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Thy Flesh Consumed on 32x Preview


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I watched some doom 32x on youtube back then and liked it better then the snes.  I just could never get used to controller, I never owned a sega system as I only tried it at somebodys house somany years back.

 

This would be great to the DOOM community, levels are missing in this one same for snes.  But im glad you are doing the 32x one instead and that would be good.

 

Maybe even change the the music in the game too and really use the hardwares sound chips to its full potential.

 

 

Edited by vanilla_d00m

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35 minutes ago, vanilla_d00m said:

I watched some doom 32x on youtube back then and liked it better then the snes.  I just could never get used to controller, I never owned a sega system as I only tried it at somebodys house somany years back.

 

This would be great to the DOOM community, levels are missing in this one same for snes.  But im glad you are doing the 32x one instead and that would be good.

 

Maybe even change the the music in the game too and really use the hardwares sound chips to its full potential.

 

 

For implementing missing levels, its way easier to do on the 32x as you can extract the wad and import it back in. However, it doesn't contain the music or sounds, so that's why I can't modify the music that easily. I guess I could eventually make a music upgrade hack, but it would be complicated and it's beyond the scope of this hack.

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Secret level sure gave me a hard time, but it should be good now. Might have to readd some enemies though. I sadly had to separate two parts of the level with teleporters, and do some separation to the outdoors areas so the game doesn't freeze, but now it should be good.

Episode4 at 2020.07.01 20-19-47.939 [R2787].jpg

Episode4 at 2020.07.01 20-10-35.671 [R2787].jpg

Episode4 at 2020.07.01 20-10-50.190 [R2787].jpg

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1 hour ago, Roebloz said:

Secret level sure gave me a hard time, but it should be good now. Might have to readd some enemies though. I sadly had to separate two parts of the level with teleporters, and do some separation to the outdoors areas so the game doesn't freeze, but now it should be good.

Episode4 at 2020.07.01 20-19-47.939 [R2787].jpg

Episode4 at 2020.07.01 20-10-35.671 [R2787].jpg

Episode4 at 2020.07.01 20-10-50.190 [R2787].jpg

If you wonder why its MAP03 its because I dont want to have to play E4M2 all over each time I want to test, and the warnings are caused by the fact that GZDoom Builder isnt able to find the diagonal sprites for monsters, which do not exist

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Thats nice progress!! did you work for id software sometime??  Making a map looks really hard.. I don't think I could ever make one.  Even if I did make a map, it would probaly suck so bad. 

 

I really can't imagine myself making a map seriously.  But I will be glad to test it.

Edited by vanilla_d00m

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4 hours ago, vanilla_d00m said:

Thats nice progress!! did you work for id software sometime??  Making a map looks really hard.. I don't think I could ever make one.  Even if I did make a map, it would probaly suck so bad. 

 

I really can't imagine myself making a map seriously.  But I will be glad to test it.

No I did not work for iD. And if you do want to test then sure! And mapping isn't so hard, THIS mapping in particular is fairly simple enough, I just have to take the Episode 4 maps from the DOOM 1 IWAD, paste them in the 32x IWAD, then the only thing remaining to do is to 1. Replace all the textures that aren't in the 32x port. 2. Remove any level element the 32x version doesn't support and replace it with something equivalent. 3. Optimize, optimize, optimize! The 32x doesn't have the greatest amount of memory, so the trick is to never have too much enemies on screen, and separate big areas.

 

For normal mapping (not for this), you should give it a try! Download Ultimate Doom Builder, draw some lines, and try it out!

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Current project state: 35%

So right now I'm porting E4M3, and here's a small example on why the maps will be more separated. Basically Doom 32x has two possible types of freeze: The Z_Malloc crash which can occur if theres too many things in the map, and a regular freeze which occurs if either: Too much sprites are on screen, or if the game tries to render a big area. Thus the easiest way to circumvent the second one is to separate big areas with teleporters and doors as seen in the screenshot. This also why E4M2 turned into a big teleporter maze, since the single big area froze the game.

trick.PNG

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MAP03 is mostly done its time to test! I also replaced the ugly ROCKS border by an SFLR6_1 since it works better with the hell theme of Episode 4 (Might change it for FLAT5_6 which is the skulls, tell me which would look better) Also for anyone wanting to replace the border texture, after extracting the IWAD with WAD32x replace the ROCKS flat with whatever flat you want.

border.PNG

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3 hours ago, amackert said:

Looks good to me. I'd play it. :)

 

3 hours ago, amackert said:

Looks good to me. I'd play it. :)

Eyyy nice! Its not finished though since only E4M1-E4M3 + E4M9 is finished.

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Okay so very interesting info has been discovered. Crushers WORK ON THE 32X VERSION! Their removal was probably due to being based off the Jag version which (as far as I know) doesn't have functionality for crushers. This just opened many possibilities there....

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9 minutes ago, Roebloz said:

Okay so very interesting info has been discovered. Crushers WORK ON THE 32X VERSION! Their removal was probably due to being based off the Jag version which (as far as I know) doesn't have functionality for crushers. This just opened many possibilities there....

Interesting discovery, @Redneckerz should hear about this. The PSX/Saturn port, also based on the Jaguar port, also features some crushers in the DOOM II levels.

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2 minutes ago, InDOOMnesia said:

Interesting discovery, @Redneckerz should hear about this. The PSX/Saturn port, also based on the Jaguar port, also features some crushers in the DOOM II levels.

Hmm that makes me wonder if Jaguar has crushers too? Because remember PSX added (and re-added) features and the 32x port was originally based on the PC version as seen in the https://tcrf.net/Proto:Doom_(32X)/September_6,_1994_Prototype,

as well as in the https://tcrf.net/Proto:Doom_(32X)/September_9,_1994_Prototype

So perhaps the 32x only has the maps based off those from the Jaguar version for space and time issues reasons? Thing? Would not be impossible, considering Sector Type 11 doesn't work in both the protos and final.

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9 hours ago, Roebloz said:

Okay so very interesting info has been discovered. Crushers WORK ON THE 32X VERSION! Their removal was probably due to being based off the Jag version which (as far as I know) doesn't have functionality for crushers. This just opened many possibilities there....

  • Perhaps the Jag version also has it?
  • How did you find it out that the 32X can support crushers?
9 hours ago, InDOOMnesia said:

Interesting discovery, @Redneckerz should hear about this. The PSX/Saturn port, also based on the Jaguar port, also features some crushers in the DOOM II levels.

I definitely do, thanks :) Should this kind of thing be added to the wiki?

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6 minutes ago, Redneckerz said:

I definitely do, thanks :) Should this kind of thing be added to the wiki?

No need to ask me. You do everyone a favor and help enlighten other fellow Doomers. ;)

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20 minutes ago, InDOOMnesia said:

No need to ask me. You do everyone a favor and help enlighten other fellow Doomers. ;)

tenor.gif?itemid=4384449

 

(Thank you ^^ Much appreciated!)

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4 hours ago, Redneckerz said:
  • How did you find it out that the 32X can support crushers?

I basically made a small test map to test out some things with lost souls (I'm not sure what) and I've put a room with a W1 Start Crusher Slow Damage (Not sure how its called) and a room with a Sector type 11. The Sector 11 crashes the game with the error that I've shown in the screenshot linked below. If anything, I'm surprised no one found out about crushers working before me.

crusher.PNG

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Crusher works, its already in 32X code. Done that when porting ultimate doom and doom 2 maps. For example ultimate doom map 10 has crushers, works with my 32x ports. 

check my ports (Ultimate Doom-All 4 episodes)

 

and Doom 2 (all levels)

 

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11 minutes ago, e-Doctor said:

Crusher works, its already in 32X code. Done that when porting ultimate doom and doom 2 maps. For example ultimate doom map 10 has crushers, works with my 32x ports. 

check my ports (Ultimate Doom-All 4 episodes)

 

and Doom 2 (all levels)

 

Oh so you already ported Episode 4? Damn.

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18 hours ago, Roebloz said:

Hmm that makes me wonder if Jaguar has crushers too?

 

The code for crushers is still there in the Jaguar version, and by extension all ports derived from it: 3DO, PSX etc.. Not sure why they didn't make use of them after the map simplification was done. Perhaps they were deemed too punishing/unfair for console players when no in-game save/restore functionality was available?

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So I added two maps today; E4M8 (Which was easy to port) and a custom map that I made as a sorts of "bonus". It is located on MAP09 and although you could play through each of the maps before and have a super powerful arsenal to blaze through said level, the true way to play it will be to pistol start and it will be a true test of your abilities. Here are some screenshots (Sorry if all enemies are dead, I just couldnt take a screenshot while shooting enemies)

ThyFleshDone.PNG

ThyFleshDone2.PNG

ThyFleshDone3.PNG

ThyFleshDone4.PNG

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Still working on this, playesting MAP03 and starting MAP04... Map03 now has a LOT of SLADWALL textures since it's the most fitting in my opinion. Still deciding what the border flat should be, so link some I should use if you want. Also having trouble with custom textures as you can see on the second screenshot.

map03 ow.PNG

tex opp.PNG

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On 7/9/2020 at 6:34 PM, Roebloz said:

Oh so you already ported Episode 4? Damn.

Yes, needed lot changes because episode 4 maps was big. 32x can handle up to 102kb at nightmare mode. Also note cant handle big rooms with lot of "space". If someone plays my port will release for some levels I add extra walls to make the map playable. So maps was 200kb and needed lot of cuts to go to 100kb. 

If someone want a help I made a file which replace pc maps textures with 32x supported (when I was porting ultimate doom and doom2).

Also if anyone knows how to break the level 15 ending (or go to map 22 and then ends) will make the ports even better.

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3 hours ago, e-Doctor said:

Yes, needed lot changes because episode 4 maps was big. 32x can handle up to 102kb at nightmare mode. Also note cant handle big rooms with lot of "space". If someone plays my port will release for some levels I add extra walls to make the map playable. So maps was 200kb and needed lot of cuts to go to 100kb. 

If someone want a help I made a file which replace pc maps textures with 32x supported (when I was porting ultimate doom and doom2).

Also if anyone knows how to break the level 15 ending (or go to map 22 and then ends) will make the ports even better.

I'm not sure for the level 15 ending, however some dude made the 24 level expansion so maybe ask them? Also I'm doing this port for the challenge only and I will probably add some bonuses.

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This isn't dead, I just focused on something else that's all. Development will resume tommorow and that's a promise.

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E4M4 isn't so bad, although it will be more MARBLE01 and less BROWNHUG... Its actually one of my favorites out of Episode 4, although I think in terms of design E4M1 and E4M7 beats it. Fun fact, the 32x isn't able to have sky floors so I have to replace them with another texture else it doesn't find the texture for F_SKY1 (The texture for the flat itself doesn't exit, so I guess the property of using it as a sky is reserved for ceilings in this version? Who knows.) In my opinion I prefer putting a marble texture as it then fits more with the rest of the levels (E4M9 excluded of course)

Episode4 at 2020.07.26 17-33-06.180 [R2787].jpg

Episode4 at 2020.07.26 17-34-52.781 [R2787].jpg

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The map is mostly working right now! The only FPS drop I witness right now is in the Cacodemon room with the lava and all the BROWNGRN pillars (I didn't get any freezes though). Most torches have been removed since they are useless sprites for the most part that end up slowing the game down when they are in render distance. I do hope you enjoy my retexturing style.

WorkingMap1.PNG

WorkingMap2.PNG

WorkingMap3.PNG

WorkingMap4.PNG

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Starting to make MAP05/E4M5 I hope it's not gonna be too bad. I think the level that's going to need the most changes is E4M6.

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