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EDuke32 Vita: Difference between revisions

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|title=Vita Homebrew Games (Shooter) - GameBrew
|title=Vita Homebrew Games (Shooter) - GameBrew
|title_mode=append
|title_mode=append
|image=eduke32vita.jpg
|image=eduke32vita2.png
|image_alt=EDuke32 Vita
|image_alt=EDuke32 Vita
}}
}}
{{Infobox Vita Homebrews
{{Infobox Vita Homebrews
|title=EDuke32 Vita
|title=EDuke32 Vita
|image=eduke32vita.jpg
|image=eduke32vita2.png
|description=Port of EDuke32 for PSVITA
|description=Port of EDuke32 for PS Vita.
|author=Rinnegatamante
|author=Rinnegatamante
|lastupdated=2019/09/05
|lastupdated=2019/09/05
Line 15: Line 15:
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/vitahomebrews/eduke32vita.7z
|download=https://dlhb.gamebrew.org/vitahomebrews/eduke32vita.7z
|website=
|website=https://wololo.net/talk/viewtopic.php?f=116&t=49442
|source=https://github.com/Rinnegatamante/EDuke32-Vita
|source=https://github.com/Rinnegatamante/EDuke32-Vita
}}
}}
EDuke32 Vita is a port for PSVITA of EDuke32, a Build engine source port allowing you to play Duke Nukem 3D. Hopefully next updates will fix the known bugs (read the specific section) and will bring also better renderers support (Polymost renderer support is the first planned feature for next updates)
Port of EDuke32, a Duke Nukem 3D source port, for PS Vita. It supports also add-on packs, mods and all other EDuke32 regular features.


==Why porting it==
==Installation==
Duke Nukem 3D: Megaton Edition is available for PSVITA so why porting it?
Install the VPK on your homebrew enabled PS Vita or PS TV.
# Duke Nukem 3D: Megaton Edition is no longer sold cause of copyright issues
 
# Duke Nukem 3D: Megaton Edition requires you to re-buy the game if you already own Duke Nukem 3D while with EDuke32 you can re-use your own game files.
Extract EDuke32.zip into ux0:data.
# EDuke32 has several cool settings that Megaton Edition doesn't have.
 
For add-ons installation, [https://wiki.eduke32.com/wiki/The_Official_Add-on_Installation_Guide take a look here].


==Controls==
==Controls==
*L: Kick
L - Kick
*R: Fire
 
*Cross: Jump
R - Fire
*Circle: Duck
*Square: Use
*Triangle: Show Map
*Dpad L: Previous Weapon
*Dpad R: Next Weapon
*Dpad Up: Next Inventory Item
*Dpad Down: Use Inventory Item


==Known Bugs==
Cross - Jump
* In certain circumstances there could be some framedrops


==Media==
Circle - Duck
<youtube>iDrtysNS3Xs</youtube>
 
Square - Use
 
Triangle - Show Map
 
D-Pad Left/Right - Previous/Next Weapon
 
D-Pad Up - Next Inventory Item
 
D-Pad Down - Use Inventory Item


==Screenshots==
==Screenshots==
https://dlhb.gamebrew.org/vitahomebrews/eduke32vita-01.jpg
eduke32vita3.png
https://dlhb.gamebrew.org/vitahomebrews/eduke32vita-02.jpg
eduke32vita4.png
https://dlhb.gamebrew.org/vitahomebrews/eduke32vita-03.jpg
 
https://dlhb.gamebrew.org/vitahomebrews/eduke32vita-04.jpg
eduke32vita5.png
eduke32vita6.png
 
==Known issues==
In certain circumstances there could be some framedrops.


==Changelog==
==Changelog==
'''(v.1.6)'''
'''v1.6'''
* First Release.
* Added support for internal .mid BGM tracks. No longer required to enable Autoload and supply external tracks for correct BGM playback.
* Added support for GRPs in SSI format.
* Added support for BAT scripts to fastly launch GRPs with custom arguments.
** Example of a working .bat script (BloodCM is not supported, this is just an example):
** <code>eduke32 -game_dir ux0:data/EDuke32/BloodCM -grp ux0:data/EDuke32/BloodCM/BloodCM.grp -cfg ux0:data/EDuke32/BloodCM/bcm.cfg</code>
* Improved cache size detector and made so that it adjusts cache size accordingly to GRP request.
* Fix for savegames. Now it's possible to overwrite an existing save as it should.
* Increased engine timer accuracy.
* Minor fixes that could lead to memory corruption.
 
'''v1.5.1'''
* Reduced memory available from 330 MB to 300 MB to prevent crashes with some GRP files.
* Added sceIme keyboard for inputting savegames names (Thanks to rsn8887).
* Fixed autoload feature crashing the game on certain setups.
 
'''v1.5'''
* Updated to a newer build of the engine (r6862).
* Fixed autoload support. Now it works as intended. (Remember to set NoAutoload to 0 in eduke32.cfg).
* Fixed graphics glitches with sprites and mirrors. Now they're correctly rendered.
* Sprites are now rendered in higher quality.
* Added a launcher on boot that allows to select what GRP to load.
* Added a way at boot to launch the engine with custom commandline arguments for mods and special GRPs support.
* Increased available RAM for the engine from 192 MB to 330 MB.
* Added bilinear filtering to the final rendered framebuffer.
* Fix for log file not being generated. Now it's correctly filled in ux0:data/EDuke32/eduke32.log.
 
==Credits==
*Thanks to EDuke32 team for the awesome source port
*Thanks to all my Patroners for their awesome support.


== External links ==
== External links ==
* Github - https://github.com/Rinnegatamante/EDuke32-Vita
* GitHub - https://github.com/Rinnegatamante/EDuke32-Vita
* VitaDB - https://vitadb.rinnegatamante.it/#/info/397
* VitaDB - https://vitadb.rinnegatamante.it/#/info/397
* Wololo - https://wololo.net/talk/viewtopic.php?f=116&t=49442
* Wololo - https://wololo.net/talk/viewtopic.php?f=116&t=49442

Revision as of 08:46, 28 December 2022

EDuke32 Vita
Eduke32vita2.png
General
AuthorRinnegatamante
TypeShooter
Version1.6
LicenseMixed
Last Updated2019/09/05
Links
Download
Website
Source

Port of EDuke32, a Duke Nukem 3D source port, for PS Vita. It supports also add-on packs, mods and all other EDuke32 regular features.

Installation

Install the VPK on your homebrew enabled PS Vita or PS TV.

Extract EDuke32.zip into ux0:data.

For add-ons installation, take a look here.

Controls

L - Kick

R - Fire

Cross - Jump

Circle - Duck

Square - Use

Triangle - Show Map

D-Pad Left/Right - Previous/Next Weapon

D-Pad Up - Next Inventory Item

D-Pad Down - Use Inventory Item

Screenshots

eduke32vita3.png eduke32vita4.png

eduke32vita5.png eduke32vita6.png

Known issues

In certain circumstances there could be some framedrops.

Changelog

v1.6

  • Added support for internal .mid BGM tracks. No longer required to enable Autoload and supply external tracks for correct BGM playback.
  • Added support for GRPs in SSI format.
  • Added support for BAT scripts to fastly launch GRPs with custom arguments.
    • Example of a working .bat script (BloodCM is not supported, this is just an example):
    • eduke32 -game_dir ux0:data/EDuke32/BloodCM -grp ux0:data/EDuke32/BloodCM/BloodCM.grp -cfg ux0:data/EDuke32/BloodCM/bcm.cfg
  • Improved cache size detector and made so that it adjusts cache size accordingly to GRP request.
  • Fix for savegames. Now it's possible to overwrite an existing save as it should.
  • Increased engine timer accuracy.
  • Minor fixes that could lead to memory corruption.

v1.5.1

  • Reduced memory available from 330 MB to 300 MB to prevent crashes with some GRP files.
  • Added sceIme keyboard for inputting savegames names (Thanks to rsn8887).
  • Fixed autoload feature crashing the game on certain setups.

v1.5

  • Updated to a newer build of the engine (r6862).
  • Fixed autoload support. Now it works as intended. (Remember to set NoAutoload to 0 in eduke32.cfg).
  • Fixed graphics glitches with sprites and mirrors. Now they're correctly rendered.
  • Sprites are now rendered in higher quality.
  • Added a launcher on boot that allows to select what GRP to load.
  • Added a way at boot to launch the engine with custom commandline arguments for mods and special GRPs support.
  • Increased available RAM for the engine from 192 MB to 330 MB.
  • Added bilinear filtering to the final rendered framebuffer.
  • Fix for log file not being generated. Now it's correctly filled in ux0:data/EDuke32/eduke32.log.

Credits

  • Thanks to EDuke32 team for the awesome source port
  • Thanks to all my Patroners for their awesome support.

External links

Advertising: