Search found 38 matches

by Kaiser
Fri Jul 20, 2012 11:42 pm
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

elhobbs wrote:I have a 3ds I can take a look at this latter today. is the svn current?
I've sent you a PM.
by Kaiser
Fri Jul 20, 2012 7:15 am
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

is the 3ds running in ds or dsi mode? in both cases the memory range that you specified is not a valid range. so this points to some corruption - does this happen on more than one 3ds? it could be something to do with the sd card. does the same card work in a ds without error? No idea, what's the d...
by Kaiser
Wed Jul 18, 2012 7:45 pm
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

Hey, it's been a while but I want to say that Doom64 DS is done and I've been having some people do some play testing on their own DS. However this one 3DS user is getting constant crashes while normal DS/DS Lite users are not. When the exception screen comes up, it's referring to memory addresses w...
by Kaiser
Fri May 18, 2012 9:08 pm
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

Latest SVN update has full working HUD and other overlay effects. Made several cleanup to the code and optimization to looking up data files in the IWAD. Also for those who are interested, I've uploaded a gameplay video showcasing it's current state: http://www.youtube.com/watch?v=PwdXsDyQV9o I am n...
by Kaiser
Sun May 13, 2012 7:49 pm
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

I don't see this as off-topic. Though I kinda questioned myself about writing only 202-212 to VBLANK though. What's funny is that I even wrote 192 and I gained back a smooth 30 fps and still haven't experienced any flickering/tearing, etc. So now I am able to leverage all 512kb of VRAM and still mai...
by Kaiser
Sun May 13, 2012 7:03 am
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

Okay, that makes a lot of sense then. Seems like I can get away with DMA'ing 16kb of data (32 loop count) without experiencing any issues. I am also able to get away without waiting for the scanline to be reached either. So in my current test build, I basically wait for vblank, call DC_FlushAll, loc...
by Kaiser
Sun May 13, 2012 12:05 am
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

Tried both waiting for the right VCOUNT value as well as setting REG_VCOUNT to 192 for each 64k of data I dma to the VRAM. Still got flickering unfortunately but at this point now, I can live with just 256kb of data to work with. You can't set it to 192, you can only write values from 202 to 212 in...
by Kaiser
Sat May 12, 2012 11:01 pm
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

Okay now I have a WAD which matches your checksum. But I still get exactly the same errors. Are you compiling with the latest devkitARM/libnds? Edit: I updated doom via svn and now I get to Loading level... Used memory: 563 kb Used static memory: 73 kb Used cached memory: 156 kb Used level memory: ...
by Kaiser
Sat May 12, 2012 5:07 am
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

SDL is the only dependency. I have no idea why it's looking for afxres.h
by Kaiser
Sat May 12, 2012 3:23 am
Forum: DS Development
Topic: Doom64 DS
Replies: 94
Views: 103578

Re: Doom64 DS

Not sure about source but the MD5 checksum for the IWAD on my end is BB9AF686446D3831FB50A3DC089E1B71