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prboom-3ds

NOTE: This is a formerly in-development 3DS Doom port which has no relation to any other similar ports to the same platform. It was being developed primarily for my own entertainment, and has since been supplanted by other ports made by active members of the 3DS homebrew community.

This is not an actively developed or maintained project, and is unlikely to become one.

This is a preliminary (but playable) port of the Doom engine to the Nintendo 3DS. It is based on PrBoom v2.5.0.

How to run

  • Follow the guide to running 3DS homebrew: http://smealum.github.io/3ds/
  • Place prboom-3ds.3dsx and prboom-3ds.smdh on your SD card under the directory /3ds/prboom-3ds
  • Place prboom.wad (in the data directory) and an IWAD (such as doom.wad or doom2.wad) in the same directory
  • Launch prboom-3ds from the Homebrew Launcher

The default controls are: (subject to change pending testing)

  • Circle pad or touch screen to move
  • L/R to strafe
  • Y to run, B to fire, A to use/open
  • D-pad up/down to cycle weapons
  • Select to show the automap
  • Start to show the main menu

PWADs and DeHackEd patches can be loaded through the frontend, which also allows you to customize some other pre-game settings (such as starting episode/map, skill level, game mode, etc.).

prboom.cfg will be generated at run time; you can edit this manually to change some miscellaneous settings that aren't accessible from the frontend or within the game.

This is also subject to break in weird ways that I don't know about yet. If you see something, say something.

How to build

To do

  • Add fancy stereoscopic 3D on the top screen
  • Minimal touch screen interface for things like selecting weapons or manipulating the automap
  • Multiplayer?????

About

Nintendo 3DS port of the Doom engine, based on PrBoom v2.5.0

Resources

Stars

32 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
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(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
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var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
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btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
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addCopyButtons();
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observer.observe(document.body, { childList: true, subtree: true });
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}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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prboom-3ds

NOTE: This is a formerly in-development 3DS Doom port which has no relation to any other similar ports to the same platform. It was being developed primarily for my own entertainment, and has since been supplanted by other ports made by active members of the 3DS homebrew community.

This is not an actively developed or maintained project, and is unlikely to become one.

This is a preliminary (but playable) port of the Doom engine to the Nintendo 3DS. It is based on PrBoom v2.5.0.

How to run

  • Follow the guide to running 3DS homebrew: http://smealum.github.io/3ds/
  • Place prboom-3ds.3dsx and prboom-3ds.smdh on your SD card under the directory /3ds/prboom-3ds
  • Place prboom.wad (in the data directory) and an IWAD (such as doom.wad or doom2.wad) in the same directory
  • Launch prboom-3ds from the Homebrew Launcher

The default controls are: (subject to change pending testing)

  • Circle pad or touch screen to move
  • L/R to strafe
  • Y to run, B to fire, A to use/open
  • D-pad up/down to cycle weapons
  • Select to show the automap
  • Start to show the main menu

PWADs and DeHackEd patches can be loaded through the frontend, which also allows you to customize some other pre-game settings (such as starting episode/map, skill level, game mode, etc.).

prboom.cfg will be generated at run time; you can edit this manually to change some miscellaneous settings that aren't accessible from the frontend or within the game.

This is also subject to break in weird ways that I don't know about yet. If you see something, say something.

How to build

To do

  • Add fancy stereoscopic 3D on the top screen
  • Minimal touch screen interface for things like selecting weapons or manipulating the automap
  • Multiplayer?????

About

Nintendo 3DS port of the Doom engine, based on PrBoom v2.5.0

Resources

Stars

32 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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prboom-3ds

NOTE: This is a formerly in-development 3DS Doom port which has no relation to any other similar ports to the same platform. It was being developed primarily for my own entertainment, and has since been supplanted by other ports made by active members of the 3DS homebrew community.

This is not an actively developed or maintained project, and is unlikely to become one.

This is a preliminary (but playable) port of the Doom engine to the Nintendo 3DS. It is based on PrBoom v2.5.0.

How to run

  • Follow the guide to running 3DS homebrew: http://smealum.github.io/3ds/
  • Place prboom-3ds.3dsx and prboom-3ds.smdh on your SD card under the directory /3ds/prboom-3ds
  • Place prboom.wad (in the data directory) and an IWAD (such as doom.wad or doom2.wad) in the same directory
  • Launch prboom-3ds from the Homebrew Launcher

The default controls are: (subject to change pending testing)

  • Circle pad or touch screen to move
  • L/R to strafe
  • Y to run, B to fire, A to use/open
  • D-pad up/down to cycle weapons
  • Select to show the automap
  • Start to show the main menu

PWADs and DeHackEd patches can be loaded through the frontend, which also allows you to customize some other pre-game settings (such as starting episode/map, skill level, game mode, etc.).

prboom.cfg will be generated at run time; you can edit this manually to change some miscellaneous settings that aren't accessible from the frontend or within the game.

This is also subject to break in weird ways that I don't know about yet. If you see something, say something.

How to build

To do

  • Add fancy stereoscopic 3D on the top screen
  • Minimal touch screen interface for things like selecting weapons or manipulating the automap
  • Multiplayer?????

About

Nintendo 3DS port of the Doom engine, based on PrBoom v2.5.0

Resources

Stars

32 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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prboom-3ds

NOTE: This is a formerly in-development 3DS Doom port which has no relation to any other similar ports to the same platform. It was being developed primarily for my own entertainment, and has since been supplanted by other ports made by active members of the 3DS homebrew community.

This is not an actively developed or maintained project, and is unlikely to become one.

This is a preliminary (but playable) port of the Doom engine to the Nintendo 3DS. It is based on PrBoom v2.5.0.

How to run

  • Follow the guide to running 3DS homebrew: http://smealum.github.io/3ds/
  • Place prboom-3ds.3dsx and prboom-3ds.smdh on your SD card under the directory /3ds/prboom-3ds
  • Place prboom.wad (in the data directory) and an IWAD (such as doom.wad or doom2.wad) in the same directory
  • Launch prboom-3ds from the Homebrew Launcher

The default controls are: (subject to change pending testing)

  • Circle pad or touch screen to move
  • L/R to strafe
  • Y to run, B to fire, A to use/open
  • D-pad up/down to cycle weapons
  • Select to show the automap
  • Start to show the main menu

PWADs and DeHackEd patches can be loaded through the frontend, which also allows you to customize some other pre-game settings (such as starting episode/map, skill level, game mode, etc.).

prboom.cfg will be generated at run time; you can edit this manually to change some miscellaneous settings that aren't accessible from the frontend or within the game.

This is also subject to break in weird ways that I don't know about yet. If you see something, say something.

How to build

To do

  • Add fancy stereoscopic 3D on the top screen
  • Minimal touch screen interface for things like selecting weapons or manipulating the automap
  • Multiplayer?????

About

Nintendo 3DS port of the Doom engine, based on PrBoom v2.5.0

Resources

Stars

32 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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prboom-3ds

NOTE: This is a formerly in-development 3DS Doom port which has no relation to any other similar ports to the same platform. It was being developed primarily for my own entertainment, and has since been supplanted by other ports made by active members of the 3DS homebrew community.

This is not an actively developed or maintained project, and is unlikely to become one.

This is a preliminary (but playable) port of the Doom engine to the Nintendo 3DS. It is based on PrBoom v2.5.0.

How to run

  • Follow the guide to running 3DS homebrew: http://smealum.github.io/3ds/
  • Place prboom-3ds.3dsx and prboom-3ds.smdh on your SD card under the directory /3ds/prboom-3ds
  • Place prboom.wad (in the data directory) and an IWAD (such as doom.wad or doom2.wad) in the same directory
  • Launch prboom-3ds from the Homebrew Launcher

The default controls are: (subject to change pending testing)

  • Circle pad or touch screen to move
  • L/R to strafe
  • Y to run, B to fire, A to use/open
  • D-pad up/down to cycle weapons
  • Select to show the automap
  • Start to show the main menu

PWADs and DeHackEd patches can be loaded through the frontend, which also allows you to customize some other pre-game settings (such as starting episode/map, skill level, game mode, etc.).

prboom.cfg will be generated at run time; you can edit this manually to change some miscellaneous settings that aren't accessible from the frontend or within the game.

This is also subject to break in weird ways that I don't know about yet. If you see something, say something.

How to build

To do

  • Add fancy stereoscopic 3D on the top screen
  • Minimal touch screen interface for things like selecting weapons or manipulating the automap
  • Multiplayer?????

About

Nintendo 3DS port of the Doom engine, based on PrBoom v2.5.0

Resources

Stars

32 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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prboom-3ds

NOTE: This is a formerly in-development 3DS Doom port which has no relation to any other similar ports to the same platform. It was being developed primarily for my own entertainment, and has since been supplanted by other ports made by active members of the 3DS homebrew community.

This is not an actively developed or maintained project, and is unlikely to become one.

This is a preliminary (but playable) port of the Doom engine to the Nintendo 3DS. It is based on PrBoom v2.5.0.

How to run

  • Follow the guide to running 3DS homebrew: http://smealum.github.io/3ds/
  • Place prboom-3ds.3dsx and prboom-3ds.smdh on your SD card under the directory /3ds/prboom-3ds
  • Place prboom.wad (in the data directory) and an IWAD (such as doom.wad or doom2.wad) in the same directory
  • Launch prboom-3ds from the Homebrew Launcher

The default controls are: (subject to change pending testing)

  • Circle pad or touch screen to move
  • L/R to strafe
  • Y to run, B to fire, A to use/open
  • D-pad up/down to cycle weapons
  • Select to show the automap
  • Start to show the main menu

PWADs and DeHackEd patches can be loaded through the frontend, which also allows you to customize some other pre-game settings (such as starting episode/map, skill level, game mode, etc.).

prboom.cfg will be generated at run time; you can edit this manually to change some miscellaneous settings that aren't accessible from the frontend or within the game.

This is also subject to break in weird ways that I don't know about yet. If you see something, say something.

How to build

To do

  • Add fancy stereoscopic 3D on the top screen
  • Minimal touch screen interface for things like selecting weapons or manipulating the automap
  • Multiplayer?????

About

Nintendo 3DS port of the Doom engine, based on PrBoom v2.5.0

Resources

Stars

32 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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prboom-3ds

NOTE: This is a formerly in-development 3DS Doom port which has no relation to any other similar ports to the same platform. It was being developed primarily for my own entertainment, and has since been supplanted by other ports made by active members of the 3DS homebrew community.

This is not an actively developed or maintained project, and is unlikely to become one.

This is a preliminary (but playable) port of the Doom engine to the Nintendo 3DS. It is based on PrBoom v2.5.0.

How to run

  • Follow the guide to running 3DS homebrew: http://smealum.github.io/3ds/
  • Place prboom-3ds.3dsx and prboom-3ds.smdh on your SD card under the directory /3ds/prboom-3ds
  • Place prboom.wad (in the data directory) and an IWAD (such as doom.wad or doom2.wad) in the same directory
  • Launch prboom-3ds from the Homebrew Launcher

The default controls are: (subject to change pending testing)

  • Circle pad or touch screen to move
  • L/R to strafe
  • Y to run, B to fire, A to use/open
  • D-pad up/down to cycle weapons
  • Select to show the automap
  • Start to show the main menu

PWADs and DeHackEd patches can be loaded through the frontend, which also allows you to customize some other pre-game settings (such as starting episode/map, skill level, game mode, etc.).

prboom.cfg will be generated at run time; you can edit this manually to change some miscellaneous settings that aren't accessible from the frontend or within the game.

This is also subject to break in weird ways that I don't know about yet. If you see something, say something.

How to build

To do

  • Add fancy stereoscopic 3D on the top screen
  • Minimal touch screen interface for things like selecting weapons or manipulating the automap
  • Multiplayer?????

About

Nintendo 3DS port of the Doom engine, based on PrBoom v2.5.0

Resources

Stars

32 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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prboom-3ds

NOTE: This is a formerly in-development 3DS Doom port which has no relation to any other similar ports to the same platform. It was being developed primarily for my own entertainment, and has since been supplanted by other ports made by active members of the 3DS homebrew community.

This is not an actively developed or maintained project, and is unlikely to become one.

This is a preliminary (but playable) port of the Doom engine to the Nintendo 3DS. It is based on PrBoom v2.5.0.

How to run

  • Follow the guide to running 3DS homebrew: http://smealum.github.io/3ds/
  • Place prboom-3ds.3dsx and prboom-3ds.smdh on your SD card under the directory /3ds/prboom-3ds
  • Place prboom.wad (in the data directory) and an IWAD (such as doom.wad or doom2.wad) in the same directory
  • Launch prboom-3ds from the Homebrew Launcher

The default controls are: (subject to change pending testing)

  • Circle pad or touch screen to move
  • L/R to strafe
  • Y to run, B to fire, A to use/open
  • D-pad up/down to cycle weapons
  • Select to show the automap
  • Start to show the main menu

PWADs and DeHackEd patches can be loaded through the frontend, which also allows you to customize some other pre-game settings (such as starting episode/map, skill level, game mode, etc.).

prboom.cfg will be generated at run time; you can edit this manually to change some miscellaneous settings that aren't accessible from the frontend or within the game.

This is also subject to break in weird ways that I don't know about yet. If you see something, say something.

How to build

To do

  • Add fancy stereoscopic 3D on the top screen
  • Minimal touch screen interface for things like selecting weapons or manipulating the automap
  • Multiplayer?????

About

Nintendo 3DS port of the Doom engine, based on PrBoom v2.5.0

Resources

Stars

32 stars

Watchers

3 watching

Forks

Releases

Packages

Used by

Contributors

Languages