Dexiaz Posted April 22, 2023 5 hours ago, Individualised said: Doesn't the source code include all of the stuff to import levels? No? Source code provides the standarts for levels. Even with knowing what the engine expects from the potential maps you're still not able to create them. You'll need to modify Doom builder (create the map format, actually). In theory you can do it (because Moroz did this earlier), but since it requres a lot of programming skills and talents - nobody did this in this period. That's a sign of something, I think. 0 Quote Share this post Link to post
Individualised Posted April 22, 2023 (edited) 2 hours ago, Dexiaz said: No? Source code provides the standarts for levels. Even with knowing what the engine expects from the potential maps you're still not able to create them. You'll need to modify Doom builder (create the map format, actually). In theory you can do it (because Moroz did this earlier), but since it requres a lot of programming skills and talents - nobody did this in this period. That's a sign of something, I think. Randy Linden has mentioned multiple times about the toolchain he used to convert PC Doom maps to the SNES Doom format. The source code has these: So it would seem to me that the SNES Doom mapset was created using PC tools and converted after no? Edited April 22, 2023 by Individualised 4 Quote Share this post Link to post
Dexiaz Posted April 24, 2023 Uh, I didn't seen this. Well, in this case, yes, you're right. But we need some coold guys who could help to compile this (I'm not into programming, I'm just wannabe loser that still uses Decorate in ZScript era). 0 Quote Share this post Link to post
Dark Pulse Posted April 25, 2023 AFAIK, the stuff for ACCESS is also incomplete, most specifically in terms of graphical assets. I don't know what sort of work would be needed to make workable levels, however. 1 Quote Share this post Link to post
Individualised Posted May 9, 2023 On 4/24/2023 at 5:26 PM, Dexiaz said: Uh, I didn't seen this. Well, in this case, yes, you're right. But we need some coold guys who could help to compile this (I'm not into programming, I'm just wannabe loser that still uses Decorate in ZScript era). I mean it's been done before (Cacodemontube's video even shows E1M1 with PC DOOM geometry) but everyone seems to have lost interest in SNES Doom in the middle of last year and the one guy who was trying to get the source code to be easier to compile disappeared unfortunately. I was going to try it now but I don't think I'm going to get any far when Amiga emulators in 2023 still look like a clown made them. 0 Quote Share this post Link to post
Dexiaz Posted May 10, 2023 On 2/12/2023 at 11:58 PM, Dexiaz said: The map editor and the tools itself are exist, but as far as I know they were never released publically. For example, I have the tools but I don't have permission to reupload them. Possibly, something is changed, plus I'm not the only one who is handling those tools. I don't know. Is this makes any sense nowadays? Moroz is disappeared many years ago, Cacodemontube looks absent too. Roebloz is making new videos but no more about SNES Doom modding. I mean, I can upload Moroz' tools while I still have it. 0 Quote Share this post Link to post
Individualised Posted May 10, 2023 15 minutes ago, Dexiaz said: I don't know. Is this makes any sense nowadays? Moroz is disappeared many years ago, Cacodemontube looks absent too. Roebloz is making new videos but no more about SNES Doom modding. I mean, I can upload Moroz' tools while I still have it. Honestly that would be cool as long as it doesn't piss other people off. I'm not really a fan of the idea of keeping tools private when the people who have them keep showing them off, it just seems a bit against the open source nature of the Doom community. The guy I was talking about play134 who seemed to be interested in making the source code more accessible but seemed to disappear after it was considered "good enough", I don't think it was done in bad faith, I just assume they are busy with other stuff or lost interest. It's possible for an average person to compile it now but it's difficult. 0 Quote Share this post Link to post
play134 Posted July 5, 2023 (edited) On 2/12/2023 at 2:57 PM, SilentD00mer said: Hi, everyone! Do you know if there is any map editor or any method to make maps for SNES Doom? Maybe not a full editor but some tool, or maybe you know how one could develop a tool to make custom levels for this version of the game? you can use any map editor for PC (Doom Builder, SLADE etc). With the Randy toolchain, you convert them to the snes engine. I think caodemotube made some videos demonstrating the conversion of levels. On 4/21/2023 at 12:16 PM, Individualised said: Is there now an easier way to import custom levels into SNES Doom with the source code? Previously the only way was through a tool made before the release of the source code that wasn't even made public. yes! you can convert you custom wads Edited July 5, 2023 by play134 1 Quote Share this post Link to post
Individualised Posted July 6, 2023 (edited) 17 hours ago, play134 said: you can use any map editor for PC (Doom Builder, SLADE etc). With the Randy toolchain, you convert them to the snes engine. I think caodemotube made some videos demonstrating the conversion of levels. yes! you can convert you custom wads Thanks for your work on reverse engineering SNES Doom. Are you planning on making a guide on getting the source code/toolchain running? Cacodemontube's videos aren't a comprehensive guide unfortunately. Edited July 6, 2023 by Individualised 0 Quote Share this post Link to post
Angel333119 Posted August 8, 2023 Hi, I want translate the game to Portuguese and I don't know how to compile the game. Can someone help me compiling the game? 0 Quote Share this post Link to post
taufan99 Posted March 26 On 7/6/2023 at 9:39 PM, Individualised said: Thanks for your work on reverse engineering SNES Doom. Are you planning on making a guide on getting the source code/toolchain running? Cacodemontube's videos aren't a comprehensive guide unfortunately. Months late but I just recently got in touch again with @CacodemonTube after a long time. The problem is that some of the things (the tools and the files for making such builds) have still not been released in the source code publicly due to ownership reason (i.e. they don't belong to Linden himself, e.g. Sculptured Software software drivers, whose current ownership remains unknown). Other tools also have to be sorted out legally. Even Cacodemontube himself could go this far because Linden guided him on making the builds for those videos, and has trusted him to keep the tools/files confidential for now. 1 Quote Share this post Link to post
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