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{{Infobox 3DS homebrew
{{Infobox 3DS Homebrews
| title = PrBoom3DS
|title=PrBoom3DS
| image = https://dlhb.gamebrew.org/3dshomebrew/PrBoom3DS.jpeg|250px
|image=Prboomelh2.png
| type = Shooter
|description=A 3ds port of Doom.
| version = v0.7-alpha
|author=elhobbs
| licence = Mixed
|lastupdated=2020/06/26
| author = elhobbs
|type=Shooter
| website = https://github.com/elhobbs/prboom3ds
|version=0.7-alpha
| download = https://dlhb.gamebrew.org/3dshomebrew/PrBoom3DS-3DS.rar
|license=GPL-2.0
| source = https://dlhb.gamebrew.org/3dshomebrew/PrBoom3DS-3DS.rar
|download=https://dlhb.gamebrew.org/3dshomebrews/prboomelh.7z?k33p0fil35 0.7-alpha & 3dsx Update
|website=https://github.com/elhobbs/prboom3ds
|source=https://github.com/elhobbs/prboom3ds
}}
}}
PrBoom3DS is a 3DS port of the classic 3D shoot'em'up game Doom from id Software through PrBoom.
PrBoom is a game engine, which provides a program to play Doom levels, but it doesn't include any levels itself. More importantly, you need all the sounds, sprites, and other graphics that make up the Doom environment.
So to play PrBoom, you need one of the main Doom data files from id Software, it can be either: doom.wad, doom2.wad, tnt.wad or plutonia.wad from one of the commercial Doom games, or the shareware doom1.wad. This file is called the IWAD.
PrBoom also supports playing Doom add-on levels, called PWADs, which are small extra .wad files which just contain extra levels or other resources. PWADs are ONLY ADD-ONS, you still need the original IWAD
that they are designed to work with. In practice, most PWADs on the Internet require doom2.wad (although some work with doom.wad).
If you don't own any of the Doom games, get the shareware doom1.wad from doom19s.zip on [http://www.doomworld.com/files/shareware.shtml Doomworld's shareware] download page. But note that you will not be able to play most add-ons.
This port is based on PRBoom 2.5.0 with some code borrowed from [[DS_Doom|DS Doom]] and other ports, with 3D and sound.
==Installation==
'''Note:''' You will need to obtain the game data files WADs in order to play the game.
Available in CIA, 3DSX/SMDH and 3DS formats. Use either one that applies to your loader.
To install, you must put all files in /3ds/prboom3ds/ along with doom wad files (see [[PrBoom3DS#Changelog|v0.3-alpha release note]]).
The [https://gbatemp.net/threads/doom.376939/page-45#post-9108490 3DSX build] was updated in June 2020 with added wide mode support ([https://github.com/elhobbs/prboom3ds/blob/master/prboom3ds.3dsx repo link]). To use, overwrite the one in the current release.
==User guide==
You can choose which IWAD to run from the menu at startup.
It has been tested using the WADs from Steam with original Doom and Doom2.
However if the WADs are modified by or for an enhanced engine, it would be unlikely to work (e.g. versions that come bundled with the new Doom releases).
Also do not copy the prboom.ini from a PC. Delete it if it is present.
===Compatibility list for PrBoom 2.5.0===
* Most original Doom v1.9 demos (more than Boom or MBF).
* Most Boom v2.02 demos (apart from levels with friction effects everything should work).
* Some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos.
* All MBF demos.
==Screenshots==
https://dlhb.gamebrew.org/3dshomebrews/prboomelh5.png
https://dlhb.gamebrew.org/3dshomebrews/prboomelh4.png
https://dlhb.gamebrew.org/3dshomebrews/prboomelh3.png
https://dlhb.gamebrew.org/3dshomebrews/prboomelh6.png
==Media==
'''[3DS] prboom3DS - Doom for 3DS''' ([https://www.youtube.com/watch?v=t_G8Z6T4690 DarkFlare]) <br>
<youtube>t_G8Z6T4690</youtube>
<youtube>t_G8Z6T4690</youtube>


prboom3ds - a version of doom based on prboom 2.5 and code brazenly stolen from dsdoom and other ports. it has 3d and sound - while not exactly perfect it does run. newest version requires doom wad files and prboom.wad in the /3ds/prboom3ds/ directory. (old versions used the root directory) PrBoom 2.5.0 ============ PrBoom is a version of the classic 3D shoot'em'up game Doom, originally written by id Software. See the file AUTHORS in this distribution for a list of authors and other contributors, and a history of the projects PrBoom is derived from. PrBoom is made available under the GNU General Public License. See the file COPYING included in this distribution for details. Please see the NEWS file included for changes since the previous version. Game data - WADs ---------------- (This section is aimed at people not familiar with Doom and the data files it uses.) PrBoom is a game engine - it provides a program to play Doom levels, but it doesn't include any levels itself. More importantly, you need all the sounds, sprites, and other graphics that make up the Doom environment. So to play PrBoom, you need one of the main Doom date files from id Software - either doom.wad, doom2.wad, tnt.wad or plutonia.wad from one of the commercial Doom games, or the shareware doom1.wad. This file is called the IWAD. PrBoom also supports playing Doom add-on levels, called &quot;PWADs&quot;, which are small extra .wad files which just contain extra levels or other resources. PWADs are ONLY ADD-ONS, you still need the original IWAD that they are designed to work with. In practice, most PWADs on the Internet require doom2.wad (although some work with doom.wad). If you don't own any of the Doom games, get the shareware doom1.wad from doom19s.zip on Doomworld's shareware download page. But note that you will not be able to play most add-ons. http://www.doomworld.com/files/shareware.shtml Windows Installation -------------------- Just extract the zip to a directory of your choice and copy your IWAD files into it. Now you can make shortcuts and add &quot;-iwad filename.wad&quot; to them. The SDL_mixer library used by PrBoom supports software MIDI music synthesis. If you want to hear the Doom music, you need a set of Timidity instrument patches. Do a web search for timidity patch sets, there are plenty around. These patch sets are a large download (&gt;5megs). SDL_mixer does not currently support hardware MIDI synthesis. But we have added a hacked version of SDL_mixer with native midi support. If you like to try it out, rename SDL_mixer_beta.dll to SDL_mixer.dll. You should rename the original SDL_mixer.dll before. Tell us if it works or not. Please note, that there might be bugs in the native midi implementation. Linux Installation ------------------ For UNIX, Linux, and other POSIX systems, you need the SDL libraries in order to use PrBoom. If you haven't already done so, visit http://prboom.sourceforge.net/linux.html and follow the instructions there for your system, downloading the necessary libraries, and either installing the binary RPM package or compiling PrBoom from source. Once you've done that, you'll need to copy your IWAD file (see the section above if you don't know what this is) to a directory where PrBoom can find it. Make /usr/local/share/games/doom/, and copy your IWAD (all of your IWADs, if you own more than one) to that directory. Mac OS Installation ------------------- Copy your IWAD (see above) into your home folder under Library:Application Support:PrBoom (this folder will be created for you the first time you run PrBoom). First Use --------- If it's the first time you've run PrBoom, you'll need to do some configuring to get the controls and display right for you. On a new installation, PrBoom runs at 640x480 resolution. If you have used PrBoom before, you may have an old config file in your home directory which specifies a lower resolution, such as Doom's normal 320x200. You can use the -width and -height parameters to select a higher resolution, e.g.: prboom -width 640 -height 400 sets the resolution. This setting is remembered for future sessions. For other parameters, see the included README.command-line. You may also wish to customise the key bindings. PrBoom's default keybindings are the same as the original Doom; unlike original Doom, you can change key bindings in the game. In the in-game menus, go to Options, Settings, Key Bindings. On Mac OS X, you can't use the command line, but after running the program once, you can edit YOURHOME:Library:Application Support:PrBoom:prboom.cfg to change settings like your screen resolution. Features -------- This is all the features PrBoom has compared to the original Doom game - it's intended to give you an idea of the enhancements, rather than burying you in details. See http://prboom.sourceforge.net/about.html for an HTML version of this list. This is shamelessly modelled on Boom's changes pages. By each change, there's the name of the port the feature comes from (so it's compatible with). Playing the game * Supports loading dehacked files at the command line, or in WADs (BOOM, MBF) * Supports PWADs containing sprites and flats (BOOM) * Save games and demos completely store game parameters (BOOM, MBF) * Savegames store list of loaded WAD files, warning if wrong files loaded (BOOM, MBF) Game engine * Player bobbing improved, optional (BOOM, MBF) * Friction effects (BOOM), affecting players and monsters (MBF) * Wind, current, conveyor effects (BOOM) * Far more flexible scrolling wall/floor types (BOOM) * Always run (BOOM) * Weapon change logic overhauled and improved (BOOM) * Support for friendly monsters, helper dogs (MBF) * Monster target finding code improved (MBF) * AI improvements (MBF) * Bouncy and touchy things (MBF) * New code pointers (MBF) * Per-level and animated skies (MBF) * Generalised line types system gives complete flexibility (BOOM) * Elevators (BOOM) * Translucent sprites, walls (BOOM) * Independent floor and ceiling lighting (BOOM) * Silent teleports (BOOM) * Deep water, true underwater areas (BOOM) * Icon of Sin telefragging made more consistent (MBF) * Fix large numbers of game bugs (BOOM, MBF, LxDoom) * Support arbitrary texture heights (BOOM) Screen * High resolution support (PrBoom) * Optional message console, multiple message lines (BOOM) * Status bar shows health/armour/ammo in colours (BOOM) * Heads up display, showing ammo, health, keys overlayed on view (BOOM) Multiplayer * Spy mode improved (BOOM) * Support for loadgame in a net game (LxDoom) * Client server style network games (LxDoom) Automap * No limit on marks (BOOM) * Rotation and overlay modes (DOSDoom, LxDoom) * Map shows coordinates (BOOM), optionally follow pointer (MBF) * Teleport lines, key doors and switches marked specially (BOOM) * Keys, secrets visible on map with cheat codes (BOOM) * Colours fully configurable from menus (BOOM) Intermission screens * Par times hidden when not relevant (BOOM) * Total episode time shown (LxDoom) Menus * F1 help screen shows current key setup (BOOM) * Key bindings, monster behaviour, and compatibility settings all set in menus (BOOM, MBF) Compatibility * Game is capable of behaving like any of: original Doom v1.9, Boom v2.02, MBF (BOOM, MBF, LxDoom) * Plays most original Doom v1.9 demos (more than Boom or MBF) * Plays most Boom v2.02 demos (apart from levels with friction effects everything should work). * Plays some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos. * Plays all MBF demos. * Auto-correction of common bugs in old levels (MBF), with warnings (LxDoom) * Fine control of options controlling compatibility and new features (MBF) Controls * Greater control of key bindings from in game menus (BOOM) * More accurate mouse sensitivity control (BOOM, LxDoom) Misc * Screenshot code improved, supports BMPs (BOOM) * Support for ENDOOM and ENDBOOM (BOOM, LxDoom) * -timedemo and -fastdemo options (BOOM) * Real time frame rate, segs, visplanes, sprites display (LxDoom) * Various extra cheat codes (BOOM, LxDoom) Internals * Greatly improved internal memory management (BOOM, LxDoom) * Startup time greatly shortened by lazy generation of some lookups (DOSDoom, LxDoom) * Removed internal limits (BOOM) Other Tips ---------- On Linux, SDL tries to detect an appropriate video device automatically. If you want to overrite the default, you can set the SDL_VIDEODRIVER enviromental variable. At a bash prompt, this is as easy as running: SDL_VIDEODRIVER=fbcon prboom or SDL_VIDEODRIVER=svga prboom Details ------- Details on these extra features are split into separate text files: README.demos provides a guide to PrBoom's demo support README.compatibility describes PrBoom's various compatibility options and modes README.command-line gives a command line reference for prboom, prboom-game-server, and the format of boom.cfg. On UNIX/Linux systems use the man pages instead. Editing features are not covered in the docs with this package. We plan to bundle the editing docs as a separate download. Watch our website for news.
==Changelog==
'''Update 2020/06/26''' (3DSX only)
* Added support for 800 wide mode. You have to switch the mode using Options> General> Video Mode and set it to Wide. Then you have to restart the game for the change to take effect. It will disable 3D.
 
'''v0.7-alpha 2019/12/22'''
* Enum fix, enable lto, 3D view change.
 
'''v0.6-alpha 2019/11/11'''
* Same binaries as in the master branch.
 
'''v0.5-alpha 2017/05/14'''
* Partial fix for soft lock issue (adjusted compile/link settings).
* prboom.cfg file saved/read from /3ds/prboom3ds directory instead of root (you will need to manually copy the existing file in order to preserve settings).
* Various status bar/hud/automap/keyboard adjustments.
 
'''v0.4-alpha/v0.3.1-alpha 2017/05/07'''
* Minor fix for v0.3-alpha - addresses crash on close from home menu.
 
'''v0.3-alpha 2017/05/06'''
* Improved sfx - addresses high lock count and cutout issues.
* Music playback - fixed incorrect mix rate. should sound more accurate.
* cia version uses /3ds/prboom3ds/ directory instead of root.
* Updated to compile with newer devkitarm/ctrulib versions.
* Removed a bunch of dead sound code.
 
'''v0.2-alpha 2016/02/14'''
* Switched sound back to csnd.
 
'''v0.1-alpha 2016/02/02'''
* The cia and 3ds downloads are untested - but here for testing.
* For .3dsx the wad files should be in the same directory as the .3dsx file.
* For .cia and .3ds the wad files need to be in the root directory (untested).
 
==External links==
* GitHub - https://github.com/elhobbs/prboom3ds
* GBAtemp - https://gbatemp.net/threads/doom.376939

Latest revision as of 05:46, 6 Mayıs 2024

PrBoom3DS
Prboomelh2.png
General
Authorelhobbs
TypeShooter
Version0.7-alpha
LicenseGPL-2.0
Last Updated2020/06/26
Links
0.7-alpha & 3dsx Update Download
Website
Source

PrBoom3DS is a 3DS port of the classic 3D shoot'em'up game Doom from id Software through PrBoom.

PrBoom is a game engine, which provides a program to play Doom levels, but it doesn't include any levels itself. More importantly, you need all the sounds, sprites, and other graphics that make up the Doom environment.

So to play PrBoom, you need one of the main Doom data files from id Software, it can be either: doom.wad, doom2.wad, tnt.wad or plutonia.wad from one of the commercial Doom games, or the shareware doom1.wad. This file is called the IWAD.

PrBoom also supports playing Doom add-on levels, called PWADs, which are small extra .wad files which just contain extra levels or other resources. PWADs are ONLY ADD-ONS, you still need the original IWAD that they are designed to work with. In practice, most PWADs on the Internet require doom2.wad (although some work with doom.wad).

If you don't own any of the Doom games, get the shareware doom1.wad from doom19s.zip on Doomworld's shareware download page. But note that you will not be able to play most add-ons.

This port is based on PRBoom 2.5.0 with some code borrowed from DS Doom and other ports, with 3D and sound.

Installation

Note: You will need to obtain the game data files WADs in order to play the game.

Available in CIA, 3DSX/SMDH and 3DS formats. Use either one that applies to your loader.

To install, you must put all files in /3ds/prboom3ds/ along with doom wad files (see v0.3-alpha release note).

The 3DSX build was updated in June 2020 with added wide mode support (repo link). To use, overwrite the one in the current release.

User guide

You can choose which IWAD to run from the menu at startup.

It has been tested using the WADs from Steam with original Doom and Doom2.

However if the WADs are modified by or for an enhanced engine, it would be unlikely to work (e.g. versions that come bundled with the new Doom releases).

Also do not copy the prboom.ini from a PC. Delete it if it is present.

Compatibility list for PrBoom 2.5.0

  • Most original Doom v1.9 demos (more than Boom or MBF).
  • Most Boom v2.02 demos (apart from levels with friction effects everything should work).
  • Some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos.
  • All MBF demos.

Screenshots

prboomelh5.png prboomelh4.png

prboomelh3.png prboomelh6.png

Media

[3DS] prboom3DS - Doom for 3DS (DarkFlare)

Changelog

Update 2020/06/26 (3DSX only)

  • Added support for 800 wide mode. You have to switch the mode using Options> General> Video Mode and set it to Wide. Then you have to restart the game for the change to take effect. It will disable 3D.

v0.7-alpha 2019/12/22

  • Enum fix, enable lto, 3D view change.

v0.6-alpha 2019/11/11

  • Same binaries as in the master branch.

v0.5-alpha 2017/05/14

  • Partial fix for soft lock issue (adjusted compile/link settings).
  • prboom.cfg file saved/read from /3ds/prboom3ds directory instead of root (you will need to manually copy the existing file in order to preserve settings).
  • Various status bar/hud/automap/keyboard adjustments.

v0.4-alpha/v0.3.1-alpha 2017/05/07

  • Minor fix for v0.3-alpha - addresses crash on close from home menu.

v0.3-alpha 2017/05/06

  • Improved sfx - addresses high lock count and cutout issues.
  • Music playback - fixed incorrect mix rate. should sound more accurate.
  • cia version uses /3ds/prboom3ds/ directory instead of root.
  • Updated to compile with newer devkitarm/ctrulib versions.
  • Removed a bunch of dead sound code.

v0.2-alpha 2016/02/14

  • Switched sound back to csnd.

v0.1-alpha 2016/02/02

  • The cia and 3ds downloads are untested - but here for testing.
  • For .3dsx the wad files should be in the same directory as the .3dsx file.
  • For .cia and .3ds the wad files need to be in the root directory (untested).

External links

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