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EDuke32 Vita

From GameBrew
Revision as of 14:34, 22 September 2024 by HydeWing (talk | contribs) (dup.infobox)
EDuke32 Vita
Eduke32vita2.png
General
AuthorRinnegatamante
TypeShooter
Version1.6
LicenseMixed
Last Updated2019/09/05
Links
Download
Website
Source
Support Author


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. The shareware version is included.

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

eduke32vita7.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 the Patroners for their awesome support.

External links

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