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[RELEASE] EDuke32 Vita

HENkaku is a native Homebrew Enabler for the PS Vita and PS TV. It lets you run homebrews on the PS Vita
Rinnegatamante
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Re: [RELEASE] EDuke32 Vita

Post by Rinnegatamante »

BloodCM is not supported, it was just an example i made to make clear how to use bat files.

Midi tracks are already working.

As for the crashes in menus, it depends on what you change in those menus. Altering resolution will most likely crash the engine for example.
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Hades-Arcadius
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Re: [RELEASE] EDuke32 Vita

Post by Hades-Arcadius »

I know that this port wasn't really planned to...but is it possible to run Ion Fury with this port?

The reason i ask is because Ion Fury was developed on eDuke32, so mostly just curious. My curiosity extends to the other games made around 3d realms games of the period but would require more work to make them compatible.
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GraphicsApathy
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Joined: Thu Oct 11, 2012 4:20 am

Re: [RELEASE] EDuke32 Vita

Post by GraphicsApathy »

Sorry i've taken so bloody long to get back to you on this port. Anyway, I was referring to way the music SOUNDED (very tinny) with the current MIDI implementation. The reason I think a different implementation is something to go for (if its plausible without major time\work investment) is for maps\mods with custom MIDIs, also the compilation at the bottom of this page http://hrp.duke4.net/download.php. Finally, the game indeed crashes upon exit from the ingame main menu. I will try to remember to post a crash dump by the end of the week.
Rinnegatamante
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Re: [RELEASE] EDuke32 Vita

Post by Rinnegatamante »

Hades-Arcadius wrote: Sat Feb 01, 2020 6:09 pm I know that this port wasn't really planned to...but is it possible to run Ion Fury with this port?

The reason i ask is because Ion Fury was developed on eDuke32, so mostly just curious. My curiosity extends to the other games made around 3d realms games of the period but would require more work to make them compatible.
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Jolek
Posts: 10
Joined: Sat May 16, 2020 8:04 am

Re: [RELEASE] EDuke32 Vita

Post by Jolek »

There is also a jfduke3d-vita port of Duke Nukem 3D (with a support for NAM):
https://vitadb.rinnegatamante.it/#/info/711.
DenzelMcFlurry
Posts: 1
Joined: Thu Sep 16, 2021 12:22 pm

Re: [RELEASE] EDuke32 Vita

Post by DenzelMcFlurry »

Rinnegatamante wrote: Mon Nov 11, 2019 6:11 pm BloodCM is not supported, it was just an example i made to make clear how to use bat files.

Midi tracks are already working.

As for the crashes in menus, it depends on what you change in those menus. Altering resolution will most likely crash the engine for example.
Hi, any update on mod compatibility for EDuke32? I can't get any .grb file to work, except the official 3 add-ons. I don't find any comprehensive guide for the usage of certain features on the app, specifically the "launch costum args" function. I'm not that tech-savy myself, I'm just good at following guides lol. So I have no idea what this function is for. The only mods I seem to be able to run are .MAP files, but these run terrible most of the time.

Thanks in advance!
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