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EDuke32 Vita | |
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General | |
Author | Rinnegatamante |
Type | Shooter |
Version | 1.6 |
License | Mixed |
Last Updated | 2019/09/05 |
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.