Forlorn Posted June 6, 2021 (edited) A video from the last level recorded from a mobile. Spoiler https://www.youtube.com/watch?v=bSMQe-VOy3k Edited June 6, 2021 by Forlorn 3 Quote Share this post Link to post
Dimon12321 Posted May 15, 2022 Any updates on the project, @Anarkavre? 2 Quote Share this post Link to post
TheRealAnubis Posted July 7, 2022 When you download the file from the archive, there's an update in there as well - should you run the update patch? I didn't and it seems to be working fine with .02 0 Quote Share this post Link to post
Anarkavre Posted July 17, 2022 I'm sorry I have been gone so long, but I finally decided to release the Doom RPG Utility that I created. It contains all of the .h and .c files to read the game data files. The project is a bit rough still, but fairly simple to build. Feel free to ask me any questions if you have issues. 3 Quote Share this post Link to post
Erick194 Posted July 18, 2022 8 hours ago, Anarkavre said: I'm sorry I have been gone so long, but I finally decided to release the Doom RPG Utility that I created. It contains all of the .h and .c files to read the game data files. The project is a bit rough still, but fairly simple to build. Feel free to ask me any questions if you have issues. Great, I've been checking the structures and found that the header is missing a couple of bytes. typedef struct { uint8_t name[16]; color_t floorColor; color_t ceilingColor; uint16_t unknown; uint8_t unused[3]; uint8_t levelId; uint16_t playerPosition; uint8_t playerAngle; } bspheaderex_t; // Modified typedef struct { uint8_t name[16]; color_t floorColor; color_t ceilingColor; uint8_t floorTex; uint8_t ceilingTex; color_t introColor; uint8_t loadMapID; uint16_t mapSpawnIndex; uint8_t mapSpawnDir; uint16_t mapCameraSpawnIndex; } bspheaderex_t; That completes the unknown names 3 Quote Share this post Link to post
Anarkavre Posted December 4, 2022 Here is the source code for the reverse engineering project. The project is still alive. 7 Quote Share this post Link to post
Quasar Posted December 4, 2022 1 hour ago, Anarkavre said: Here is the source code for the reverse engineering project. The project is still alive. Doing things the way they should be done, thanks so much on behalf of everybody. As we've discussed I'll def be helping out going forward :) 3 Quote Share this post Link to post
taufan99 Posted December 4, 2022 So heartwarming to see Quasar finally able to dabble on the reverse-engineered DOOM RPG source code. Kudos to Anarkavre for appearing at the right time within the month of Classic Doom's source code release anniversary! 1 Quote Share this post Link to post
liPillON Posted December 4, 2022 I'm confused, is the published code the same used to build this? https://www.doomworld.com/forum/topic/129997-doom-rpg-port-reverse-engineering-update-version-02/ 0 Quote Share this post Link to post
Anarkavre Posted December 4, 2022 1 hour ago, Delfino Furioso said: I'm confused, is the published code the same used to build this? https://www.doomworld.com/forum/topic/129997-doom-rpg-port-reverse-engineering-update-version-02/ This is a different project with the hopes of modernizing it with a 3D renderer, virtual reality, mapping, and mod support. The other project is a great reverse engineering effort as well. 1 Quote Share this post Link to post
Erick194 Posted December 4, 2022 13 hours ago, Anarkavre said: Here is the source code for the reverse engineering project. The project is still alive. Good job anarkavre, this is amazing how our code differs from both projects, I know at some point I will make my version of the code available. 4 Quote Share this post Link to post
Anarkavre Posted December 10, 2022 Happy Birthday Doom! To celebrate, the Doom RPG Editor has been released. Blow out the candelabras or something. 5 Quote Share this post Link to post
Erick194 Posted December 10, 2022 I will be reviewing that great utility. good work. 3 Quote Share this post Link to post
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