dsdoom source
Re: dsdoom source
why bother? just let people adust the brightness up and down.
-
- Posts: 28
- Joined: Mon May 02, 2011 10:13 pm
Re: dsdoom source
it turns out DStoggleBrightness is never called so I just removed the function
here's the new source
http://www.megaupload.com/?d=E08UGXP3
everythings working sound etc .. the only issue remaining is wifi.

http://www.megaupload.com/?d=E08UGXP3
everythings working sound etc .. the only issue remaining is wifi.
-
- Posts: 30
- Joined: Fri Dec 17, 2010 1:34 pm
- Location: Either side of South Bypass, Madrid, Spain
Re: dsdoom source
Thanks for the work,
In order to test it I suppose you need
levels or something ???
I tested it under HBmenu on my lite
choosing Standard Game and exited
In order to test it I suppose you need
levels or something ???
I tested it under HBmenu on my lite
choosing Standard Game and exited
--------------------------------
Welcome, my son, to the machine.
Pink Floyd.
Welcome, my son, to the machine.
Pink Floyd.
-
- Posts: 28
- Joined: Mon May 02, 2011 10:13 pm
Re: dsdoom source
yer you need
doom.wad (doom.wad can be any version of doom just rename it to doom.wad to play)
prboom.wad
in the root of the sd card.
doom.wad (doom.wad can be any version of doom just rename it to doom.wad to play)
prboom.wad
in the root of the sd card.
-
- Posts: 30
- Joined: Fri Dec 17, 2010 1:34 pm
- Location: Either side of South Bypass, Madrid, Spain
Re: dsdoom source
Sorry, con you tell me anywhere to
find one of those files?
It´s ages since I last played doom
find one of those files?
It´s ages since I last played doom
--------------------------------
Welcome, my son, to the machine.
Pink Floyd.
Welcome, my son, to the machine.
Pink Floyd.
-
- Posts: 28
- Joined: Mon May 02, 2011 10:13 pm
Re: dsdoom source
shareware doom wad was provided with the original ds doom download, http://code.google.com/p/dsdoom/downloads/list
stick them in the root of your sd card dsdoom should now boot ok
stick them in the root of your sd card dsdoom should now boot ok
-
- Posts: 30
- Joined: Fri Dec 17, 2010 1:34 pm
- Location: Either side of South Bypass, Madrid, Spain
Re: dsdoom source
Thanks a lot, I tried public files found over there and did not work.
It's great: the old magic, same levels, same effects...
I couldn´t stop progressing through the first three levels: a classic.
I expect to learn a lot from the sources.
It's great: the old magic, same levels, same effects...
I couldn´t stop progressing through the first three levels: a classic.
I expect to learn a lot from the sources.
--------------------------------
Welcome, my son, to the machine.
Pink Floyd.
Welcome, my son, to the machine.
Pink Floyd.
-
- Posts: 28
- Joined: Mon May 02, 2011 10:13 pm
-
- Site Admin
- Posts: 2004
- Joined: Tue Aug 09, 2005 3:21 am
- Location: UK
- Contact:
Re: dsdoom source
Can you create a diff against the orginal doom sources & attach it to the issue tracker, I'll update the source there & put a new build on the google project.
http://code.google.com/p/dsdoom/
I've been meaning to try to update this to the latest prboom sources and attempt to redo the port for a standard configure && make but haven't had the time or motivation lately. Might see if I can dig out the old dsdoom.com website & get it up & running again, it fell by the wayside a bit after a few server moves.
http://code.google.com/p/dsdoom/
I've been meaning to try to update this to the latest prboom sources and attempt to redo the port for a standard configure && make but haven't had the time or motivation lately. Might see if I can dig out the old dsdoom.com website & get it up & running again, it fell by the wayside a bit after a few server moves.
-
- Posts: 28
- Joined: Mon May 02, 2011 10:13 pm
Re: dsdoom source
I have attached the diff to the google project can you re-build and let me now if the diff is ok.
I would like to get the in game music working, my idea is to convert the mus to midi and the use an external program (goldwave) to convert midi file to *.raw file (ie unsigned char audio data). Then I was going to load this external file when the level starts, my question is whats the best way to play this file using libnds ? should I us streaming or soundPlaySample or something else ?
I would like to get the in game music working, my idea is to convert the mus to midi and the use an external program (goldwave) to convert midi file to *.raw file (ie unsigned char audio data). Then I was going to load this external file when the level starts, my question is whats the best way to play this file using libnds ? should I us streaming or soundPlaySample or something else ?
Who is online
Users browsing this forum: Ahrefs [Bot] and 6 guests