i use hbmenuCool, thanks. Now to figure out where I put my Acekard....
I feel that this could be fixed to use more memory, and even use expanded memory from Slot 2 memory expansion carts. Hopefully someone can implement these fixes.I have been using this port for a long time now, first on DS and lately on DSi (SD slot), and as far as the 4 main wads are concerned, it works smoothly.
Instead, using user (vanilla) wads/ megawads, there are big issues, during gameplay, saving or loading.
I have tried, over the course of a year or more, dozens of vanilla wads, all in theory explicitly compatible with PrBoom, but all of them (even the simplest ones, less than 1mb in size) crash (the infamous "guru meditation error") in one of these ways:
1) During the initial demo;
2) During the first map;
3) A few maps later;
4) During saving or loading.
How come? Can any experts/technicians give me an explanation? My naive guess is that the program, for some reason, is not using all the (16mb) RAM available.
Even older, simpler wads of less than 1mb have these problems.
I have tested them in every possible way:
1) Putting all the main DSDoom files (PrBoom files + 4 main wads) in one folder and the Pwads in another, using HBMenu and an .argv file, or editing the PrBoom.cfg: in both cases the Pwads are detected and loaded, but then them crash;
2) leaving the main files in the SD root and the Pwads in a folder, using the previous methods, the same result: they start but then crash.
Maybe @elhobbs (who has helped me so much in the past) is kind enough to help me once again. Or someone else who has more experience than me with this port (hard to find one).
Thanks.
Was this addressed to me, lad? If so, I already know how the 4 main iwads (Doom, Doom2, Plutonia, TNT) work: they start from the main menu, no need to rename anything. If, on the other hand, you are referring to the megawads (custom pwads you find on Doomworld) they work using HBMenu.nds and an .argv file containing appropriate command line arguments ("-file pwad"):You could quite literally name the iwad a dif name to load an iwad, but that would take time
Yes all the wads work. I was being a mild idiot.Was this addressed to me, lad? If so, I already know how the 4 main iwads (Doom, Doom2, Plutonia, TNT) work: they start from the main menu, no need to rename anything. If, on the other hand, you are referring to the megawads (custom pwads you find on Doomworld) they work using HBMenu.nds and an .argv file containing appropriate command line arguments ("-file pwad"):
https://gbatemp.net/threads/how-to-play-custom-wads-with-dsdoom.575814/
Mmmm....I was expecting help from you, but I guess I know more about this than you do.
The readme indicates that sigil II does not support vanilla doom source ports. It is way at the bottom under compatible versions.Has anyone tried SIGIL 2 ? For me, unlike SIGIL, SIGIL 2 does not seem to work with DSDoom...
I have not had a lot of free time or motivation lately. I have not looked at this. I never actually played this game, so I am not sure that I will.Hi @elhobbs , how are you? I hope I'm not bothering you by going off topic. Have you found some free time to take a look at JFSW (Shadow Warrior)? Would it be possible to port it to DSi? Do you have plans to do this in the future?
This should be continuedI've been using this for a few years now and I still think it's a good port, even if it has its problems (like the music and unstable save states).
Currently we have other better ports (I'm talking about cquake, cheretic, dualhexen and jfduke) This should be the bestI've been using this for a few years now and I still think it's a good port, even if it has its problems (like the music and unstable save states).
Post automatically merged:
This should be continued