Bitbotherer Posted September 15, 2023 I know it works fine on bigp (even smoother due to not blocking the bitter), the original doom rom had issues with VJ - but oddly worked with Project Tempest. The big thing is ensuring it works on hardware and that's where the game drive has been a godsend 2 Share this post Link to post
Bitbotherer Posted September 17, 2023 Just a quick bit of info for those interested, the DSP code is now going through its optimisation phase and there are some MAJOR improvements identified/tested. It's originally written as 68k code after a C translation instead of "pure" DSP. The clock cycle difference is left at an exercise for the reader but you are looking at a factor of 20 in some cases. 5 Share this post Link to post
VL2M STUDIO Posted September 19, 2023 On 9/17/2023 at 11:17 AM, Bitbotherer said: Just a quick bit of info for those interested, the DSP code is now going through its optimisation phase and there are some MAJOR improvements identified/tested. It's originally written as 68k code after a C translation instead of "pure" DSP. The clock cycle difference is left at an exercise for the reader but you are looking at a factor of 20 in some cases. Thank you for the update! 1 Share this post Link to post
Bitbotherer Posted September 19, 2023 No trouble. There's a lot of testing and rejigging going on at the moment to try and achieve the optimum game in the maximum space. Taking over the PC assets reveals all sorts of issues during testing though. Eg. characters were not updating at the correct rate. This came down to the implementation of tics in the pc Vs console versions. The values in the various multigen.txt files differ between them, console being approx half the PC. Unless they match the characters move at the wrong rate. 3 Share this post Link to post
Bitbotherer Posted September 24, 2023 Info for those that are interested. The zero page homebrew twitch stream will be doing a live preview of the current state of play on the 20th of October 11pm Gmt. Missing music is the thing I'm concentrating on at the moment, the jaguar player is limited to 9 instruments while pc version has 16. The mus format is also not the standard mus as used by later versions so requires conversion. The jaguar instrument sample numbers also do not match the "standards". I've written software to convert from mus to Jag format but, yet again, jaguar has some "features" :) 3 Share this post Link to post
Bitbotherer Posted October 1, 2023 Quick look at some of the huds we are implementing, along with the graphic changes we've done. These are all captured on a pc under Big P emulator. 2 Share this post Link to post
VL2M STUDIO Posted October 21, 2023 Here is the Doom Slayer Edition stream Timezones be damned! 1 Share this post Link to post
VL2M STUDIO Posted October 21, 2023 Actual showcase starts after around 1 hr 1 Share this post Link to post
Bitbotherer Posted October 21, 2023 (edited) And the doom 2 video is now here - it's different from the one linked in the first post as we're doing it based on the current codebase. It's an amusing little level. That's on hardware btw. 2 Share this post Link to post
VL2M STUDIO Posted October 21, 2023 2 hours ago, Bitbotherer said: And the doom 2 video is now here - it's different from the one linked in the first post as we're doing it based on the current codebase. It's an amusing little level. That's on hardware btw. I was about to post it haha 1 Share this post Link to post
VL2M STUDIO Posted October 21, 2023 @Bitbotherer have you considered making a Doomworld thread for Slayer Edition? 1 Share this post Link to post
Bitbotherer Posted October 21, 2023 Not yet, didn't really want to spam this site as we only do irregular updates. Well that and it's more the doom engine and support utilities I've been involved with which are more technical in nature. Currently Busy on Doom, Doom 2, Chex and Heretic (didn't realise that had not appeared on console except for a DC port). The networking is "fun" - I'm aiming at a start of Upto 4 players but the protocol I've put together allows for a lot more - but serial data is a begger to get synchronised after a tx failure (I'm looking at a token ring kind of implementation with Comms between each two players and then a pass of the token to the next two units etc. It's treating the serial interface as a managed bus - a la 1553 style with units being either a controller, receiver or monitor) I'll be detailing all the tech details at some point too (so other people could create/convert their own tunes and graphics etc) 2 Share this post Link to post
Individualised Posted October 22, 2023 6 hours ago, Bitbotherer said: Currently Busy on Doom, Doom 2, Chex and Heretic Any chance of Final Doom? 0 Share this post Link to post
Bitbotherer Posted October 22, 2023 Looking at the size of the wad it would be a real problem, it's a struggle getting the assets for doom 2 to fit at the moment. I won't say never but we are limited to a 6meg rom. One possible option would be to create a GD only version, paging in assets to allow for a much larger memory space. That then starts impacting speed. In summary: unlikely at the moment but who can say. 0 Share this post Link to post
VL2M STUDIO Posted December 19, 2023 SLADE has added various improvements to Jaguar supporthttps://github.com/sirjuddington/SLADE/releases/tag/3.2.5 0 Share this post Link to post