Console Doom Latest Topicshttps://www.doomworld.com/forum/72-console-doom/Console Doom Latest TopicsenPS1 cover art in HDhttps://www.doomworld.com/forum/topic/113201-ps1-cover-art-in-hd/ Here is the cover art for PS1 doom that I upscaled using gigapixel ai

Heres the link to an uncompressed 5568x6164 version: https://drive.google.com/file/d/1ffIe8LnhqjDWEiuWEyu_xy_F7GMEefti/view

DOOM.jpg

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113201Mon, 30 Mar 2020 05:10:57 +0000
How do you download Myhouse.wad on switch?https://www.doomworld.com/forum/topic/136955-how-do-you-download-myhousewad-on-switch/ I’m out off town this summer and I’m kinda board. The only electronics I brought with me is my switch and my Chromebook.


I miss my PC so much.

]]>
136955Tue, 27 Jun 2023 00:21:48 +0000
Why doesn't Doom 64 have dynamic lighting from weapons/projectiles?https://www.doomworld.com/forum/topic/142819-why-doesnt-doom-64-have-dynamic-lighting-from-weaponsprojectiles/ Although I've already posted a thread about the topic, It's over a decade old and I didn't really word things as effectively as I wanted. Basically what I'm interested in is whether Doom 64 could have had dynamic lights emit from weapons, explosions, fireballs, etc., and if it were possible, why it wasn't implemented. 

 

N64 games were perfectly capable of point lighting via gauraud/vertex shading, including colored and moving lights. Rogue Squadron, Conker's Bad Fur Day, and Turok 2 come to mind. Doom 64 wasn't very geometrically dense, so adding vertex shading wouldn't have been a huge performance hit. There's also the fact that the PS1 versions emulated the sector-based dynamic lighting just fine, so that should have been an option.

 

With that in mind, I'm currently concluding that either 

 

1) Doom 64's unique approach to lighting goofed up emulating OG Doom's approach. 

2) Vertex shading worked, but created artifacts the developers thought looked bad. 

3) Vertex shading worked, but did cause a performance hit.

4) Vertex shading simply didn't work and an alternative solution wasn't implemented. 

 

Anyone have insight on this?

 

 

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142819Tue, 16 Jan 2024 12:38:51 +0000
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]https://www.doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-beta-4-released-11162022/ LOGO.png.38f903f493f87867f3a142b7509a64f6.png

PlayStation Doom: Master EditionDoomWiki page by @Dark Pulse

 

Finally, Beta 4 is released

NEWS: Fourth Beta Release PSXDOOM BETA 4 [11/16/2022].

NEWS: PSP Beta 4 Release : PSP_PSXDOOM_MASTERED_BETA_4 (397MB). Conversion by @Kroc

 

This version isn't more than a hack of the original PSXDoom game. On the contrary, this is a re-built version from the reverse engineering of the original PSXDoom.exe, and thus being mod friendly.

 

What's new?:

  • New Demo format as Dualshock support is added. The original demos are compatible, you just need to convert them to the new demo format.
  • Uses the wall rendering coding from PSX Hexen, you will notice a slightly difference between the old vs the current rendering.
  • Incorporates new formats for simple modifications without recompiling the exe, they are as follows:
    • PSXTXINF.TXT -> allows animation, switches and sky manipulations.
    • PSXMPINF.TXT -> similar to the traditional MapInfo.
    • PSXGMINF.TXT -> similar to the traditional GameInfo.
  • Allows to run either PAL or NTSC formats depending on the console version you are using.
  • The missing enemies were added: Arch vile, Commander Keen, Wolf SS and the Icon Of Sin. The Icon Of Sin battle is a bit interesting. you will see it. I did it that way in order to avoid memory overflow.
  • New "SKYPALS" lump added, specially for skies palettes.
  • DualShock's analog sticks and vibration supported. The vibration is the same from PSX Quake 2, but adapted for PSXDoom ME.
  • PSXDOOM.WAD contains new textures provided by @riderr3 and @Impboy4. This was added for future modifications for a Beta 5
  • Several maps were fixed using the bug fixing from PsyDoom and the other modifications were made by us..
  • Some music tracks were changed due to the warning message: "W:not enough sound RAM!", these errors were present in Beta 3.
  • Texture perspectives were fixed as well, the following images display the changes applied:
    • 882787088_Animacin1.gif.a433c8ee6a0969a9a8c4d4c2ff1631d4.gif1190353172_Animacin3.gif.6dc85bd59ec643517dc9b468d4b232e1.gif
    • 1320585009_Animacin4.gif.4960532d449bc373f267eddc15ddb2fd.gif219900546_Animacin2.gif.3e1d4e5a86ae3851db57842699ec85ba.gif
  • Besides, several modifications from PsyDoom by @intacowetrust were added which are shown in the following list:
Spoiler
  • Fix an original PSX crash which happens when the player tries to activate a 'door' special on a 1-sided line.
  • Implemented Doom 64 style dual colored lighting.
    • Due to the need for binary map format compatibility, the feature is slightly more limited than D64.
    • However it does have additional tweaks & controls available that aren't found in the D64 engine.
  • Implemented the ability to have floor skies.

  • Tweak how co-op indirect monster kills are handled. Instead of assigning the kill to nobody try assigning the kill to the player being targeted by the enemy; this player is most likely responsible for the indirect kill. If this is not possible (e.g due to monster infighting) then randomly assign the kill to one player or another.
  • Implement a tweak which allows multiple 'Computer Area Map' powerups to be picked up (enabled by default).
    •  This fixes issues on some maps where 100% items cannot be obtained because there are multiple map powerups present.
  • Fix an original bug where sometimes sprites on the edge of ledges 'warp' between the top and bottom of the ledge.
  • Fix a bug where sometimes loading a nightmare save file does not have enemies moving and shooting faster. Also fix a similar bug when using the password system with nightmare passwords. Needed to make sure game settings were correct (based on skill level) in both these scenarios - now fixed.
  • Co-op: fix key pickup sounds not playing
  • Co-op/dm: fix an original bug where sector specials that cause pain also change the status bar face for the other player. Now the pain face will only be shown for the player receiving the pain.
  • Implement a fix (enabled by default) to the 'total kills' counter: increment the total whenever a new enemy is spawned. This fix prevents the total kill % from exceeding 100 and allows the player to determine how many enemies are actually left.
  • Fix some types of blood decorations (thing types 79-81) not moving up or down with elevators
  • Fix line activation logic not being reliable in some cases.
    • Fixes some situations where switches would be hard to use, and also some exploits where switches could be used through walls.
  • Fix a bug introduced where the screen would stay red a while after picking up berserk. Fix an integer underflow.
  • Fix an original Doom bug where sometimes enemy gibs after crushing can block the player. The bug would happen if the enemy is crushed during it's death animation.
  • Fix an original bug where sounds sometimes have incorrect reverb applied after starting a level
  • Fix audio clicks when stopping sounds suddenly, like missiles being destroyed. Allow the stopped sound a little time (~1/4 second) to fade out.
  • Cheats: add a message for when the 'X-Ray Vision' cheat is enabled and disabled.
  • Sector special 11 (Damage 10/20% and End level): don't play the player's death sound (silent death).
    • This makes the behavior more like PC.
  • Classic renderer: fix tall sprites like tech pillars sometimes vanishing up close.
    • These pillars can be found in 'MAP01: Attack' of Final Doom.
  • Implement sector special '32' (strobe hurt) which behaves the same as special '4' on PC.
    • The PSX version of special '4' is missing the strobe, and this behavior must be preserved for map compability reasons. For a PC style 'strobe hurt' special '32' can now be used, if desired.
  • Fix an original bug where the 'lower and change texture' special doesn't work sometimes.
    • The bug can happen if the sector being lowered is surrounded by another sector that isn't at the destination height.
    • Without this fix a series of lowering floor segments like E3M1 in PC Doom will not work.
  • Fix an original bug where sometimes sound propagates through closed doors that should block it.
    • This bug can be observed with the small window into the secret room, in MAP03 of Doom. It allows sound to pass through it even though it is closed.
  • Add support for line special 128 from PC (repeatable 'raise floor to nearest' line cross trigger)
  • Add support for line specials 130 & 129 from PC ('raise floor turbo' line cross trigger, once and repeatable)
  • Add support for line specials 131 & 132 from PC (raise floor turbo switch, once and repeatable)
  • Add support for the 'Raise Floor 512' line special (140) from PC
  • Add support for a new 'invisible/ghost' platform flag on sectors.
    • This makes the sector render as if it's floor height is the same as the lowest sector floor height around it.

 

 

First Beta Release PSXDOOM BETA1 [27/08/2018].

PSP Beta 1 Release : PSP_PSXDOOM_MASTERED_BETA1 (269MB). Conversion by @Kroc

 

Second Beta Release PSXDOOM BETA2 [31/10/2018]. Some fixes in Exes files.

PSP Beta 2 Release: PSP_PSXDOOM_MASTERED_BETA2 (295MB). Conversion by @Kroc

 

Third Beta Release PSXDOOM BETA 3 [1/10/2019].

PSP Beta 3 Release : PSP_PSXDOOM_MASTERED_BETA_3 (376MB). Conversion by @Kroc

 

Spoiler

Important:


An error was discovered in the MAP02 of Master Levels (in Beta 3), 
which makes the level impassable, apologies in advance, 
will be corrected for subsequent betas, 
please use the cheat code (right, left, R2, R1 , Triangle, L1, O, X), 
to advance to the next level.

 

NEWS: [22/09/2019]bp0orkmhvnmmaetzg.jpgbp0orkmhvnmmaetzg.jpg

Update of the "Tools and Projecs" tool, this includes what was included in beta 3, the nightmare difficulty and the vram viewer, in addition this tool is able to prepare the map to test the level process without enemies. And the best thing about this tool is that you can change the music to your liking, just play the file (Music Hack.bat) and choose your music and send me the information according to the number you chose, I hope you like it.
In the Music Hack window, press the "C" key, to change the music and choose the number from the list and finally press the "M" key to create the hack.

Tools and Projecs V4

 

Welcome to the community project by GEC and Doomworld community.

 

This project has the purpose of incorporing the "missing" levels from the PC versions: (Ultimate Doom, Doom II, Master Levels, TNT and PLutonia) according to the PSX limitations.

 

In the final version of  this project, the CD image will uploaded with all the maps, and it will run as follows: there will be a menu with GEC and Doomworld community logos and credits of everyone involved with our project, then you enter to the main menu and select the game you want to play and it will run its respective exe. game (games mentioned above)

 

Those who feel like of participating in such project, are free to do it!

 

Notice for the mappers:

Spoiler

You will get some tools to create a CD image, both Doom or Final Doom, but this games can only run one map which is MAP01 with the purpose of testing the edited maps; you will be also getting maps converted to PSX Doom Format to be edited.

  • Both PSX Doom and Final Doom have several limitations when mapping, every WAD's lumps cannot excced the 64Kb as it will prompt the error screen.
  • Textures can be varied but they have kimitations as well, that's why I've incorporated the "Vram Viewer" in "Custom GZDoom Builder" in which you can have a guide when retexturing the maps.
  • In order to create maps for PSXFinalDoom, you must first to convert it in PSXDoom Format to be able to edit it in "Custom GZDoom Builder" using PSXDoom Format.
  • To "death trigger" it uses sector tag just like original PC Doom, but PSXDoom has the advantage to use it in all of the maps, here's a list of the tags:

 

    666 -> Mancubus        -> Lower Floor To Lowest

    667 -> Arachnotron     -> Raise Floor 24

    668 -> Spider              -> Lower Floor To Lowest

    669 -> Hell knight        -> Lower Floor To Lowest

    670 -> Cyber demon    -> Open Door

    671 -> Baron Of Hell    -> Lower Floor To Lowest

 

Rules:

Spoiler
  • The finished maps, must be sent to me to get them into the final version.
  • The maps in development cannot be shown to the public(e.g. uploading them on the Internet) you can show screenshots instead.
  • Easter Eggs are not allowed without authorization.
  • Make use of a good sector colors and ambience echoes.
  • Make use of the Nightmare/additive/translucent flags for monsters (e.g. Nightmare Imp/Demon/Revenant)
  • You cannot add new textures without authorization.
  • The maps must have Cooperative and Death Match thigs.
  • Make good use of the 3D effect

This rule is no longer necessary:

  • For reasons of avoiding the spoiler of the finished maps, it is forbidden to show videos of the finished map, as in YouTube or any other similar medium. 

 

Tools Info:

Spoiler
  • Custom GZDoom Builder by GEC: this tool comes with new features such as:
  1. Doom: PSXDoom (PSXDoom Format) being able to edit PSXDoom levels.
  2. Sector Coloring by Index to set color effects to the sectors.
  3. Vram Viewer Mode, rather necessary when texturing.
  4. New action in Map Analysis Mode "Check Psx Doom Errors".
  • Mkpsxiso.exe:  modified tool to create new CD images for the PlayStation, it just needs to run MAKE PSXDOOM CD.bat file
  • PSXHAKING.exe:  tool that is able to hack "PSXDOOM.EXE" to the file inserting, among others. It's very necessary to get "PSXDIR.txt" generated by Mkpsxiso.exe.
  • MAKEIMG.exe: tool that creates files: MAPSPR00.IMG, MAPTEX00.IMG for the graphics and MAP00.LCD for the sounds of the levels, you need PSXDOOM.WAD from the CD, it can be either Doom or Final Doom.
  • PSXMAP.exe: encodes, decodes and converts map formats: (PC Doom to PSXDoom), (PSXDoom to PSXFinalDoom) and (PSXFinalDoom to PSXDoom).
  • Find Side: is a small tool that is responsible for indexing the flanks that are equal to the line, either front or back, with the aim of reducing the size of the lump of SIDEDEFS. Just place Map01.wad and it will generate MAP01_new.wad, with the reduced sidewalls.

 

OLD NEWS: [30/09/2018]bp0orkmhvnmmaetzg.jpgbp0orkmhvnmmaetzg.jpg

Spoiler

Fixed the error of, Clip-Mid Texture.

Now in visual mode, you can see the map with the psxdoom lighting system.

Fixed the error of Find_side tool, now the "Link Scroll" parameter works correctly.

Added 2 new textures W_BLANK and F_BLANK.

 

New maps added.

 

 

OLD NEWS: [12/09/2018]bp0orkmhvnmmaetzg.jpgbp0orkmhvnmmaetzg.jpg

Spoiler

Custom GZDoom Builder by GEC Updated:
New action in Map Analysis Mode "Check Psx Doom Errors", this is responsible for finding textural errors, either inverted or stretched, but that's not all, you can also visualize the errors in the 3D view, also looking for inconsistencies with the animated textures, already for walls, floors and ceilings.

 

It also updates all the tools, I reconstructed the code under Visual Studio 2009, I hope that it avoids the blocks with some antivirus, I also added new bat files, to generate the map with Find_Side tool.

 

Here some screenshots:

 

Spoiler

nc3df4kjewanbxazg.jpg

 

c8l7pak28zkf0j5zg.jpg

 

vcr8cfb6ribja29zg.jpg

 

Maps:

Here is the list of every map to be converted, we GEC, are going to make the maps where the Icon Of Sin appears, as it need certain special effects, among other maps:

 

Ultimate Doom: bp0orkmhvnmmaetzg.jpg
E3M1: Hell Keep -> @CoTeCiO bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 26. In the Grip of Madness
E3M2: Slough of Despair -> GEC bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 12. Beyond Fear

E3M8: Dis ->  @Dark Pulse bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 09. A Calm Panic Rises
E3M9: Warrens -> @CoTeCiO bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 25. Mind Massacre
E4M5: They Will Repent -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 2. The Broken Ones
E4M6: Against Thee Wickedly -> @ marver0PS bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 04. Hell's Churn
E4M7: And Hell Followed -> @Saint_Guy bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 14. Twisted Beyond Reason
E4M9: Fear -> GEC bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 11. Breath Of Horror

 

Doom II: bp0orkmhvnmmaetzg.jpg
Level 13: Downtown -> @Impboy4 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 20. Hopeless Despair
Level 15: Industrial Zone -> GEC bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 25. Mind Massacre
Level 20: Gotcha! -> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 12. Beyond Fear
Level 24: The Chasm -> @DynamiteKaitorn bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 15. The Slow Demonic Pulse
Level 28: The Spirit World -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 19. Steadfast Extermination
Level 29: The Living End -> @mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 10. Corrupted
Level 30: Icon of Sin -> GEC bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 24. Lamentation
Level 31: Wolfenstein -> GEC bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 03. Sanity´s Edge
Level 32: Grosse -> GEC bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 10. Corrupted

 

Master Levels: sfo7f8c6hg61957zg.jpg
Titan Manor (MANOR.WAD) -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 09. Tendrils Of Hate
Trapped on Titan (TTRAP.WAD) -> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 15. Digitized Pain
The Garrison (GARRISON.WAD) -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 27. Lurkers
Black Tower (BLACKTWR.WAD) -> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 18. Mutation
Bloodsea Keep (BLOODSEA.WAD) -> @Dark Pulse bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 10. Breath Of Corruption
Mephisto's Maosoleum (MEPHISTO.WAD) -> GEC sfo7f8c6hg61957zg.jpg
TEETH.WAD:
The Express Elevator to Hell -> @mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 08. Demon Drone
Bad Dream ->  @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 05. Malignant

Doom2 Map14 Homenaje (TWM01.WAD) ->@Impboy4 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 14. Hell's Churn

 

TNT:  sfo7f8c6hg61957zg.jpg
Level 3: Power Control -> @Dragonsbrethren bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 03. Infectious
Level 5: Hanger -> @Dark Pulse bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 07. Unhallowed
Level 6: Open Season -> @Dark Pulse bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 08. Demon Drone
Level 7: Prison ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 16. Corrupted Core

Level 8: Metal ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 22. Beyond Fear
Level 9: Stronghold -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 04. Larva Circuits
Level 10: Redemption -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 27. Lurkers
Level 11: Storage Facility -> @DynamiteKaitorn bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 15. The Slow Demonic Pulse
Level 14: Steel Works-> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 11. Retribution Dawns
Level 15: Dead Zone -> @mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 15. Digitized Pain
Level 18: Mill -> @DynamiteKaitorn bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 09. Tendrils Of Hate
Level 19: Shipping/Respawning -> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 12. The Broken Ones
Level 20: Central Processing ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 19. A Calm Panic Rises
Level 21: Administration Center ->@mr-around & @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 21. Breath of Horror
Level 22: Habitat -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 13. Sanity's Edge
Level 25: Baron's Den -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 30. Breath Of Corruption
Level 27: Mount Pain -> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 28. Creeping Brutality
Level 29: River Styx -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 22. Beyond Fear
Level 30: Last Call -> GEC sfo7f8c6hg61957zg.jpg
Level 31: Pharaoh-> @ riderr3  bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 05. Malignant
Level 32: Caribbean -> @ riderr3  bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 20. Corrupted

 

Plutonia: sfo7f8c6hg61957zg.jpg
Level 2: Well of Souls ->  @Dragonsbrethren bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 18. Mutation
Level 4: Caged -> @Dragonsbrethren bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 01. Bells Of Agony
Level 7: Caughtyard -> @ marver0PS bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 10. Breath Of Corruption
Level 8: Realm -> @Impboy4 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 19. A Calm Panic Rises
Level 9: Abattoire -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 24. Twisted Beyond Reason
Level 11: Hunted -> @DynamiteKaitorn bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 05. Malignant
Level 12: Speed ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 14. Hell's Churn
Level 13: The Crypt -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 06. The Foulness Consumes
Level 14: Genesis ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 07. Unhallowed
Level 15: The Twilight ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 09. Tendrils Of Hate
Level 16: The Omen -> @DynamiteKaitorn bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 28. Creeping Brutality
Level 17: Compound -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 25. The Slow Demonic Pulse
Level 18: Neurosphere -> @Dark Pulse bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 15. Digitized Pain
Level 19: NME -> @mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 27. Lurkers
Level 21: Slayer ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 24.Twisted Beyond Reason
Level 22: Impossible Mission-> @DynamiteKaitorn bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg Mind Massacre
Level 23: Tombstone -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 23. Lamentation
Level 24: The Final Frontier -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 07. Unhallowed
Level 25: The Temple of Darkness ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 16. Corrupted Core
Level 26: Bunker -> @ marver0PS bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 12. The Broken Ones
Level 27: Anti-Christ ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 17. Mind Massacre
Level 28: The Sewers -> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 16. Corrupted Core
Level 29: Odyssey of Noises ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 10. Breath Of Corruption
Level 30: The Gateway of Hell - > GEC sfo7f8c6hg61957zg.jpg
Level 31: Cyberden -> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 18. Mutation
Level 32: Go 2 It -> @DynamiteKaitorn bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 27. Lurkers

 

John Romero Maps: sfo7f8c6hg61957zg.jpg

E1M4B: Phobos Mission Control ->  @ Uroboros87 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 06. Corrupted Core
E1M8B: Tech Gone Bad -> @Dark Pulse sfo7f8c6hg61957zg.jpg

 

No Rest for the Living: bp0orkmhvnmmaetzg.jpg

Level 1: The Earth Base -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 18. Creeping Brutality
Level 2: The Pain Labs -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 08. Mutation
Level 3: Canyon of the Dead ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 6. Corrupted Core
Level 4: Hell Mountain ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 21. Steadfast Extermination
Level 5: Vivisection ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 17. Lurkers
Level 6: Inferno of Blood ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 18. Creeping Brutality
Level 7: Baron's Banquet ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 10. Corrupted
Level 8: Tomb of Malevolence -> @DynamiteKaitorn bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 17. Lurkers
Level 9: March of the Demons ->@mr-around & @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 22. The Broken Ones

 

Special Levels: bp0orkmhvnmmaetzg.jpg

E1M10: Sewers (Xbox Doom) ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 23. Retribution Dawns
MAP33: Betray (Xbox Doom II)-> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 6.Corrupted Core

 

SIGIL Levels: bp0orkmhvnmmaetzg.jpg

E5M1: Baphomet's Demesne -> @DeXiaZ bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 20. Hopeless Despair
E5M2: Sheol ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 11. Breath Of Horror
E5M3: Cages of the Damned ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 07. Mind Massacre
E5M4: Paths of Wretchedness -@ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 24. Lamentation
E5M5: Abaddon's Void -> @Impboy4 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 26.In The Grip Of Madness
E5M6: Unspeakable Persecution -> @Impboy4 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 12.Beyond Fear
E5M7: Nightmare Underworld-> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 11. Breath of Horror
E5M8: Halls of Perdition-> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 14. Twisted Beyond Reason
E5M9: Realm of Iblis -@ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 21. Steadfast Extermination

 

extramap.wad : Doom 3DO bp0orkmhvnmmaetzg.jpg

Altar Of Extraction -@ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 15. The Slow Demonic Pulse

 

Jim Flynn Levels: bp0orkmhvnmmaetzg.jpg

The Titan Anomaly -@ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 15. Digitized Pain
The Farside Of Titan -@ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 08. Demon Drone

 

John "Dr. Sleep" Anderson Levels: bp0orkmhvnmmaetzg.jpg

Dante's Gate ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 09. Tendrils Of Hate
Crossing Acheron ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 13. Sanity's Edge

 

Master Levels Outtakes, Christen Klie: bp0orkmhvnmmaetzg.jpg

The Hive  ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 02. Vexation
The D.M.Z. ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 01. Bells Of Agony
The C.P.U. ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 04. Larva Circuits
The Fury ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 06. The Foulness Consumes
The Enemy Inside ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg  08. Demon Drone
Device One  ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 12. The Broken Ones

 

Cabal series: Sverre André Kvernmo: bp0orkmhvnmmaetzg.jpg

Cabal 1: Bloodflood  ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 03. Infectious
Cabal 2: Derelict Station  ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 15. Digitized Pain

Cabal 3: The Watchtower ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 12. Beyond Fear

Cabal 4: Temple of Death ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 28. Creeping Brutality

Cabal 5: We who are About to Die -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 14. Hell's Churn

Cabal 6: Eye of the Storm -> @ riderr3 bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 26. In the Grip of Madness
Cabal 7: The Image of Evil  ->@mr-around bp0orkmhvnmmaetzg.jpg no7lrbtzd01r9y5zg.jpg 23. Lamentation

 

Support Marines: Accredited for participating in the project.

@Dantosking

@Eris Falling

@Kloki38

 

Files to be downloaded:

30/9/2018 All the tools updated. Download it again if you already did it!

Gzdoom Builder Custom By GEC V3 -> Fixed the error of 3D visual mode, with full brightness and psx lighting color.

Tools and Projects V3

PSX Levels

PSX PK3

PSX XBOX Levels

 

If you want to download these files, you can do so, but it is no longer necessary.

Spoiler

 

Thanks @CoTeCiO , @Dragonsbrethren y @ riderr3, for reporting errors and ideas.

 

  • The problem of Gzdoom Builder Custom was solved when loading the map without sky.
  • Problem solved in Gzdoom Builder Custom, in vram viewer. Now it shows the missing switch.
  • Corrected the DoomEd 50 Gzdoom Builder Custom graphic.
  • The error was corrected when copying things, now you can copy them with all their flags.
  • A new line flag was discovered, I called it Clip Mid-Texture, which allows you to cut the texture at the height of the graphic.

 

Problem solved in PSXMAP.exe, encoding function.

 

New MAKEIMG, now called MAKE_IMG_LCD.exe, can create MAPTEX00.IMG correctly. You can also run it in the XEBRA emulator, but do not forget to code the map first.

 

wsm6q002bbvzi12zg.jpg
cqn7hekj85rv8nlzg.jpg
ntq9h11yztqb9iqzg.jpg
b7fy2b27gec587ozg.jpg

Gzdoom Builder Custom By GEC

Gzdoom Builder Custom By GEC V2

Tools and Projects

Tools and Projects V2

Find Side

Projects Cd

Tools

 

Good luck mapping and ... Welcome to Hell =)

 

Create a new Map "old method":

Spoiler

Here's an example of how inserting maps to PSXDoom. It works exactly the same for this project.

 

Info Vram:

Spoiler

I'm sorry for making you suffering my friends =)

 

I knew all the limitations found in PSXDoom since the beginning but well, a little more about technical info wouldn't be out of place, right?

 

As you could see, the textures has a stretching effect, let me tell you that yoffset doesn't work well on walls, I suggest leaving yoffset to 0; regarding the platforms when they go up or down you see the texture stretches, it's better reducing the sector's height or creating a special effect by adding sectors to avoid these texture stretchings.

 

The errors about "FrontZClip: Point Overflow", "LeftEdgeClip: Point Overflow" and "RightEdgeClip: Point Overflow", I don't know much about this issue, but according to the reversed engineering within the PSXDOOM.EXE it seems that this is caused by the lines and segments.

 

About creating the CD Image it may result a little complicated, but you will get used to it; here's a video about creating maps using the tools:

Spoiler

 

 

What's VRAM?

this is where preloaded textures are storaged for a easier graphic calling when rendering

 

How does VRAM work?

In PSXDOOM, there are some blocks where graphics are storaged; once the block is full, it loads it in the VRAM and it gets empty and it's used once again but using a different identification and position in the VRAM; totally PSXDoom has twelve blocks, once the twelve blocks are exceeded it will gives the error "Texture Cache Overflow",  this happens because there must be several sprites being loaded in the VRAM. Here's another video giving an example about the VRAM and some screenshots I've created.

Another important thing is that in PSXDoom, when loading textures to the VRAM, it will only load textures with a width of (16, 64, 128) in that order, it won't load textures 32, 96, 256 or any other size, only sprites can be loaded with any size.

 

Spoiler

 

dsw0gzs36k3571tzg.jpg

 

mdng5ia5nd7kzeqzg.jpg

 

mr1xlqj9yqaub3jzg.jpg

 

By the way, when I refer to you can't exceed the 64kb, this is just for "Lumps" inside the WAD, not the WAD itself.

 

PSX Doom:
Max Things   = 6553
Max Linedefs = 4681
Max Sidedefs = 2184
Max Vertexes = 8192
Max Segs     = 5461
Max SSectors = 16384
Max Nodes    = 2340
Max Sectors  = 2340

 

PSX Final Doom:
Max Things   = 6553
Max Linedefs = 4681
Max Sidedefs = 5461
Max Vertexes = 8192
Max Segs     = 5461
Max SSectors = 16384
Max Nodes    = 2340
Max Sectors  = 4096

 

If an error about ZMALLOC appears to you when you die and then you restart the map, you just need to compress the WAD. I've also updated the tools for you to be downloaded. Besides, I've deleted the thing number 15, thanks to @CoTeCiO; by the way there is also the unused lamp that shared the same doomednum 65 that the Chainguuner had, but I changed the number to doomednum 90 if you wanna use it. That's it!

 

]]>
101161Sun, 17 Jun 2018 04:07:18 +0000
PSX Doom Forever [Awful Mod/Hack for PSX Final Doom]https://www.doomworld.com/forum/topic/65951-psx-doom-forever-awful-modhack-for-psx-final-doom/I thought to start topic about this scary sh~t from 2000 year.



This is a russian pirates hack of PSX Final Doom which was made in 2000 year. People paid the money for this...and they did not guess what was coming...

Of course most of the world not even aware about this. But I think it's good to know about this strange "incident"

Videos:
http://www.youtube.com/watch?v=4XxFzDBrPFU
http://www.youtube.com/watch?v=Bnmy6pXrzVY
http://youtu.be/OUtNPcHr89M
http://www.youtube.com/watch?v=i8gPyN1jNDM
http://www.youtube.com/watch?v=YK2e4qF7mDo
http://www.youtube.com/watch?v=1aYoLN4Yib8

What you think?

]]>
65951Tue, 22 Oct 2013 06:25:52 +0000
The Unity Port Thread - PS/Xbox/Switch/IOS/Androidhttps://www.doomworld.com/forum/topic/131545-the-unity-port-thread-psxboxswitchiosandroid/ Just announced on livestream is John Romero's SIGIL ,TNT and Plutonia are coming the DOOM ports on PS4 , XBOX ONE and Switch as part of an update coming soon.

So, SIGIL is now official.

 

I'm absolutely stunned.

 

image.png.4cb1af01cd5bbc71f3b21db3fa13a000.png

]]>
131545Tue, 10 Dec 2019 18:54:34 +0000
[On Hold] Doom 32x: Deltahttps://www.doomworld.com/forum/topic/118090-on-hold-doom-32x-delta/ So yesterday I fiddled around with Doom 32x and decided to start a new project, a big but small one that should be finished in the next week or so. (Well, looks like I was wrong.)

Me and Alex (Who is on Doomworld, @TheLesha) present to you, ladies and gentlemen...

Doom 32x: Delta

Inspired by the early September 6th and 9th prototypes, (Which were closer to the PC version) this hack consists of bringing the original levels back to Doom 32x, and spice it up with its own improvements/changes. (Such as the custom bosses to replace the old ones that were impossible to import, bonus levels, etc...) While other similar projects were made in the past, (Such as e-doctor e-Modder's level hack which brought all the levels back but not the textures, or of course, Doom 32x Resurrection) Delta sought to bring the best possible experience with the right balance of the original PC textures and geometry, while trying to keep a playable framerate and the old engine. So, this is intended for those who like the vanilla Doom 32x engine, and felt like checking out the "ultimate" version of what could be done with said engine.

 

So, while Resurrection is arguably the better game/hack for a casual playthrough, if you've been wanting a slightly different Doom experience closer to the original 32x version, Doom 32x: Delta is for you!

 

TRAILERS AND VIDEOS

FULL RELEASE (Officially Official, of course. Also served as the Inferno trailer)

Episode 1 (In all its using-the-Doom-64-main-theme-glory)

 

THE EPISODE 2 TRAILER IS ALSO HERE! (With a neat little montage in the middle to the beat of the song)

Episode 4 Trailer (Was released separately prior to Delta's release; Textures are not reflective of the final Delta product.)

SIGIL Full Playthrough (Acted as the trailer because I was lazy to do otherwise lol)

-=DOWNLOADS=-

The RHDN Release (All episodes!): https://www.romhacking.net/hacks/5732/

 

-Single Episodes-

Episode 1 - Knee-Deep in The Dead (E1M2 Freeze Fix): http://www.mediafire.com/file/utm9zsrsa13266a/Episode_1_E1M2_FIX.xdelta/file

Episode 2 - The Shores of Hell: https://www.mediafire.com/file/mkkjjege3294jap/Doom32xDelta_Episode2.zip/file

Episode 3 - Inferno (E3M8 Small Fix) : http://www.mediafire.com/file/pkzpi23lrdmsenj/Episode_3_E3M8_FIX.xdelta/file

Episode 4  - Thy Flesh Consumed 32x+: http://www.mediafire.com/file/aid7qce1es8d5pn/Episode_4.xdelta/file

Episode 5 - SI6IL 32x: https://www.mediafire.com/file/pbd1or8e7ubqwop/Episode_5.xdelta/file

 

Patching instructions: You need a Doom 32x (JU) ROM (Ntsc), and an xdelta patcher. You need to apply each episode patch to a separate ROM using an xdelta patcher.

 

IMPORTANT NOTES

-The main menu level select goes from 0 to 8. (See info below for MAP00)

-Episode 2 Bug: Due to the demo using the automap, if you start the game when the demo is in the automap, you won't be able to run, shoot or activate doors. Simply activate your minimap and deactivate it to fix this.

-Monster infighting is restored thanks to Lesha's genius.

-Oh yes, MAP00. Because I like making Doom maps and I wanted to include a bonus, Episode 1 and 3 have a bonus map in said slot (Episode 2 was meant to have one but it got wiped, sooo...)

  • Episode 1 MAP00: Hectic 32x. This Doom 64-inspired level features a lot of tricks and traps, with huge rewards and huge challenges. When getting out (If you get out that is) you will AT LEAST have a Shotgun and a Rocket Launcher. But if you solve all the secret puzzles, you could also get out with a Plasma Rifle and a Soulsphere. Happy hunting!
  • Episode 3 MAP00: Baphomet's Demesne. Port of John Romero's SI6IL E5M1. Straightforward.

-The new bosses were a necessity, as while there is a DEHACKED tool for the 32x port, it isn't able to create new thing states, and as such, it was impossible to make custom attacks that weren't in the code already (And those of the boss monsters were removed. And since we don't HAVE the original source code, I had to get creative)

 

Well, have fun!!!

This hack was given a mentionation by Romero himself in the 2021 Cacowards Thread. (And he sent me a free Beast Box, cool guy!)

 

(Bonus stuff (Ended up being scrapped or lost))

Doom 2: (Developed by @Wavy, only goes from MAP01-MAP11) https://www.mediafire.com/file/jtegv4ddbv1osyr/Doom32xDelta-HellOnEarth_Ep1.xdelta/file

Plutonia Demo: (Lost along with the other Delta source files when my computer broke down. MAP01-MAP03) https://www.mediafire.com/file/61m3lq87skpkd0s/plutonia_demo.xdelta/file

 

]]>
118090Thu, 12 Nov 2020 19:43:41 +0000
Doom 32X Resurrectionhttps://www.doomworld.com/forum/topic/119202-doom-32x-resurrection/ DOOM 32x Resurrection

----------------------

Latest release: v3.1

 

https://www.romhacking.net/hacks/6269/

 

https://github.com/viciious/d32xr/

 

 

Although I didn't own a 32X back in the day, I've recently become fascinated with the tech after watching a few documentaries on YT. The general impression was that had the 32X had better games released for it, it's reputation and maybe faith would have been much better.

DOOM was one of the more promising titles but it was rushed to the market. The mere fact John Carmack (and American McGee, I believe) had managed to get it working and shipped in such a short timeframe is quite astonishing.

 

Doom 32X Resurrection started when I contacted John Carmack on Twitter back in 2020, asking if he had any recollection of where the source code of the Sega 32X port of Doom might be. He believed it had been long lost. And although I never had a 32X myself, I thought it might be a fun project to reconstruct the missing source code and improve upon it.

 

I started messing around with original Jaguar Doom sources from Songbird Productions, to see what was missing in order to get the 32X support working again and then I stumbled upon the Calico Doom project, which is a port of Jaguar Doom for modern PCs. That was a godsend since Calico Doom is practically all written in C, which is what you want when you're working on a cross-platform project. The 32X-specific bits had been all but present, but that was comparatively a much smaller problem than reverse engineering m68k assembly. So I basically merged the two things together back together and stared working on getting the hardware portion of things.

 

Now on to the state of the project thus far:

  • Network support via the Zero Tolerance (aka Technopop) link cable.

  • Splitscreen coop and deathmatch modes.

  • Rendering has been spread across both SH2 processors for better speed.
  • The Cyberdemon and Spider Mastermind have been re-added to the game.
  • The iconic screen melt effect for scene changes.
  • Mip-mapping for walls and flats.
  • Low (two pixel modes) 128×144, 128×160, 160×180 and three high detail 224×128, 256×144, 320×180 video modes.
  • Anamorphic widescreen support for 16:9 screens.
  • Improved visual fidelity (aka ‘high color’) mode.

  • Kick-ass FM synth soundtrack courtesy of Spoony Bard: https://www.youtube.com/c/spoonybard13
  • Selecting between no music, VGM FM music, or playing music from attached Sega CD (requires Sega CD in addition to 32X).
  • Support for 32X+ (CDDA tracks from CUE files) on the MegaSD flashcart.
  • Sound driver that uses the Sega CD hardware to offload sound mixing from the 32X.
  • New port of "Slough of Despair" by Wavy.
  • Stereo panning for game sounds.
  • Save ram support - keeps track of finished levels, health, armor, weapons and ammo - eight save slots as well as an auto-save at the end of each level.
  • New title screen that resembles the Saturn and PlayStation versions.
  • User input is processed at 30FPS, while game logic runs at 15FPS.
  • Supports all Jaguar levels (when the binary is made using Jaguar Doom wad), along with sprite directions and monster in-fighting.
  • Supports Jaguar HUD assets.
  • Level fixes courtesy of Wavy.
  • Spectres look the way they did in the original PC version.
  • When made with the original Doom 32X wad, has the same limitations on levels and sprites and monster in-fighting.
  • Three drawing modes: the regular sector based lighting (although it's better than the original Doom 32X in that sprites also use this lighting, no more 100% bright sprites!), "potato" mode which doesn't texture floors or ceilings for slightly better speed, or the original Doom fading light rendering (which is just a smidgen slower and looks a little muddy given the fifteen bit palette of the 32X).
  • 'Always run' option.
  • Support for three-button and six-button pads, as well as the Sega mouse. You can choose how to map the primary three buttons in the menu.
  • Verified as working on Kega Fusion 3.64, a Model 2 Genesis + Model 2 CD + launch 32X (NTSC), Model 2 MD + 32X (PAL), a CDX + 32X, with a NeoFlash NeoMyth MD and the V1 Mega EverDrive, and also with Mega EverDrive Pro and MegaSD.

 

To compile the ROM:

 

To compile CD sountrack follow the instructions at https://github.com/viciious/d32xr/blob/master/readme-cdda.txt

 

License:
All original code, as well as code derived from the 3DO source code, is available under the MIT license. Code taken from Jaguar DOOM is still under the original license for that release, which is unfortunately not compatible with free software licenses (if a source file does not have a license header stating otherwise, then it is covered by the Jaguar Doom source license).

 

Credits:

           DOOM 32X Resurrection
       Programming ... Victor Luchits
                       Joseph Fenton
             Music ... Spoony Bard
           Mapping ... Wavy
Additional support ... MatteusBeus
                       TrekkiesUnite118
                       Barone

              Calico DOOM
   Programming and
   rev engineering ... James Haley
   Additional code ... Samuel Villarreal
                       Rebecca Heineman

Special thanks to id Software, Songbird
Productions and RetroRGB

https://github.com/Arc0re/jaguardoom
https://github.com/team-eternity/calico-doom/

https://www.retrorgb.com/

 

MD+ .bin/.cue files

https://www.zeldix.net/t2466-doom-resurrection-32x

 

]]>
119202Sat, 16 Jan 2021 19:34:47 +0000
Hello moblie doomershttps://www.doomworld.com/forum/topic/134571-hello-moblie-doomers/ Hello guys so I'm new here. Is there any moblie doomers here if yes let's talk about the worst and the best things about playing doom wads in phone 

]]>
134571Mon, 20 Mar 2023 17:18:44 +0000
Dissecting Sega Saturn Doomhttps://www.doomworld.com/forum/topic/86671-dissecting-sega-saturn-doom/As we all know, Doom on the Sega Saturn was a less than stellar port. The Saturn version borrows many resources from the much superior Playstation port. I did a little bit of digging around on the disc to see how it compares to the PSX version, and here are some of my findings:

⦁ The total disc size of PSX Doom is 241 MB. The total disc size of Saturn Doom is 557 MB. The main reason as to why the Saturn version is so much bigger is due to the inclusion of more CD Audio tracks. For comparison, the cd audio on the PSX version takes up 194 MB of 241 MB total. The cd audio on the Saturn version takes up 493 MB out of 557 MB total.

⦁ Unlike the PSX version, the Saturn version uses these extra CD audio tracks for the level background music instead of the midi-like .lcd files that the PSX version uses. Only half of the tracks from the original PSX version were converted to the redbook audio format on the Saturn. Almost all of the ambient tracks on the Saturn version seem to have some slightly different elements to them (i.e. different fades for some instruments, some instruments played back at slightly different pitches, different track length, etc.). This makes me wonder how these tracks were "acquired" for this version. Did Rage Software personally contact Aubrey Hodges for the music? Or did they just rip the files from the PSX disc and play them back on slightly different equipment?

⦁ The main resource wad on the Saturn version is called JIMSDOOM.WAD, obviously named after Jim Bagley, one of the lead programmers for this port. The wad is a 1:1 copy of PSXDOOM.WAD , and even includes resources that only pertain to the PSX port (i.e. Buttons graphic that contains symbols for buttons on the PSX controller, original legal screen that appears at the beginning of the PSX version, etc.).

⦁ This wad contains some interesting things in it. The status bar for the PSX version is still here. Also, the graphic for the title screen is missing the GT Interactive logo that is present in the version included in PSXDOOM.WAD. Most interesting of all however is that the LIGHTS lump from the PSX version is still present in JIMSDOOM.WAD. This makes me wonder if the Saturn version is capable of colored lighting like the PSX version, but wasn't included due to time restraints.

⦁ One thing that puzzles me, why is JIMSDOOM.WAD almost 2,000kb bigger than PSXDOOM.WAD? Both wads contain the same number of entries (a fact also mentioned on the Doomwiki). I also compared both files in Slade side by side to be sure and couldn't find any obvious differences to account for the different file size.

⦁ The maps are stored in the same way on both the PSX and Saturn versions. This has been well documented by Kaiser in a previous thread, so I won't go into it here. One can actually use the same programs for converting PSX maps for the maps on the Saturn disc. Each map on the Saturn disc also contain the LEAFS lump, which is responsible for assigning the colored lighting and reverb effects in the PSX version. Of course, these effects go unused in the Saturn version.

⦁ The disc contains 9 folders. 7 of them store 59 levels in folders titled MAPS0 through MAPS7. However, both MAPS0 and MAPS1 contain files that don't seem to be related to map data. MAPS0 also contains a STATS.CHR and a STATS.MAP file, which I'm guessing is the data for either the intermission screen or the new HUD. MAPS1 includes several really interesting files. The first is a 10 byte file called DOOMMAP.BIN. The second is DOOMTONE.BIN, and the third is SDDRVT.TSK. I'm not sure what the first one is for, but I'm thinking that the second and third files have something to do with the games sound. Perhaps DOOMTONE.BIN is all the game's sound effects, and SDDRVT.TSK is the game's sound driver?

⦁ SCRS is the folder that appears to hold the files to the game's opening sequence. Curiously enough, the four screens that pop up when you start the game are all listed as screen savers as the file type. Sadly they don't work on my computer.

⦁ SKYS is the last folder, and is pretty self explanatory. It contains both .CHR and .MAP files for the game's 7 skies, plus mysterious SKY20 and SKY21 files as well. Also contained in this folder are the four .lmp files used for the game's demo sequence. It's interesting how the sky textures are given their own folder, as all 7 of them are also included in JIMSDOOM.WAD.

⦁ The rest of the files are contained in the disc's main directory. The one file that attracts my interest is a 400 kb file called 0.BIN, sadly it's mysterious file name doesn't give any hint as to it's purpose. I'm wondering if this is where the game's main .exe file is stored.

Personally, I think it was Rage Software's intention to make Saturn Doom as much like PSX Doom as possible. But when John Carmack shut down their original plan to use a hardware-accelerated renderer, all those ideas were thrown out the window. I wonder how late in the development cycle the change from a hardware to software renderer was made, and if they had to rush to get the game out the door after the change was mandated. Plus, why was Carmack so picky about Doom, yet he let Lobotomy Software port Quake to the system using an entirely new game engine? There are still many questions about this port...

So why am I doing this? Well, it's partially because I think the Sega Saturn is an underrated system, and also seeing the background behind 3DO Doom made me want to look into the other very well-known poor port of Doom. I wish there was a way to examine the source code for this port, but sadly hacking for the Sega Saturn isn't really well documented on the internet. If anyone else has anything to add, it would be well appreciated.

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86671Sat, 12 Mar 2016 16:12:17 +0000
Jaguar Doom modding resourceshttps://www.doomworld.com/forum/topic/135204-jaguar-doom-modding-resources/ WHAT IS OUT THERE

Known mods:

  1. Doom: Slayer Edition - WIP; Music in game, new monsters
  2. Death Tongue - Cancelled
  3. Doom 2 conversion
    https://forums.atariage.com/topic/318975-ac2011-version-doom-ii-hack/
  4. Chex Quest conversion - side project of Slayer Edition

 

MODDING RESOURCES

  1. Jaguar Doom source reposted on Github
  2. Mapping tutorial

 

TOOLS

  1. SLADE now has better Jaguar Doom support

 

Original post:

Quote

Are there any significant Jaguar Doom modding resources? I know that there is a map tutorial floating around but is there anything else?

 

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135204Thu, 20 Apr 2023 19:05:39 +0000
OptiDoom, my Doom port for 3DO.https://www.doomworld.com/forum/topic/103424-optidoom-my-doom-port-for-3do/ Happy 25th Doom's anniversary!

 

I was working slowly on the original released Doom 3DO code, trying to improve the speed or adding new features, so I thought what's better than setting a deadline for first release before or right on the anniversary day :)

 

The speed up is at the moment only due to reducing rendering quality. But at least it's kinda playing better in the first few levels with floor textures off and halfing wall columns. I hope to manage to improve performance in future release. There are also additional fun gameplay options, oh and an implementation of the PSX firesky!

 

http://bugothecat.net/releases/3DO/optidoom/optidoom_main.html

 

 

p.s. Just to mention, I don't give an ISO on my site, but a zipfile with only the compiled executable and the 3DO tools necessary to extract all the files and folders from an actual Doom 3DO CD you own or an ISO, copy the new files, compile back the ISO and use the encrypt tool to make this runable on real 3DO. I hope it's not too much for anyone who wants to try it (the tools are easy and intuitive), I just decided to not hand in my site the full ISO but only the legit parts, free executable and the latest source code, just like the community is doing for PC ports. Maybe redundant for an old console that's not commercially viable, but I thought to be consistent. I don't mind if someone else makes an ISO and uploads at other places though.

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103424Mon, 10 Dec 2018 08:11:55 +0000
Looking for a EP5 vanilla Doom console levels WADhttps://www.doomworld.com/forum/topic/142160-looking-for-a-ep5-vanilla-doom-console-levels-wad/ I remember downloading it from moddb named "viadomus.wad" that uses Episode 5. These were console-exclusive levels ported as a vanilla .wad for use in any source port. I can't seem to find it now anywhere. Can someone help?

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142160Fri, 15 Dec 2023 13:51:05 +0000
<![CDATA[Has anyone ever ported & compiled the PSX/Saturn exclusive levels?]]>https://www.doomworld.com/forum/topic/135677-has-anyone-ever-ported-compiled-the-psxsaturn-exclusive-levels/ Probably been asked a fair few times before, but I was wondering if, well, anyone's done that and made them publicly available.

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135677Fri, 12 May 2023 12:02:27 +0000
Unity Doom Speedrunninghttps://www.doomworld.com/forum/topic/137234-unity-doom-speedrunning/ This one does not have the .lmp file, but hopefully it is okay to post it here. On the 2023.06.20 🇺🇸 @Thomastd established the new world record for the episode 1: Knee-Deep in the Dead through Unity Port, in the category Any% on the I'm Too Young To Die difficulty and with the KB+M input. The run is done in 4:38.67 RTA.

 

Runner's notes:

 

Quote

Slight volume warning at the end of the run. Six thousand attempts. The culmination of two and a half years of practice, testing, strategizing. There was a large period of time where I genuinely thought this would never happen, but here we are.

 

Run:

 

Leaderboard:

https://www.speedrun.com/doom_unity?h=Doom-Knee-Deep_in_the_Dead-Any&amp;x=n2y70312-0nwke6dn.jq6z357l-wl33qxol.z19872kq

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137234Fri, 30 Jun 2023 10:48:13 +0000
Doom 32x: Evil Reincarnate - A 32x Doom modhttps://www.doomworld.com/forum/topic/130007-doom-32x-evil-reincarnate-a-32x-doom-mod/ Looks like I put the thread in the wrong place, so I'll move it here.
In short, I started working on a 32x Doom mod. Will feature new story, new levels and buffed enemies.

I have made some progress, which I'll share here. I'll share even more stuff in the near future.

EDIT: THE DEMO IS OUT!

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130007Wed, 29 Jun 2022 16:01:06 +0000
Are there any editors for snes doom?https://www.doomworld.com/forum/topic/141859-are-there-any-editors-for-snes-doom/ please does someone knnow one i need and want one

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141859Sun, 03 Dec 2023 20:39:34 +0000
Doom II GBA: Paint Edition Released!https://www.doomworld.com/forum/topic/113902-doom-ii-gba-paint-edition-released/ Since its more of a ROM Hack than a mod or WAD, I'm posting it here. I have finished (apart from the flats) my first Doom II GBA Rom Hack called, Doom II Paint Edition! Concept: Simple. Replaced every texture in the game with a low-definition Paint-made version. Sadly I lost the status bar faces (That's because my next hack will be the extreme opposite, and it will be called Doom II GBA HD Edition instead) so the only things changed are the wall textures.

Here is the link to the patch file (You will need LunarIPS and the original Doom II GBA Rom) http://www.mediafire.com/file/tdn11v2q3o3wr5p/DoomII_Paint_Edition.zip/file

 

Have fun playing with low-resolution textures I guess.

Green Walls.PNG

Paint 2.PNG

peekaboo.PNG

test 99.PNG

 

Also if you wish to follow my latest ROM Hacks or mods, here's the page for it: http://dare-game.net/Roebloz/home.html

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113902Thu, 23 Apr 2020 17:49:00 +0000
Most interesting/quirky ports? Official or not.https://www.doomworld.com/forum/topic/129745-most-interestingquirky-ports-official-or-not/ So, I thought I was really interested in any kind of Doom port to consoles, but after searching a little bit I thought that some ports have nothing really interesting on them, it's just Doom the same way it is on PC or downgraded(not considering the differences on the Midway ports or the 3DO soundtrack). But there are some ports that are really different from any other port because the hardware itself is different from anything else. The most interesting ones out of all of the official ports probably are the GBA versions, mostly because of the way multiplayer works on the system. And the only two unofficial ports that really catch my attention are DsDoom and 32X Resurrection, because both use features from each console that aren't so easily replicated on other platforms.

So, my question is, are there any console ports that have this same kind of tie to the hardware they are on?

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129745Tue, 14 Jun 2022 03:42:55 +0000
New Randy Linden interview, contains some more SNES Doom stuffhttps://www.doomworld.com/forum/topic/141440-new-randy-linden-interview-contains-some-more-snes-doom-stuff/ This somehow slipped me by:

Notably he mentions Sandy Petersen's claims of doing level conversion work for SNES Doom (Randy has no recollection of this, probably because it didn't happen), and seems to remember it being John Coffey instead (which I believe he has mentioned in previous interviews).

 

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141440Tue, 14 Nov 2023 01:04:54 +0000
Hexen N64 Tool Version 1.0https://www.doomworld.com/forum/topic/141425-hexen-n64-tool-version-10/ A new tool arrived by GEC.

In this time we focused on the extraction of Hexen 64 data.

We hope you enjoy it. Here the link to Github:

https://github.com/Erick194/HexenN64Tool

 

TITLE.png.8142ec66cb1d05dde1ea9dbb325ce461.png

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141425Mon, 13 Nov 2023 03:53:06 +0000
Dissecting the console ports of Hexenhttps://www.doomworld.com/forum/topic/91680-dissecting-the-console-ports-of-hexen/So I guess it's been a little while since I've done one of these, but as of late I've taken an interest in the console ports of Hexen. Hexen stands out as being the only other Doom engine game that was ported to multiple consoles back in the day. Each of the three ports have their own little quirks about them, so I guess I'll document what I've found out about each of them here:

Sony Playstation:

The Playstation port of Hexen is commonly regarded as the worst of the three console ports, which is surprising considering how well regarded the Playstation port of Doom is. So what exactly went wrong with this version? Here's some random info:

⦁ This version was ported by Probe Entertainment, who also made Alien Trilogy for the PSX and Saturn only a year before they ported Hexen.

⦁ One common rumor about this port and the Saturn port is that they were both based off of an unfinished beta of the PC version, which would be a possible reason for simplified levels, one sided enemies, and other strange quirks inherent to these two versions. This rumor is still unconfirmed though.

⦁ Of the two disc based ports, the PSX version appears to be the more primitive of the two as it runs at a slower framerate, has slower scripting, and lacks gibbing enemies. One would assume that the PSX version is the earlier of the two, but it actually isn't. Release dates on GameFAQs state that the Saturn port came out two months BEFORE the PSX port. On top of that, the dates attached to the files on the PSX disc all date from either January or March of 1997, whereas the files on the Saturn disc are mostly from the Fall of 1996.

⦁ Scripting only appears to be slowed down by how much content is being rendered by the screen. Much like Saturn Doom, opening the automap or turning to face a wall during script events makes them go at the same speed as the other ports. Otherwise, they are comically slow. The funniest instance are Korax's taunts at the beginning of each hub. The "frames" of his face appear and disappear on the wall like a slideshow instead of smooth animation, the time between different voice clips is about double to triple the amount of time in other ports, and after he speaks the door remains closed much longer than it normally should.

⦁ Files on the disc are arranged very similarly as to how PSX Doom's are. There are five folders, titled CLUSTER1, CLUSTER2, and so on which contain six more folders that have the data to each of the games levels. There appears to have been an error in numbering the levels though, as there are no Map numbers 14-20 (Also true on the Saturn disc). Also, the maps in folders CLUSTER3 and CLUSTER4 appear to have been swapped as they break the sequential order (CLUSTER3 having MAP27-34, CLUSTER4 having MAP21-26)

⦁ Within each map folder are seven files which make up each map. The actual map itself is stored in a WAD file. Each folder also has a .TEX file (for each map's textures?), a .SPR file (for sprites?), an .AVF file (which contains all the SFX for that map only), as well as a .SPN and .TC file, which I can't tell what their purpose is.

⦁ The WAD files can be opened individually in both Slade and Doombuilder (under the regular Doom and Doom II map types, but not under Hexen map types), but appear to be compressed in some unknown fashion. Opening them in ZDoom gives a invalid vertices error. Viewing the maps also show the maps as a thin straight line. Sidedefs also give the same texture names as their PC counterparts, although this port appears to refer to individual .TEX files for level textures instead of a master WAD file like PSX Doom. Most interesting however is that between the map's Blockmap and Behavior lumps is the familar Leafs lump as originally seen in PSX Doom. According to Doomwiki, the Leafs lump was created by Williams Entertainment for PSX Doom, so were Probe perhaps using PSX Doom as a reference for their port of Hexen?

⦁ Other file folders include a STR folder, for all the game's FMV cutscenes. A PLAYERS folder which contains, among other technical things, various IMG, BIN, and LMP files used for in game graphics, plus player sprites (which is odd since there is no multiplayer mode in this version, I'm guessing they are for the three final sub-bosses) plus an AVF file for all the sound effects that you hear in each level (weapon sounds, player and some monster noises, etc.). Also there is a SCREENS folder which features IMG files for the game's titlepic, end title sequence, credits, etc.

⦁ All the graphics in this version appear to be stretched horizontally, like when you stretch 4:3 content to fill a 16:9 screen. This applies to everything in the game; sprites, font, and even textures. The HUD is stretched to the point where you can only see the gargoyle's face at the very edge of the screen. Portals are also stretched to the point where you can't even see the silver border surrounding them. A good comparison of this phenomena can be seen in this video.

⦁ Saving and loading in this port is atrocious. Hexen is actually one of the few PSX games which requires all 15 blocks (120kb) of a memory card for just one save. The process of both saving and loading takes at least 30 sec. both ways, but usually takes longer. Also, this is the only way you can save your game. If you don't have a completely empty memory card on hand, then tough luck as no alternatives are offered.

⦁ Monsters seem to have more strength in this version. For example, Ettins that normally take three punches as the fighter to kill in the PC version take about 6 or 7 to kill in the PSX version.

⦁ Most levels feature a new colored "animated" sky that appears to be exclusive to this version. It appears to consist of two graphic "layers", one stationary layer and the other being animated (scrolling from right to left).

⦁ Chaos Serpents are all brown in this version, unlike all other versions which have also have a green colored variation.

⦁ Sound effects are pitchshifted at random in this port, much like earlier versions of DOS Doom.

⦁ Non-game related, but the instruction manual is also an absolute mess. The monster listing is messed up, with one page's monster descriptions accidentally being printed twice next to different monsters (ex. Ettins have the description for Stalkers, Chaos Serpents have the description for Wendigos, which are already printed on the page before). The game credits (which are just copied from the PC version) are also printed twice as well... right next to each other on opposite pages.

Sega Saturn:

Most people tend to think that the Saturn port of Hexen was handled by the same group who ported it to the PSX, but this actually isn't true. Whereas Probe Entertainment appear to have "produced" this port, it was actually developed by the now extinct Swedish development company Atod. Atod appears to have used the same resources that Probe made for the PSX port (FMVs, music, map design), but made a port that was a lot more enjoyable to play:

⦁ The title screen and main menu actually have music in this port, which is strangely absent from the PSX version.

⦁ This port has an extremely extensive debugging menu. Some interesting features allow you to turn monsters on or off, kill all monsters in a level, run individual game scripts, and even allows for you to turn clipping off. Regular cheats such as level warps and god mode are also included, and you can also run a multiplayer game as well if you have a system link.

⦁ The music in this version is the same as the PSX port, with two additional CD audio tracks. The first track on the disc is the title music for the main menu, and the other being the track is Orb. Despite having the same soundtrack, the tracks are arranged in a different running order on the Saturn disc. Much like other Sega Saturn FPS games, tracks are assigned to levels in sequential order (Map01 has the second audio track, Map02 has the third audio track, and so on) meaning that certain songs play on different levels in this version compared to the PC and PSX versions (For example, this version plays the track for Darkmere (Swamp) on The Seven Portals).

⦁ There is no organization in the files on the disc. Everything is just arranged in alphabetical order and that's it. Maps are stored in two different files in this version, a LMP file and a .TRN file. The LMP is always larger in filesize of the two, and opening the TRN file as Raw Data in Audacity reveals all the SFX the level uses amongst other static. (As a side note, doing this with DOOMTONE from Saturn Doom reveals all the game's SFX played out in one long chain)

⦁ As another side note, 0.BIN, a file that is included on all Sega Saturn games, appears to be the actual "game program" which is loaded into the system memory, as inspecting this file in a hex editor reveals all the same hex and other text that showed up in a Sega Saturn emulator's memory editor.

⦁ Saving is still a pain in the ass in this version. In order to save your progress, you need to have an official Sega Backup Memory Cartridge. As a compromise, a password system was programmed in. However, it only updates once per hub, so you need to complete each hub in one sitting in order to get a new password.

⦁ The oddest thing that I've seen so far in this port is a strange 'moth' like creature which inhabits the exit room of Hub 2: Shadow Wood. This 'moth' is only a few pixels wide, is a silver like color and moves at a speed faster than any of the monsters move. When you turn on the map all things cheat, the 'moth' shows up as a thing on the map. It bounces around the room in a random pattern turning in direction randomly as it moves. This is the only port that this occurs in, and I will look into it more to see what exactly this "moth" really is. Thanks to Use3D for pointing this out to me.

Nintendo 64:

Commonly referred to as the best of the three, I'm sadly not able to get into as many of the complexities of the N64 port as I am with the other two disc based ports simply due to the fact that cartridges are a much different animal than discs. However, I've recently purchased the Japanese version of the N64 port, and this version has actually been censored to remove the game's more "gorier" elements. All blood has been recolored to a slime green color, and unlike the Japanese version of Doom 64 which only recolored the blood splatter sprites, this version has ALL sprites edited to change their blood color. On top of that, numerous decorative sprites throughout the game have also been edited. Sprites that feature bodies impaled on spikes and bodies hanging from the ceiling have been carefully edited to remove the gore. Here are a few comparison images, the censored Japanese version is on the left and the Uncensored North American version is on the right:









Some other things of interest:

⦁ The Japanese version has none of the original English characters, the majority of the text in the game is written in Japanese. Korax has also been redubbed to speak Japanese as well.

⦁ The localizers couldn't be bothered with translating the text that appears on loading screens between levels which gives a description of the level. Instead, this image is shown between levels along with the same colorful animation on the top and bottom of the screen:




⦁ Localizers also couldn't be bothered with translating the between hub intermission screen text either, so it has been left in English.

⦁ Save games that are created with one regional version of the game are completely compatible with the other region. Doom 64 functions the same way as well, so all of the changes made to the Japanese version appear to be cosmetic.

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91680Sun, 20 Nov 2016 18:45:33 +0000
Switch doom64 limited run game cartridge typehttps://www.doomworld.com/forum/topic/141142-switch-doom64-limited-run-game-cartridge-type/ Does anyone have factual info on what type of data is on the doom 64 LRG cartridge? I was wanting to know whether it is a ROM like older NES, SNES, N64 carts which are still playable 30+ years  or some degrading data storage which will not last even if stored for collection, preservation and future use. Anyone actually taken a switch cart apart and really know for sure? Especially the doom 64 switch cart. Any info or ideas?

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141142Sun, 29 Oct 2023 00:34:39 +0000
Could the Sega CD have run Doom ?https://www.doomworld.com/forum/topic/137579-could-the-sega-cd-have-run-doom/ It would have been cut down of course. But the extra space on the Disk could probably have run the game to some reasonable extent I presume ?

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137579Thu, 13 Jul 2023 18:44:09 +0000
Is DOOM 64 the best looking N64 game?https://www.doomworld.com/forum/topic/136782-is-doom-64-the-best-looking-n64-game/ Because it doesn't suffer from the usual N64 limitations. Even the most popular choices for the best looking N64 games suffer from something N64 related like blurry/low res textures or/and frame rate issues or/and fog. You almost always hear one of those things (or a combination of them) about most N64 games, including the best looking ones.

 

But DOOM 64 seems like an outlier. It doesn't suffer from blurry visuals at all. The textures are filtered, sure, but still more detailed and sharper than 99% of N64 games. I'm saying 99% because i can't be sure there are other games with the same texture sharpness but i really don't remember a single one and i must have played them all. It's like N64's full screen filters don't apply at all. The quantity of textures is also great, you don't see many areas with a lot of repeated texturing. The frame rate is also pretty much perfect 30fps. No other popular N64 game, of the ones that are considered the best looking, is that stable.

 

Of all console ports of DOOM this one seems like the smoothest running, despite being most advanced looking. The best console port of DOOM at the time (the PSX version) features simplified maps from the PC originals but DOOM 64 features new maps that have even more complex geometry than those PC originals. PSX version also features some colored lighting but DOOM 64's new lighting and gradients are superior in every way. It's the best looking DOOM game regardless the platform and i think it's also the best looking DOOM engine game as well.

 

It's funny because back in the day nobody would notice that. Games like Turok and Goldeneye would make most people forget about DOOM 64. And i get it, these have fully 3D engines with polygonal enemies. DOOM 64's sprites are nothing compared to Turok's amazing polygonal dinosaurs. But both Turok and Goldeneye haven't aged as well as DOOM 64. Turok runs smoothly but has repeated textures and this horrible fog while Goldeneye, a very detailed game without fog issues, has unstable frame rate. Later N64 games would also suffer from similar issues. Meanwhile, DOOM 64 was completely forgotten.

 

I think it's the best looking N64 game along with Banjo-Kazooie and World Driver Championship, the later having the best balance of good 3D graphics, no fog, reasonably detailed textures and sharpness and stable frame rate on average.

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136782Mon, 19 Jun 2023 03:26:47 +0000
Doom 64 Discordhttps://www.doomworld.com/forum/topic/114984-doom-64-discord/ I have made a (port-independent) Doom 64 Discord server, to promote modding and playing, so I can stop harassing my friend's servers about it. I know not everyone can handle that much Doom 64, but its there for those who can: https://discord.gg/Ktxz8nz


I am happy to set up channels and what not to help collaborations with Doom 64 projects, also we play Doom 64 multiplayer mods from time to time as well! And if you're looking for some help, there are people there accustomed to modding various ports.

Now here are some port-specific discords as well, which I should also share, since they have helped the community grow:

Spoiler

Doom 64 Retribution: https://discord.gg/qQfttpY
KEX Engine (Doom 64 EX / Remaster): https://discord.gg/4gVTcD5
Nightdive (Doom 64 Remaster): https://discord.gg/chWpcXd

 

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114984Wed, 10 Jun 2020 15:53:48 +0000
Since the N64 could handle the DOOM engine so well, could it also handle Build?https://www.doomworld.com/forum/topic/140164-since-the-n64-could-handle-the-doom-engine-so-well-could-it-also-handle-build/ There is no doubt DOOM 64 is the most advanced DOOM game in the 90's. When all other consoles had to do compromises and simplifications with their ports, the N64 got completely new levels that were even more complex and detailed then the PC originals. And on top of that, the game runs smoother than any other console DOOM and also boasts numerous visual improvements with the lighting and colors.

 

So how come the N64 handles this game so well? I'm not an expert but i would bet it's the CPU. The N64 has a very impressive CPU for the time, clocked at 94mhz as opposed to the PS1/Saturn that are clocked at 33 Mhz or less. This is important because DOOM was made before 3D took over and it's mostly a CPU bound game that doesn't make use of 3D hardware as much. I'm not saying the console ports don't make use of 3D hardware, the PS1 does and that's why it manages to run smooth enough (since the CPU is too slow), unlike the Saturn version. And surely DOOM 64 also does make some use of it for all it's extra effects. But it's still a DOOM engine game and i think it benefits a lot more from the N64's powerful CPU and not as much from it's 3D capabilities.

 

The same should also apply to Duke Nukem 3D, another game before 3D acceleration took over. Not the case with Duke Nukem 64 though. It seems like the N64 version uses a new 3D engine instead of build, making it your average looking/performing N64 3D game. But why? I can see why the Saturn version uses a new engine (Slave) since it's slow CPUs couldn't handle build in any way. And the developers managed to make an extremely good 3D engine for it, while the engine on the N64 port is pretty average.

 

So why didn't they make a similar game to DOOM 64, using the original build engine? I'm sure the N64 CPU could easily handle it. Why make a 3D engine instead? Did they afraid it would look out of date because you can't look up/down without distorting the image? Personally, i would take a smooth 30fps port of Duke Nukem 3D with similar enchantments to DOOM 64 over a "true" 3D version that doesn't run as well even on a smaller window.

TLDR: The N64 has a powerful CPU and a not so powerful 3D hardware. DOOM and Duke Nukem 3D are CPU bound games so they could benefit from this. DOOM 64 does because it uses the DOOM engine and it looks/runs amazingly but Duke Nukem 64 goes for the 3D hardware and the port isn't as great.

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140164Thu, 21 Sep 2023 17:12:53 +0000
Hello moblie doom playershttps://www.doomworld.com/forum/topic/134586-hello-moblie-doom-players/ https://discord.gg/JNUEDwGX is a moblie doom discord made by me 

Join if you want 😀

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134586Tue, 21 Mar 2023 16:03:01 +0000
The Definitive PSX Doom version for PSPhttps://www.doomworld.com/forum/topic/140352-the-definitive-psx-doom-version-for-psp/ Good day.

After working on this for almost 2 hours(bc i was converting the mp3 to ap3, lol) i got for you the best PSX Doom for PSP. The best part is that this runs natively on the PSP(Since PSP was backwards compatible with PS1/X games)
You'll need a jailbroken PSP with PRO-C. Theres too much video tutorials on how install it so go and check them! Make sure that your PSP Firmware is 6.61 

Also the game file is on a .rar format, so you'll need WinRar to extract it, download WinRar here: [REMOVED]

 

Instructions:
Connect your PSP to your computer with the PSP Usb cable.

Move the folder called "Doom" to: PSP/GAME

And that's all, just start to play the terrifying, eerie and creepy PSX Doom on your PSP :) 

Link: [REMOVED]

 

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140352Sat, 30 Sep 2023 02:47:49 +0000
<![CDATA[Suggestion: Mods & WADs sub-category for Console Doom]]>https://www.doomworld.com/forum/topic/140098-suggestion-mods-wads-sub-category-for-console-doom/ I think with more modern means of playing and making custom content for the console versions of Doom, I think it would be nice to have a sub-category in the Console Doom section, that way people are more easily able to find mods specifically for console Doom and such.

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140098Mon, 18 Sep 2023 20:26:35 +0000