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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
aymeric000
Posts: 97
Joined: Sat Jun 28, 2014 7:53 am

Re: [RELEASE] EDuke32 Vita

Post by aymeric000 »

imortis wrote: Thu Feb 28, 2019 5:50 am Well Nblood would be epic to have on Vita:) But BloodCM is also great. On PC there is a way to run "custom game content directory" from launcher. On Vita files get little messed up together when you launch only .grp. (it tried to load maps from wrong file i think). So i deleted DUKE3D.grp completly and have only BLOODCM.grp in folder. It works great, only problem is unplayable framerate (and no music,sound is ok). I will send you link to my whole Eduke32 folder in PM so you can just copy it and check it. With better framerate this would be pretty good way to play Blood on Vita:)
I'll be so hyped for Nblood too :)
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skarmachild
Posts: 2
Joined: Sat Jul 06, 2019 3:17 pm

Re: [RELEASE] EDuke32 Vita

Post by skarmachild »

Does this have multiplayer? Me and my girlfriend still play Megaton Edition online, runs really well! Would love to play this version with Mods multiplayer
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Rinnegatamante
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Posts: 912
Joined: Sat Mar 26, 2011 10:02 am
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Re: [RELEASE] EDuke32 Vita

Post by Rinnegatamante »

Netcode is disabled if i'm not wrong. It can be compiled with netcode enabled but i've never tested it.
If you want, visit my website: http://rinnegatamante.it :D
GraphicsApathy
Posts: 8
Joined: Thu Oct 11, 2012 4:20 am

Re: [RELEASE] EDuke32 Vita

Post by GraphicsApathy »

How would one tweak the analog stick sensitivity in this port? Besides that bit of ignorance on my end, your port is wonderful.
Rinnegatamante
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Posts: 912
Joined: Sat Mar 26, 2011 10:02 am
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Re: [RELEASE] EDuke32 Vita

Post by Rinnegatamante »

GraphicsApathy wrote: Wed Jul 31, 2019 1:17 am How would one tweak the analog stick sensitivity in this port? Besides that bit of ignorance on my end, your port is wonderful.
The "Edit Axes" in Joystick Setup should do the trick
If you want, visit my website: http://rinnegatamante.it :D
GraphicsApathy
Posts: 8
Joined: Thu Oct 11, 2012 4:20 am

Re: [RELEASE] EDuke32 Vita

Post by GraphicsApathy »

I'll try that. Thanks

UPDATE: Via trial and error, i've discovered that the 'saturation' slider (in the 'Axes' menu) is the relevant one. A one increment change is all you'll probably need if the default is too sensitive.

Thanks for pointing me in the right direction, though.
Rinnegatamante
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Re: [RELEASE] EDuke32 Vita

Post by Rinnegatamante »

v.1.6 released!

Changelog:
- 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.
- 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.

Here's an example of a working .bat script:

Code: Select all

eduke32 -game_dir ux0:data/EDuke32/BloodCM -grp ux0:data/EDuke32/BloodCM/BloodCM.grp -cfg ux0:data/EDuke32/BloodCM/bcm.cfg
Thanks to all my Patroners for their awesome support:
- Dieter B
- 2Mourty
- Andyways
- BOBdotEXE
- Count Duckula
- Daniel
- Daniel Krusenbaum
- Demodex
- DiDoSvK
- drd7of14
- Eduardo Minguez
- Gelson Silva
- GregoryRasputin
- Igor Kovacs Biscaia
- Jared Breland
- Lars Zondervan
- Mored1984
- gnmmarechal
- Nel MacAlasdair
- Oleg Des
- Pirloui
- polytoad
- PSX-Place.com
- RaveHeart
- rsn8887
- Samuel Batista
- styroteqe
- suLac4ever
- T33Hud
- Tain Sueiras
- The Vita3k Project
- Thomas Würgler
- Troy Murray
- Yakara

Download: https://vitadb.rinnegatamante.it/#/info/397
If you want, visit my website: http://rinnegatamante.it :D
jimfaker
Posts: 5
Joined: Tue Aug 28, 2018 9:26 am

Re: [RELEASE] EDuke32 Vita

Post by jimfaker »

Rinnegatamante wrote: Thu Sep 05, 2019 4:47 pm v.1.6 released!

Changelog:
- 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.
- 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.

Here's an example of a working .bat script:

Code: Select all

eduke32 -game_dir ux0:data/EDuke32/BloodCM -grp ux0:data/EDuke32/BloodCM/BloodCM.grp -cfg ux0:data/EDuke32/BloodCM/bcm.cfg
Thanks to all my Patroners for their awesome support:
- Dieter B
- 2Mourty
- Andyways
- BOBdotEXE
- Count Duckula
- Daniel
- Daniel Krusenbaum
- Demodex
- DiDoSvK
- drd7of14
- Eduardo Minguez
- Gelson Silva
- GregoryRasputin
- Igor Kovacs Biscaia
- Jared Breland
- Lars Zondervan
- Mored1984
- gnmmarechal
- Nel MacAlasdair
- Oleg Des
- Pirloui
- polytoad
- PSX-Place.com
- RaveHeart
- rsn8887
- Samuel Batista
- styroteqe
- suLac4ever
- T33Hud
- Tain Sueiras
- The Vita3k Project
- Thomas Würgler
- Troy Murray
- Yakara

Download: https://vitadb.rinnegatamante.it/#/info/397

Hi!

Thanks for the update :P

I tried to use your bat script but when I select it on the menu to launch it, it just freezes when I press X

I have downladed the BloodCM from ModDB lastest version and copied to data/BloodCM all that is on that folder, no the other folders like "cgprograms" and "distr" and the bat file is just with your example line.

What am I missing? :roll:

Thanks!
Billy Blaze
Posts: 1
Joined: Sat Nov 02, 2019 7:27 pm

Re: [RELEASE] EDuke32 Vita

Post by Billy Blaze »

I'm sure that I have all necessary files in the proper place, but when I go to "Quit" or sometimes move around in the menus, it will crash. I can send an error log if need be? Any help will be greatly appreciated. Thank you!
GraphicsApathy
Posts: 8
Joined: Thu Oct 11, 2012 4:20 am

Re: [RELEASE] EDuke32 Vita

Post by GraphicsApathy »

Can this use soundfonts via tiMIDIty (like the Switch port)?
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