ds/PrBoom-Plus.3dsx</executable> <arg>-iwad IWADs/doom2.wad -file PWADs/doom2/10sector.wad PWADs/D2SPFX20.wad -deh PWADs/D2DEHFIX.deh</arg> <name>10 Sectors (PrBoom+)</name> <description>Doom II PWAD</description> <author>Various, Voxel9, PrBoom+ contributors</author> </shortcut> Note that the port can only load 2 PWAD files and 2 DeHackEd files. I recommend merging all the resource WADs and DeHackEd files into one WAD on PC first in an editor like SLADE before exporting them onto your 3DS. Also, for some reason, the -save parameter is broken and it always just saves in the root directory. I've talked to iAmGhost about trying to fix up this port and optimize it further (it struggles to run 35FPS in stock maps when Duke Nukem 3D gets a full 60FPS in software mode on N3DS), but it turns out they've never really coded before. Voxel9 seems to have left this project abandoned, which is a huge shame. This has the potential to be one of the best handheld ports of Doom. It's even missing some features from older ports, like automap on the bottom screen, touchscreen hotkeys, and the ability to remap buttons in-game. What Duke Nukem 3d port are you talking about? I can not find it lol. With the older ports you were talking about (with automap on bottom screen, ect) were they DS ports? I wonder if it would be possible to just run those in place of the 3ds port (although modding it might not work the same) 0 Share this post Link to post
I Drink Lava Posted August 7 22 hours ago, DOOMed_Amateur said: I would do it myself (no offense or insult intended), but I can't even tell what (coding) language a piece is written in, much less competently modify it. Thus is (to be brutally honest) why I bother the author of a port almost every time they release one to the masses. For the minor fixes like the in-game button remapping and the options menu looping, I can't imagine it would be that hard to figure out even with zero coding experience. You'd just compare the relevant files against the other ports that got it right and against the master PRBoom+ branch. I saw some code related to preventing the options menu looping while I was studying chocolate-doom-psp's source, so I assume Voxel9 must've messed something up when defining the virtual keys of the 3DS. 22 hours ago, ak47fu2 said: What Duke Nukem 3d port are you talking about? I can not find it lol. With the older ports you were talking about (with automap on bottom screen, ect) were they DS ports? I wonder if it would be possible to just run those in place of the 3ds port (although modding it might not work the same) The MasterFeizz one. It has its own share of issues, namely random crashes, but the port itself seems to run very smoothly considering that the Build engine was always janky compared to IDTech. The "older ports" I'm referring to are the elhobbs port linked earlier in the thread and Revenant's port. Launching mods on these ports would be the exact same process, since it's all just command line options for prboom.exe. Revenant's port does have an IWAD and PWAD launcher, though, along with a warp, difficulty selector, and compatibility levels. 0 Share this post Link to post
ak47fu2 Posted August 7 16 hours ago, I Drink Lava said: For the minor fixes like the in-game button remapping and the options menu looping, I can't imagine it would be that hard to figure out even with zero coding experience. You'd just compare the relevant files against the other ports that got it right and against the master PRBoom+ branch. I saw some code related to preventing the options menu looping while I was studying chocolate-doom-psp's source, so I assume Voxel9 must've messed something up when defining the virtual keys of the 3DS. The MasterFeizz one. It has its own share of issues, namely random crashes, but the port itself seems to run very smoothly considering that the Build engine was always janky compared to IDTech. The "older ports" I'm referring to are the elhobbs port linked earlier in the thread and Revenant's port. Launching mods on these ports would be the exact same process, since it's all just command line options for prboom.exe. Revenant's port does have an IWAD and PWAD launcher, though, along with a warp, difficulty selector, and compatibility levels. Hmm. From the looks of it the prboom+ port seems to be the least buggy (thought I haven't tried all of them). 0 Share this post Link to post
I Drink Lava Posted August 8 (edited) I don't know if Voxel9's port is less buggy than elhobb's port, but I do know it can be safely put into sleep mode. Revenant's port crashes if you try that. The main problem is OpenGL mode, which often has problems with broken rendering (holes in the world, z-fighting) and persistent ARM11 crashes. Using GLBSPX on WADs helps with the former, but nothing can prevent the latter. I'm actually curious to know if it would be possible to port DSDA-Doom to 3DS, since it's supposed to be even better optimized than PRBoom+. It mentions needing a non-power-of-two supporting GPU, so I'm assuming it's not possible. 0 Share this post Link to post
ak47fu2 Posted August 8 1 hour ago, I Drink Lava said: I don't know if Voxel9's port is less buggy than elhobb's port, but I do know it can be safely put into sleep mode. Revenant's port crashes if you try that. The main problem is OpenGL mode, which often has problems with broken rendering (holes in the world, z-fighting) and persistent ARM11 crashes. Using GLBSPX on WADs helps with the former, but nothing can prevent the latter. I'm actually curious to know if it would be possible to port DSDA-Doom to 3DS, since it's supposed to be even better optimized than PRBoom+. It mentions needing a non-power-of-two supporting GPU, so I'm assuming it's not possible. I saw that prboom+ has other rendering modes in the menu than OpenGL. They seemed okay when I tried them. Might be possible to port DSDA Doom (3ds runs ds games natively without a emulator) but I don't know much about the 3ds and ds hardware. 0 Share this post Link to post
VGA Posted August 24 lmao dsda-doom isn't for the Nintendo DS. It's just a newer fork of prboom-plus. The name confused you, I guess. 0 Share this post Link to post
SpartaKiss Posted August 24 (edited) This is the set of words I was going to say about this subject, but I went and fixed that. Spoiler I havent done this yet, but considering whats going on with this setup, and dependent on the technques used to bypass or erase NIntendo OS guards, you should be able to test this via emulator as long as the Nintendo bypass technique is about jail breaking anything would be my guess. Aka the rom or however is done would work on an emulator if its Now the actual, meat. Behold more shenanigans, whether its been done or not. This was a head ache but still neat. Only got the first part of it working, but now just need to iron out the bugs. But yeah, this is that 3DSPrBoom app 2.66 working on Citra on Linux. Spoiler Also answer the question about mods. Im going to have use this as a guideline as well. Spoiler I havent ran PrBoom in awhile, but it did require DEH files for anything beyond vanilla play. IIRC i think it could run internal loaded DEH inside the wads but Im not sure about this 3ds frankenstein thing. These instructions are for 3DS PrBoom so they are very relevant to this whole conversation. Edited August 24 by SpartaKiss 1 Share this post Link to post
ak47fu2 Posted August 25 On 8/23/2024 at 9:16 PM, VGA said: lmao dsda-doom isn't for the Nintendo DS. It's just a newer fork of prboom-plus. The name confused you, I guess. Indeed it did lol. 0 Share this post Link to post