lazygecko Posted May 22, 2022 3 hours ago, Dimon12321 said: Would like to point out a good stereo in the game. I have just noticed that, in co-op mode, fire/use sounds produced by the "left" and the "right" players are played in respective speakers. I think it might be the only 32X game to ever use the dual PWM channels for true stereo mixing. 0 Quote Share this post Link to post
Vic Posted May 23, 2022 22 hours ago, lazygecko said: I think it might be the only 32X game to ever use the dual PWM channels for true stereo mixing. Wolf32X is probably on the same list of games as well 0 Quote Share this post Link to post
Dimon12321 Posted May 23, 2022 1 hour ago, Vic said: Wolf32X is probably on the same list of games as well Oh! It's disappointing this is a mediocre port. I found just a few demo videos on YT of it. What's odd, Wolf3D for Genesis doesn't refer to it by any means, even as to a "similar homebrew port you may find interesting to try". 0 Quote Share this post Link to post
ChillyWilly Posted May 24, 2022 Mediocre? It's a full port of the DOS version of Wolf3D/Spear of Destiny. Uses full resolution graphics. Stereo sound effects. Multiple save states at any point. Cheats. Mouse support. CDDA music, or FM music. Has an automap, from my automap code in the PSP port, the first automap for Wolf3D. I don't claim it's perfect, but I'd hate to see what someone would have to do to get a better rating from you. :D Wolf3D for the MD was written from the ground up in pure assembly language. I like the color dithering he did to simulate the 256 color graphics. The palette used in Wolf3D fits that pretty well. 3 Quote Share this post Link to post
Dimon12321 Posted May 25, 2022 (edited) 7 hours ago, ChillyWilly said: Mediocre? It's a full port of the DOS version of Wolf3D/Spear of Destiny. Uses full resolution graphics. Stereo sound effects. Multiple save states at any point. Cheats. Mouse support. CDDA music, or FM music. Has an automap, from my automap code in the PSP port, the first automap for Wolf3D. I don't claim it's perfect, but I'd hate to see what someone would have to do to get a better rating from you. :D Oh, boy. I screwed up. Pardon my bad English =( I should have said "unpopular". Edited May 25, 2022 by Dimon12321 0 Quote Share this post Link to post
ChillyWilly Posted May 29, 2022 On 5/25/2022 at 3:05 AM, Dimon12321 said: Oh, boy. I screwed up. Pardon my bad English =( I should have said "unpopular". That's okay. It does need to be updated... some issues resolved. And not everyone cared for Wolf3D in the first place. I know I kinda shrugged when Wolf3D came out, but was all in on Doom. I think Rise of the Triad did a better job with the raycast generation of games. Hmm - now there's a thought: RotT 32X. In case you were wondering, I worked on the PSP port of RotT, too. :D 3 Quote Share this post Link to post
Marsguy Posted May 30, 2022 In Nightmare mode, if you collect more than 983 - 999 ammo with the rifle, the game will freeze. 0 Quote Share this post Link to post
Vic Posted May 30, 2022 1 hour ago, Marsguy said: In Nightmare mode, if you collect more than 983 - 999 ammo with the rifle, the game will freeze. How is that even possible? The ammo count is always clamped, even in nightmare mode. 0 Quote Share this post Link to post
Marsguy Posted May 30, 2022 (edited) The bug is likely to appear when someone uses the weapon and ammo cheat and you instantly get the 500 ammo. Additional ammo will still be added as the game progresses, even beyond 500, until the screen freezes. Edited May 30, 2022 by Marsguy 0 Quote Share this post Link to post
Vic Posted May 31, 2022 (edited) 10 hours ago, Marsguy said: In Nightmare mode, if you collect more than 983 - 999 ammo with the rifle, the game will freeze. This is now fixed, thanks. Edited May 31, 2022 by Vic 1 Quote Share this post Link to post
JCORR76 Posted June 3, 2022 On 5/31/2022 at 8:21 AM, Vic said: This is now fixed, thanks. Hello, I use your fabulous mod on a RG351M console (over ArkOS) using Picodrive and the "W_GetLumpData: 26735 >= numlumps" error still appears on level 1. The fix you posted in page 10 solved the problem, but now with the latest patch that, as you say, fixes the ammo issue, appears again. Is there any solution? Thanks in advance! 0 Quote Share this post Link to post
Vic Posted June 3, 2022 26 minutes ago, JCORR76 said: Hello, I use your fabulous mod on a RG351M console (over ArkOS) using Picodrive and the "W_GetLumpData: 26735 >= numlumps" error still appears on level 1. The fix you posted in page 10 solved the problem, but now with the latest patch that, as you say, fixes the ammo issue, appears again. Is there any solution? Thanks in advance! I haven't posted any official patches for the ammo problem. The fix is only available on github in the form of source code commit. 0 Quote Share this post Link to post
JCORR76 Posted June 4, 2022 Woops sorry then, I thought you had uploaded an updated patch, my bad! 0 Quote Share this post Link to post
axdoomer Posted June 13, 2022 (edited) I noticed in videos that something's wrong with the texture offset on the first door in E1M1. Looks like the ceiling texture being drawn. Edited June 13, 2022 by axdoomer 0 Quote Share this post Link to post
ChillyWilly Posted June 13, 2022 I don't see anything wrong there. Can you be more specific about what you think the problem is? 0 Quote Share this post Link to post
Vic Posted June 13, 2022 v2.1 is out, here's the changelog: - Fixed regressions: -- SegaCD audio support didn't work -- Random 'R_FlatNumForName: not found' error in 320px mode -- Glowing lights were broken -- Gradient lighting on floors and ceilings was broken -- Sprites would sometimes partially or completely disappear in 320px mode - Fixed an old Jaguar Doom bug related to item collection, where if the player was touching multiple items simultaneously, neither item would be picked up if at least one of them was maxed out in inventory - Fixed bug where sprites would sometimes become visible through walls depending on the sector's relative floor height - Fixed bug where the game would freeze if player's ammo count was greater than 999 - Fixed the attack speed of shotgun guys not being consistently doubled in nightmare mode - PWM frequency increased from 30Hz to 70Hz, reducing the maximum latency for in-game sounds from 33ms to 14ms - Some of the game's assets received color restoration treatment - Improved rendering performance in high resolution modes - The 320px mode screen size reduced from 184 to 180 pixels - Optimized maps loading time - Added support for custom finale text and background to the DMAPINFO lump 6 Quote Share this post Link to post
JCORR76 Posted June 14, 2022 (edited) On 6/13/2022 at 5:57 PM, Vic said: v2.1 is out, here's the changelog: - Fixed regressions: -- SegaCD audio support didn't work -- Random 'R_FlatNumForName: not found' error in 320px mode -- Glowing lights were broken -- Gradient lighting on floors and ceilings was broken -- Sprites would sometimes partially or completely disappear in 320px mode - Fixed an old Jaguar Doom bug related to item collection, where if the player was touching multiple items simultaneously, neither item would be picked up if at least one of them was maxed out in inventory - Fixed bug where sprites would sometimes become visible through walls depending on the sector's relative floor height - Fixed bug where the game would freeze if player's ammo count was greater than 999 - Fixed the attack speed of shotgun guys not being consistently doubled in nightmare mode - PWM frequency increased from 30Hz to 70Hz, reducing the maximum latency for in-game sounds from 33ms to 14ms - Some of the game's assets received color restoration treatment - Improved rendering performance in high resolution modes - The 320px mode screen size reduced from 184 to 180 pixels - Optimized maps loading time - Added support for custom finale text and background to the DMAPINFO lump Excellent, thanks for the update! 🤘 Edited June 14, 2022 by JCORR76 0 Quote Share this post Link to post
Marsguy Posted June 14, 2022 (edited) This only happens in co-op Edited June 15, 2022 by Marsguy 2 Quote Share this post Link to post
Vic Posted June 16, 2022 On 6/15/2022 at 2:33 AM, Marsguy said: This only happens in co-op Fixed in git now, thanks. 1 Quote Share this post Link to post
Vic Posted June 16, 2022 (edited) D32XR briefly mentioned in Linus Tech Tips YT video dedicated to the ROM scene: Edited June 16, 2022 by Vic 3 Quote Share this post Link to post
Dimon12321 Posted June 17, 2022 The project truly deserves its popularity. But one thing that can be improved is the opening. Reviewers usually begin it with E1M1 footage which doesn't feature some noticeable changes. They should begin it with E1M7 on Ultra-Violence and high settings. Here they are: a dark area, a spectre in front of you, action's right away. And people are like "Wow! Holy sh*t!" 0 Quote Share this post Link to post
Marsguy Posted June 26, 2022 With the resolution 224x128 I noticed that the sprite of all weapons is cut off, I have no idea if this is intentional? 0 Quote Share this post Link to post
Vic Posted June 27, 2022 12 hours ago, Marsguy said: I have no idea if this is intentional? Assuming it is intentional, what the potential reasons for that may be? 0 Quote Share this post Link to post
Marsguy Posted June 27, 2022 2 hours ago, Vic said: Assuming it is intentional, what the potential reasons for that may be? What do I know, better visibility of the map with a smaller image section, improved performance? 0 Quote Share this post Link to post
Vic Posted June 27, 2022 1 hour ago, Marsguy said: What do I know, better visibility of the map with a smaller image section, improved performance? Ditto! Weapon sprites would be taking too much of the estate at this viewport size. 0 Quote Share this post Link to post
Marsguy Posted June 29, 2022 (edited) Sorry the next one … If you don't have a key at an entrance that requires a skull key, the key will incorrectly appear as a key card in the status bar. Edited June 29, 2022 by Marsguy 0 Quote Share this post Link to post
Vic Posted June 30, 2022 14 hours ago, Marsguy said: Sorry the next one … If you don't have a key at an entrance that requires a skull key, the key will incorrectly appear as a key card in the status bar. The game doesn't distinguish between skull keys and keycards, you can use either to open door of the matching color 0 Quote Share this post Link to post
Marsguy Posted June 30, 2022 Understood, then this is probably okay like that? 0 Quote Share this post Link to post
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