Doom 64 is heading to the Dreamcast

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fafadou
Leonard Nimoy
Posts: 1856

Re: Doom 64 is heading to the Dreamcast

Post by fafadou »

xaeroxcore wrote: Tue Jan 07, 2025 7:58 pm How can turn this Doom 64 CDI into a Iso or GDI which can run on Latest Dreamshell SD Serial Port?
Check dreamshell official forum.

retro
minority
Posts: 65

Re: Doom 64 is heading to the Dreamcast

Post by retro »

Hya wrote: Mon Jan 06, 2025 7:25 pm But lucky for you, I've written Makefiles to automate/simplify the build process:
https://github.com/hcartiaux/doom64-dc-makefile/

Someone has even contributed a Dockerfile, if you cannot manage to build on your system, it should work in all cases inside an Ubuntu 24.04 container.
Thanks! Your instructions are significantly easier than the original.

I am building this in a Windows 10 PC with Cygwin Terminal and Docker Desktop installed.

However, I am getting the following error ERROR [4/6] RUN make -C /build/01_kallistios when I ran docker build -t doom64-dc .

It ended with ERROR: failed to solve: process "/bin/sh -c make -C /build/01_kallistios" did not complete successfully: exit code: 2

I'm not familiar with Linux nor am I a developer, so I'm not entirely certain what went wrong.

Any advice is much appreciated.

Thank you!

retro
minority
Posts: 65

Re: Doom 64 is heading to the Dreamcast

Post by retro »

I figured out how to use WSL and followed the instructions in https://github.com/jnmartin84/doom64-dc to compile and build DOOM 64.

I validated the MD5 checksums for the Z64 and WAD files before placing them in the wadtools folder, and proceeded to build it.

The CDI image was generated using mkdcdisc.

Unfortunately, when I try to boot it with my GDEMU it returned the following error

I_Error [Could not load /cd/doom64monster.pal]

I confirm the presence of doom64monster.pal in the selfboot folder in doom64-dc. The MD5 checksum is 6BC2C6C387AA60F42B8968072F170B23.

Not sure where I am going wrong :(

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MoeFoh
1300
Posts: 1359

Re: Doom 64 is heading to the Dreamcast

Post by MoeFoh »

The Wizard has been busy with an all-new (01-12-2025) release. There are some major internal changes, mainly meant to prevent game crashes during long hours of play. The changes are directly to the main branch, so testing will be needed.
https://github.com/jnmartin84/doom64-dc/activity
Last edited by MoeFoh on Mon Jan 13, 2025 12:47 am, edited 1 time in total.

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peanut_unlimited
dark night
Posts: 52
Dreamcast Games you play Online: Phantasy Star, Quake 3

Re: Doom 64 is heading to the Dreamcast

Post by peanut_unlimited »

retro wrote: Sat Jan 11, 2025 8:59 pm I figured out how to use WSL and followed the instructions in https://github.com/jnmartin84/doom64-dc to compile and build DOOM 64.

I validated the MD5 checksums for the Z64 and WAD files before placing them in the wadtools folder, and proceeded to build it.

The CDI image was generated using mkdcdisc.

Unfortunately, when I try to boot it with my GDEMU it returned the following error

I_Error [Could not load /cd/doom64monster.pal]

I confirm the presence of doom64monster.pal in the selfboot folder in doom64-dc. The MD5 checksum is 6BC2C6C387AA60F42B8968072F170B23.

Not sure where I am going wrong :(
I've been getting the exact same error message no matter how many times or ways I build the CDI. Figured it was just a compatibility issue with the gdemu.

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megavolt85
Developer
Posts: 2159

Re: Doom 64 is heading to the Dreamcast

Post by megavolt85 »

peanut_unlimited wrote: Sun Jan 12, 2025 6:32 pm Figured it was just a compatibility issue with the gdemu.
GDEMU has no compatibility issues, you're just doing something wrong

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peanut_unlimited
dark night
Posts: 52
Dreamcast Games you play Online: Phantasy Star, Quake 3

Re: Doom 64 is heading to the Dreamcast

Post by peanut_unlimited »

megavolt85 wrote: Sun Jan 12, 2025 7:08 pm
peanut_unlimited wrote: Sun Jan 12, 2025 6:32 pm Figured it was just a compatibility issue with the gdemu.
GDEMU has no compatibility issues, you're just doing something wrong
lol or that!

Haven't been able to figure it out either way. Even now with the elf being provided, all that has to be done is build the CDI so there is less to stuff up, but still zero luck. Also haven't seen many others report the same issue until now, so I assumed it was just me as well.

manksalot
rebel
Posts: 20
Dreamcast Games you play Online: Driving Strikers

Re: Doom 64 is heading to the Dreamcast

Post by manksalot »

MoeFoh wrote: Sun Jan 12, 2025 5:37 pm The Wizard has been busy with an all-new (01-12-2025) release. There are some major internal changes, mainly meant to prevent games crashes during long hours of play. The changes are directly to the main branch, so testing will be needed.
https://github.com/jnmartin84/doom64-dc/activity
And it looks like just implemented VMU management? Wizard is right!

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CORE316
core
Posts: 118

Re: Doom 64 is heading to the Dreamcast

Post by CORE316 »

Has anyone had issues with Vibration Packs with Official Controllers , it isn't working for me I run Open Menu and 5.15 GDEMU I doubt this the problem though. I use Official Controller with Official VMU and Official Vibration Packs.

I did note that it has not been tested with other Controllers in description.

"However, this feature has only been tested with a RetroFighters StrikerDC wireless pad."

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fafadou
Leonard Nimoy
Posts: 1856

Re: Doom 64 is heading to the Dreamcast

Post by fafadou »

I have no vibrations too, but didn't try the last release update.

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