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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
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Rinnegatamante
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[RELEASE] EDuke32 Vita

Post by Rinnegatamante » Wed Aug 22, 2018 8:02 am

Description

EDuke32 Vita is a port for PSVITA of EDuke32, a Build engine source port allowing you to play Duke Nukem 3D. It's based on MasterFeizz's 3DS port but i plan to update it to latest EDuke32 release in the future. Hopefully next updates will fix the known bugs (read the specific section) and will bring also better renderers support (Polymost renderer support is the first planned feature for next updates)

Why porting it

Duke Nukem 3D: Megaton Edition is available for PSVITA so why porting it?
1) Duke Nukem 3D: Megaton Edition is no longer sold cause of copyright issues
2) Duke Nukem 3D: Megaton Edition requires you to re-buy the game if you already own Duke Nukem 3D while with EDuke32 you can re-use your own game files.
3) EDuke32 has several cool settings that Megaton Edition doesn't have.

Controls

L: Kick
R: Fire
Cross: Jump
Circle: Duck
Square: Use
Triangle: Show Map
Dpad L: Previous Weapon
Dpad R: Next Weapon
Dpad Up: Next Inventory Item
Dpad Down: Use Inventory Item

Known Bugs

- Sometimes there could be some graphical issues
- Mirrors rendering is broken
- In certain circumstances there could be some framedrops

Credits

Thanks to EDuke32 team for the awesome source port
Thanks to MasterFeizz for the 3DS port of this engine
Thanks to Count Duckula for the help testing this game port
Thanks to all my Patroners for their awesome support:
- 2Mourty
- Andyways
- Billy McLaughlin II
- Count Duckula
- Daniel Crane
- Defkyle
- Elwood Blues
- Gelson Silva
- Jared Breland
- Justin
- Lars Zondervan
- gnmmarechal
- Pirloui
- polytoad
- PSX-Place.com
- Ramerson Wesley Araújo
- rsn8887
- Samuel Batista
- T33Hud
- Troy Murray
- XandridFire
- Yakara Network

Download

http://vitadb.rinnegatamante.it/#/info/397
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If you want, visit my website: http://rinnegatamante.it :D

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Akula
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Re: [RELEASE] EDuke32 Vita

Post by Akula » Wed Aug 22, 2018 4:16 pm

Where do I put the game files? I keep getting a crash whenever I try to start it, I believe that is the issue.

EDIT- The data folder, duh.
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Akula
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Re: [RELEASE] EDuke32 Vita

Post by Akula » Wed Aug 22, 2018 7:16 pm

So it's pretty good so far, I hope you can get a current version of eDuke32 ported, as I'd like to try and get the "Duke Forces" mod to run on it.

Nicely done

rsn8887
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Re: [RELEASE] EDuke32 Vita

Post by rsn8887 » Wed Aug 22, 2018 9:06 pm

Great job, keeping the Vita homebrew scene alive!

01y
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Re: [RELEASE] EDuke32 Vita

Post by 01y » Wed Aug 22, 2018 10:52 pm

This is absolutely fantastic! At this rate, all the great 90s FPS games will eventually be on the Vita! :D This is finally an excuse for me to play DN3D, which had always lost out to Doom and Quake in terms of my personal play time. One question: in order to upgrade to the registered version, is it sufficient just to overwrite the DUKE3D.GRP file from the VHBB supplied one with a user-supplied one, or should other files also be included? Default config (original resolution, controls, etc) is great right out of the door, as is performance.

A couple of suggestions for improvement based on first impressions:

* The Joystick sensitivity could be a bit higher, turning is a bit slow, and strafing speed does not seem to increase inline with joystick displacement (just goes from zero to max), similarly walking forward/backward could have a better feeling ramp-up. Perhaps just assigning a constant multiple of joystick displacement to the mouse control variables would give a good result.

* Sometimes there are texture glitches, drawing some columns a solid color, the density of such seeming (just guessing here) to be roughly proportional to the slope of the upper boundary line of the texture (see images). Guessing this has to do with rounding errors. EDIT: seems to apply to "decals" most specifically, like blood on the walls, urinals, monitors, etc. Anomalous columns not drawn, rather than solid. Also HOM effect with the bathroom mirror.
2018-08-22-172916.png
2018-08-22-172916.png (217.93 KiB) Viewed 2168 times
2018-08-22-172944.png
2018-08-22-172944.png (217.6 KiB) Viewed 2168 times
2018-08-22-172949.png
2018-08-22-172949.png (187.18 KiB) Viewed 2168 times
* Similarly, sometimes for a flash (maybe one frame) you can see through some walls when (maybe) traversing a sector boundary. Could be related.

* Going to sleep (pressing the power button) seems to fill up the input queue with false inputs, making the game impossible to control for a few seconds after restoring

Thanks for the great work.

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Rinnegatamante
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Re: [RELEASE] EDuke32 Vita

Post by Rinnegatamante » Thu Aug 23, 2018 8:18 am

01y wrote:
Wed Aug 22, 2018 10:52 pm
This is absolutely fantastic! At this rate, all the great 90s FPS games will eventually be on the Vita! :D This is finally an excuse for me to play DN3D, which had always lost out to Doom and Quake in terms of my personal play time. One question: in order to upgrade to the registered version, is it sufficient just to overwrite the DUKE3D.GRP file from the VHBB supplied one with a user-supplied one, or should other files also be included? Default config (original resolution, controls, etc) is great right out of the door, as is performance.

A couple of suggestions for improvement based on first impressions:

* The Joystick sensitivity could be a bit higher, turning is a bit slow, and strafing speed does not seem to increase inline with joystick displacement (just goes from zero to max), similarly walking forward/backward could have a better feeling ramp-up. Perhaps just assigning a constant multiple of joystick displacement to the mouse control variables would give a good result.

* Sometimes there are texture glitches, drawing some columns a solid color, the density of such seeming (just guessing here) to be roughly proportional to the slope of the upper boundary line of the texture (see images). Guessing this has to do with rounding errors. EDIT: seems to apply to "decals" most specifically, like blood on the walls, urinals, monitors, etc. Anomalous columns not drawn, rather than solid. Also HOM effect with the bathroom mirror.

2018-08-22-172916.png2018-08-22-172944.png2018-08-22-172949.png

* Similarly, sometimes for a flash (maybe one frame) you can see through some walls when (maybe) traversing a sector boundary. Could be related.

* Going to sleep (pressing the power button) seems to fill up the input queue with false inputs, making the game impossible to control for a few seconds after restoring

Thanks for the great work.
Replacing DUKE3D.grp should be enough to get full version to work.
Joystick sensitivity can be adjusted in Options menu.
As for the glitches you reported, they're even listed in Known Bugs.
If you want, visit my website: http://rinnegatamante.it :D

01y
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Re: [RELEASE] EDuke32 Vita

Post by 01y » Thu Aug 23, 2018 9:09 am

Rinnegatamante wrote:
Thu Aug 23, 2018 8:18 am
Replacing DUKE3D.grp should be enough to get full version to work.
Joystick sensitivity can be adjusted in Options menu.
As for the glitches you reported, they're even listed in Known Bugs.
Thanks for that. I apologize, by the time I made that post, I had forgotten that it was you who first mentioned the mirror problem :oops:

simando
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Re: [RELEASE] EDuke32 Vita

Post by simando » Thu Aug 23, 2018 10:15 am

Thanks for doing this, I don't have space for the vita game on my memory stick so this is a fantastic solution, plays great too.

dr_bunsen
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Re: [RELEASE] EDuke32 Vita

Post by dr_bunsen » Sat Aug 25, 2018 9:42 pm

Can the expansion packs such as Duke It Out In DC and Caribbean Vacation be played with EDuke32 Vita? If they can, how must the files be stored and selected?

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Re: [RELEASE] EDuke32 Vita

Post by Rinnegatamante » Tue Aug 28, 2018 9:40 am

That's something you should check on EDuke32 website i suppose. I don't own Duke Nukem 3D nor original expansion packs so i can't test personally.
If you want, visit my website: http://rinnegatamante.it :D

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