Homebrew [WIP] Duke Nukem 3D

MasterFeizz

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Would star wars dark forces be available via this method?
If I recall correctly, the first JK game runs on a modified version of DOOM. I thought that maybe DOOM and Duke Nukem 3D are similar, right? (Probably not :P)
Either way I just realized it might work in the future anyway with DOS emulation on the 3ds.
Star Wars Dark Forces isn't built using the Build Engine or Doom, it uses its own. There is an open source remake of the engine called XL-Engine that could possibly be ported to the 3ds.
 

Dahlor

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It's as done as it's ever gonna be.

Here's a recap for anybody who missed the first couple of revisions:

I've taken out the touchpad mouse code, so the default bottom screen is completely black. Touch the screen anywhere and you'll get the keyboard. From the keyboard view, touch the Duke Nukem 3D logo to go back to a black bottom screen. Taking out the mouse code will most likely kill any ability to play the game on anything but a N3DS, so I'd only recommend playing it on that.

The Circlepad was originally mapped to joystick. Poking around online and going way back in the EDuke32 forums, I found that the joystick code has had a strafe velocity bug in every version of EDuke32 all the way back. I couldn't figure how how to remedy it (I think it has something to do with incorrect angle velocity calculation) so I hardmapped it to WASD and now instead of being hyper and squirrelly, it works just fine.


As far as the mapping goes, I threw in my config:


L - Run

R - Fire

ZL- Inventory Left

ZR - Inventory Right

D-Pad Up - Kick

D-Pad Down - Use Inventory

D-Pad Left - Switch To Weaker Weapon

D-Pad Right - Switch To Stronger Weapon

A - Use

B - Jump

Y - Crouch

X - Automap


It's pretty much 360/PS3 FPS controls which feel good and playable on the N3DS.


To get it working, copy the contents of /3ds/Duke3DS/ in the ZIP to the same place on your SDMC. The GRP and config files *have* to go in /3ds/Duke3DS/ and nowhere else or the game won't work. When converting homebrew to CIA, it usually makes you leave everything in root, so I thought this was a slight improvement. Install the CIA with FBI or whatever you use and it should show up on your home menu. I only included the Shareware version with my build, like MasterFeizz did. I don't know about mods or the expansion GRP functionality. I didn't mess with the grpscan code, so I'd imagine they will work as long as they're in /3ds/Duke3DS/. I'm personally using the Atomic GRP to play, which works fine. YMMV.


Loading and saving work fine, but they take a little bit to finish. It might sound like it's hung or locked up. Don't worry or reboot unless it's been more than 30 seconds. It usually takes about 15 or so.


The game has a full banner and icon which plays Duke saying 'Hail to the king, baby!' when you touch it.


If you have to delete the CIA, you'll find it under the game ID CTR-DUKE3DS.

Note: As with the 3DSX, there is no sleep support, so save your game and exit before closing your 3DS or it will crash.


---

Since then, I've changed the code to turn the bottom screen completely off instead of having the backlight on and showing a black image. This is unstable if spammed with input. I've played for a good long while, toggling back and forth as necessary and it seems to work fine. Tapping the bottom screen over and over hangs the game after six or seven cycles. I assume this has to do with the game getting caught up dealing with itself and an unholy amount of gsp::Lcd calls. So don't spam it.

I very inelegantly took a machete to the console code and added a loading screen to give the player as seamless of an experience as possible. This, on the other hand, will give you no idea whatsoever what isn't working if something isn't working, so I'd recommend making sure you use the config files I've included and knowing that you have a proper GRP for the game. I've only tried it with Shareware and Atomic and it works both ways for me.

I didn't get to test DLC or O3DS compatibility, so I'll leave it to you guys to be adventurous and let me know. I don't think I'll be getting to sleep support any time soon, but it could happen somewhere in the future.

As before, if you have installed a previous revision, make sure to delete the CIA and replace the config files before installing the new one.

This is about as good as it's gonna get for now as far as my input is concerned and it's a very playable and smooth Duke experience on the 3DS.

Many thanks to MasterFeizz and I hope you guys have fun with it.

[CIA/3DSX] https://mega.nz/#!OhwXCaRI!DWlqeViy3KpbYB6v6ZVn6rz_3wyOjcYr8RE7O3_5Od8
[Source] https://mega.nz/#!y5ZwnAKZ!7AgwxSAGlM-NuK91oUytdxp0AKRSK8uCkq6BYYkZKNU
 
Last edited by Dahlor,

TayTayTheKiller

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It's as done as it's ever gonna be.

Here's a recap for anybody who missed the first couple of revisions:

I've taken out the touchpad mouse code, so the default bottom screen is completely black. Touch the screen anywhere and you'll get the keyboard. From the keyboard view, touch the Duke Nukem 3D logo to go back to a black bottom screen. Taking out the mouse code will most likely kill any ability to play the game on anything but a N3DS, so I'd only recommend playing it on that.

The Circlepad was originally mapped to joystick. Poking around online and going way back in the EDuke32 forums, I found that the joystick code has had a strafe velocity bug in every version of EDuke32 all the way back. I couldn't figure how how to remedy it (I think it has something to do with incorrect angle velocity calculation) so I hardmapped it to WASD and now instead of being hyper and squirrelly, it works just fine.


As far as the mapping goes, I threw in my config:


L - Run

R - Fire

ZL- Inventory Left

ZR - Inventory Right

D-Pad Up - Kick

D-Pad Down - Use Inventory

D-Pad Left - Switch To Weaker Weapon

D-Pad Right - Switch To Stronger Weapon

A - Use

B - Jump

Y - Crouch

X - Automap


It's pretty much 360/PS3 FPS controls which feel good and playable on the N3DS.


To get it working, copy the contents of /3ds/Duke3DS/ in the ZIP to the same place on your SDMC. The GRP and config files *have* to go in /3ds/Duke3DS/ and nowhere else or the game won't work. When converting homebrew to CIA, it usually makes you leave everything in root, so I thought this was a slight improvement. Install the CIA with FBI or whatever you use and it should show up on your home menu. I only included the Shareware version with my build, like MasterFeizz did. I don't know about mods or the expansion GRP functionality. I didn't mess with the grpscan code, so I'd imagine they will work as long as they're in /3ds/Duke3DS/. I'm personally using the Atomic GRP to play, which works fine. YMMV.


Loading and saving work fine, but they take a little bit to finish. It might sound like it's hung or locked up. Don't worry or reboot unless it's been more than 30 seconds. It usually takes about 15 or so.


The game has a full banner and icon which plays Duke saying 'Hail to the king, baby!' when you touch it.


If you have to delete the CIA, you'll find it under the game ID CTR-DUKE3DS.


All credit goes to MasterFeizz on this one. Even though it's a WIP, it's pretty damn solid and I appreciate all the work he put into getting this game on the 3DS. I'm off to go tweak elhobbs' Doom port for now, but I might come back and try to get sleep support working on this along with a few other tweaks in a week or two.


Note: As with the 3DSX, there is no sleep support, so save your game and exit before closing your 3DS or it will crash.


---

Since then, I've changed the code to turn the bottom screen completely off instead of having the backlight on and showing a black image. This is unstable if spammed with input. I've played for a good long while, toggling back and forth as necessary and it seems to work fine. Tapping the bottom screen over and over hangs the game after six or seven cycles. I assume this has to do with the game getting caught up dealing with itself and an unholy amount of gsp::Lcd calls. So don't spam it.

I very inelegantly took a machete to the console code and added a loading screen to give the player as seamless of an experience as possible. This, on the other hand, will give you no idea whatsoever what isn't working if something isn't working, so I'd recommend making sure you use the config files I've included and knowing that you have a proper GRP for the game. I've only tried it with Shareware and Atomic and it works both ways for me.

I didn't get to test DLC or O3DS compatibility, so I'll leave it to you guys to be adventurous and let me know. I don't think I'll be getting to sleep support any time soon, but it could happen somewhere in the future.

This is about as good as it's gonna get for now as far as my input is concerned and it's a very playable and smooth Duke experience on the 3DS.

Many thanks to MasterFeizz and I hope you guys have fun with it.

[CIA/3DSX] https://mega.nz/#!OhwXCaRI!DWlqeViy3KpbYB6v6ZVn6rz_3wyOjcYr8RE7O3_5Od8
[Source] https://mega.nz/#!y5ZwnAKZ!7AgwxSAGlM-NuK91oUytdxp0AKRSK8uCkq6BYYkZKNU
Thank you very much!!
 

Bob Dole

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It's as done as it's ever gonna be.

Here's a recap for anybody who missed the first couple of revisions:

I've taken out the touchpad mouse code, so the default bottom screen is completely black. Touch the screen anywhere and you'll get the keyboard. From the keyboard view, touch the Duke Nukem 3D logo to go back to a black bottom screen. Taking out the mouse code will most likely kill any ability to play the game on anything but a N3DS, so I'd only recommend playing it on that.

The Circlepad was originally mapped to joystick. Poking around online and going way back in the EDuke32 forums, I found that the joystick code has had a strafe velocity bug in every version of EDuke32 all the way back. I couldn't figure how how to remedy it (I think it has something to do with incorrect angle velocity calculation) so I hardmapped it to WASD and now instead of being hyper and squirrelly, it works just fine.


As far as the mapping goes, I threw in my config:


L - Run

R - Fire

ZL- Inventory Left

ZR - Inventory Right

D-Pad Up - Kick

D-Pad Down - Use Inventory

D-Pad Left - Switch To Weaker Weapon

D-Pad Right - Switch To Stronger Weapon

A - Use

B - Jump

Y - Crouch

X - Automap


It's pretty much 360/PS3 FPS controls which feel good and playable on the N3DS.


To get it working, copy the contents of /3ds/Duke3DS/ in the ZIP to the same place on your SDMC. The GRP and config files *have* to go in /3ds/Duke3DS/ and nowhere else or the game won't work. When converting homebrew to CIA, it usually makes you leave everything in root, so I thought this was a slight improvement. Install the CIA with FBI or whatever you use and it should show up on your home menu. I only included the Shareware version with my build, like MasterFeizz did. I don't know about mods or the expansion GRP functionality. I didn't mess with the grpscan code, so I'd imagine they will work as long as they're in /3ds/Duke3DS/. I'm personally using the Atomic GRP to play, which works fine. YMMV.


Loading and saving work fine, but they take a little bit to finish. It might sound like it's hung or locked up. Don't worry or reboot unless it's been more than 30 seconds. It usually takes about 15 or so.


The game has a full banner and icon which plays Duke saying 'Hail to the king, baby!' when you touch it.


If you have to delete the CIA, you'll find it under the game ID CTR-DUKE3DS.

Note: As with the 3DSX, there is no sleep support, so save your game and exit before closing your 3DS or it will crash.


---

Since then, I've changed the code to turn the bottom screen completely off instead of having the backlight on and showing a black image. This is unstable if spammed with input. I've played for a good long while, toggling back and forth as necessary and it seems to work fine. Tapping the bottom screen over and over hangs the game after six or seven cycles. I assume this has to do with the game getting caught up dealing with itself and an unholy amount of gsp::Lcd calls. So don't spam it.

I very inelegantly took a machete to the console code and added a loading screen to give the player as seamless of an experience as possible. This, on the other hand, will give you no idea whatsoever what isn't working if something isn't working, so I'd recommend making sure you use the config files I've included and knowing that you have a proper GRP for the game. I've only tried it with Shareware and Atomic and it works both ways for me.

I didn't get to test DLC or O3DS compatibility, so I'll leave it to you guys to be adventurous and let me know. I don't think I'll be getting to sleep support any time soon, but it could happen somewhere in the future.

As before, if you have installed a previous revision, make sure to delete the CIA and replace the config files before installing the new one.

This is about as good as it's gonna get for now as far as my input is concerned and it's a very playable and smooth Duke experience on the 3DS.

Many thanks to MasterFeizz and I hope you guys have fun with it.

[CIA/3DSX] https://mega.nz/#!OhwXCaRI!DWlqeViy3KpbYB6v6ZVn6rz_3wyOjcYr8RE7O3_5Od8
[Source] https://mega.nz/#!y5ZwnAKZ!7AgwxSAGlM-NuK91oUytdxp0AKRSK8uCkq6BYYkZKNU

Thanks! its working great for me on n3ds rxtools 9.5.
 

Hector_of_Troy

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Doesn't work on o3ds for me :( black screen with .cia and stuck on loading screen with .3dsx. The old "eduke32" version works flawlessly
 

Ripper00420

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It's as done as it's ever gonna be.

Here's a recap for anybody who missed the first couple of revisions:

I've taken out the touchpad mouse code, so the default bottom screen is completely black. Touch the screen anywhere and you'll get the keyboard. From the keyboard view, touch the Duke Nukem 3D logo to go back to a black bottom screen. Taking out the mouse code will most likely kill any ability to play the game on anything but a N3DS, so I'd only recommend playing it on that.

The Circlepad was originally mapped to joystick. Poking around online and going way back in the EDuke32 forums, I found that the joystick code has had a strafe velocity bug in every version of EDuke32 all the way back. I couldn't figure how how to remedy it (I think it has something to do with incorrect angle velocity calculation) so I hardmapped it to WASD and now instead of being hyper and squirrelly, it works just fine.


As far as the mapping goes, I threw in my config:


L - Run

R - Fire

ZL- Inventory Left

ZR - Inventory Right

D-Pad Up - Kick

D-Pad Down - Use Inventory

D-Pad Left - Switch To Weaker Weapon

D-Pad Right - Switch To Stronger Weapon

A - Use

B - Jump

Y - Crouch

X - Automap


It's pretty much 360/PS3 FPS controls which feel good and playable on the N3DS.


To get it working, copy the contents of /3ds/Duke3DS/ in the ZIP to the same place on your SDMC. The GRP and config files *have* to go in /3ds/Duke3DS/ and nowhere else or the game won't work. When converting homebrew to CIA, it usually makes you leave everything in root, so I thought this was a slight improvement. Install the CIA with FBI or whatever you use and it should show up on your home menu. I only included the Shareware version with my build, like MasterFeizz did. I don't know about mods or the expansion GRP functionality. I didn't mess with the grpscan code, so I'd imagine they will work as long as they're in /3ds/Duke3DS/. I'm personally using the Atomic GRP to play, which works fine. YMMV.


Loading and saving work fine, but they take a little bit to finish. It might sound like it's hung or locked up. Don't worry or reboot unless it's been more than 30 seconds. It usually takes about 15 or so.


The game has a full banner and icon which plays Duke saying 'Hail to the king, baby!' when you touch it.


If you have to delete the CIA, you'll find it under the game ID CTR-DUKE3DS.

Note: As with the 3DSX, there is no sleep support, so save your game and exit before closing your 3DS or it will crash.


---

Since then, I've changed the code to turn the bottom screen completely off instead of having the backlight on and showing a black image. This is unstable if spammed with input. I've played for a good long while, toggling back and forth as necessary and it seems to work fine. Tapping the bottom screen over and over hangs the game after six or seven cycles. I assume this has to do with the game getting caught up dealing with itself and an unholy amount of gsp::Lcd calls. So don't spam it.

I very inelegantly took a machete to the console code and added a loading screen to give the player as seamless of an experience as possible. This, on the other hand, will give you no idea whatsoever what isn't working if something isn't working, so I'd recommend making sure you use the config files I've included and knowing that you have a proper GRP for the game. I've only tried it with Shareware and Atomic and it works both ways for me.

I didn't get to test DLC or O3DS compatibility, so I'll leave it to you guys to be adventurous and let me know. I don't think I'll be getting to sleep support any time soon, but it could happen somewhere in the future.

As before, if you have installed a previous revision, make sure to delete the CIA and replace the config files before installing the new one.

This is about as good as it's gonna get for now as far as my input is concerned and it's a very playable and smooth Duke experience on the 3DS.

Many thanks to MasterFeizz and I hope you guys have fun with it.

[CIA/3DSX] https://mega.nz/#!OhwXCaRI!DWlqeViy3KpbYB6v6ZVn6rz_3wyOjcYr8RE7O3_5Od8
[Source] https://mega.nz/#!y5ZwnAKZ!7AgwxSAGlM-NuK91oUytdxp0AKRSK8uCkq6BYYkZKNU
Amazing bro.
 

Dahlor

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Doesn't work on o3ds for me :( black screen with .cia and stuck on loading screen with .3dsx. The old "eduke32" version works flawlessly

Your stuff is either in the wrong directory (needs to be in /3ds/Duke3DS/) or you have a faulty GRP.

(I'm guessing it's the directory.)
 
Last edited by Dahlor,

Dahlor

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Nope. You're right. I just tried it on my girlfriend's O3DS. I got the same result you did. I assume it has to do with the gsp::Lcd call and the O3DS and 2DS handling it differently than the N3DS. I had a feeling that this might not work on the older hardware, so anybody using an O3DS or 2DS should use MasterFeizz's version.
 

MattKimura

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@Dahlor Your cia works great, but I'd like to add some input about it. The controls are great and the game is fully playable. There's two things that bother me about the controls. First is the sensitivity of the C-stick to aim, it's a little too slow to turn my body around. Second, inverted aiming is pretty awkward especially while using the C-stick.
Overall, I do suck at this game. I tried Let's Rock difficulty and I got wrecked by those pigs!! Even on Piece of cake they take huge chunks of my health with each shot. They take like two shotgun shots to die, and always manage to land a hit on me every time. I know it's just me though, to not be able to handle it even on the easiest. I'd just think easy mode would actually be easy. I just made it to stage 3 of the L.A. chapter where you start off on an electric chair. I used to play this game with my friend back on the N64, but he would leave the way as I followed.

Thanks for sharing the cia, it's SO useful to boot the game from emunand!
 
Last edited by MattKimura,

Dahlor

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@Dahlor Your cia works great, but I'd like to add some input about it. The controls are great and the game is fully playable. There's two things that bother me about the controls. First is the sensitivity of the C-stick to aim, it's a little too slow to turn my body around. Second, inverted aiming is pretty awkward especially while using the C-stick.
Overall, I do suck at this game. I tried Let's Rock difficulty and I got wrecked by those pigs!! Even on Piece of cake they take huge chunks of my health with each shot. They take like two shotgun shots to die, and always manage to land a hit on me every time. I know it's just me though, to not be able to handle it even on the easiest. I'd just think easy mode would actually be easy. I just made it to stage 3 of the L.A. chapter where you start off on an electric chair. I used to play this game with my friend back on the N64, but he would leave the way as I followed.

Thanks for sharing the cia, it's SO useful to boot the game from emunand!

Thank you very much man. As for your issues, you can change c-stick inversion on the mouse controls menu and you're able to adjust the turning sensitivity on the joystick control menu.
 
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MrHuu

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I've got the addon's working by placing both duke3d.grp and the addon .grp e.g. nwinter.grp inside the /3DS/eDuke3d* folder.
*using the .3dsx version

Edit the eduke32.cfg file, and look for:

SelectedGRP = "duke3d.grp"

Change it to the addon .grp

e.g.:
dukedc.grp
nwinter.grp
vacation.grp


All seem to work fine.

The main menu of the 'Life's a beach' addon still displays 'Atomic Edition', but in-game all sprites and sounds are loaded correctly and the game runs fine.


This way only one addon can be loaded at a time so i created multiple folders:

/3DS/Duke3D
/3DS/DukeDC
/3DS/DukeNW
/3DS/DukeVC

Each including the duke3d.grp and their respective addon.grp and a modified .smdh.


The duke3d.grp included in the download does NOT work with addons!

It is an early shareware version, use a v1.5 version of the the game.
I've used the Megaton Edition duke3d.grp [v1.5]
 

MasterFeizz

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Yep, that's the only way to do it for now. I wish duke nukem had cleaner code, if it did I would've probably added a proper way to launch mods like the EDuke32 launcher
 

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