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Adding Duke3D to supported systems
Some slight ESP32 improvements, moves certain actions to internal ram rather than the much slower PSRAM. Helps a little but still not amazing. Some other cosmetic fixes.
Adds support for additional grp files, tested Plutonium and seems to work fine with the limited testing (first level)
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Hi
Just to be upfront, this is entirely AI completed! Its insane on how well it can do things like this. I took your old Duke3D branch for IDF4.x (I got a crazy amount of warnings and compile errors on 5.x) and told AI what I wanted and little by little is all started working.
Tested on:
ESP32 - Not amazing performance, possibly some small gains to be had but may never be full speed! It does technically play. Didnt try any overclocking, which may help.
ESP32-S3 - Actually a very surprising increase, gets a good 30fps and very playable.
ESP32-P4 - Better again, gets a solid 60+fps. In the future, it could probably power through 640x480 res but left at 320x240 to match most RetroGo displays.
I tried to keep AI close the Retro-Go 'eco-system' by referencing existing apps like prboom and using RG_x as much as possible so its future proof. I kept it away from making any amendments to existing Retro-Go system (it gets out of the control sometimes!)
It'll need a human eye to cast over it, but it runs well for me!
I'll paste some AI generated stuff below:
Core Enhancements (All Devices)
/sd/retro-go/config/).
logs a warning and skips the non-essential sprite, allowing gameplay to continue.
Device-Specific Adjustments
ESP32
ESP32-S3
ESP32-P4
Content Compatibility (.GRP Files)
The port features an auto-adaptive version system that identifies your game files via CRC32 checksums. The following versions are fully compatible:
Note: I've personally tested Atomic v1.5 and Shareware v1.3D and both work fine. Some shareware versions are v0.99, v1.0 and v1.1, which dont work.
Setup: Simply place your duke3d.grp file in /sd/roms/duke3d/. The engine will automatically detect the version.