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Doom 32X Resurrection


Vic

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15 hours ago, Greenknight9000 said:

Okay! I managed to decompile all 1782 files into the D32XR folder. I found the tools you listed, though I'm not sure how to use them - I'm basically just looking so I can swap Doomguy's head and weapons sprites with my own so I'm not sure where to look. Sorry if this is super obvious and I'm not thinking right - I'm still new to all this and if I'm not posting in the right forum, I just figure I'd give this a shot and have my own personalized D32XR to play 

Make sure the tools are globally available from the command line, meaning they are in PATH and copy&paste the commands as per above..

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  • 4 weeks later...

Perhaps just some suggestion for a future update, although not necessarily a priority, but could we have a D32XR-based patch tool that lets custom 32X maps (I'm talking about stuff along the line of 32X section from this thread) be easily patched into the D32XR romhack? Now I'm aware of the possibility to use the Atari Jaguar HUD and maps for this one, but I feel like it's rather complicated for the more casual users out there.

 

Of course, as I've said before, it's not necessarily a priority. After all, I'm more excited for a map with a cyberdemon and a spiderdemon on D32XR as of now!

Edited by taufan99
Slight typo on first word.

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  • 3 weeks later...

This may be odd request but would anybody happen to have the original 1.5 xdelta file still stored somewhere?

 

While there is nothing wrong with latest version, it just kinda feels bit too advanced for my taste and I prefer to have none of the link cable stuff being present as a reminder of something I will never going to use. I also feel that it would be a good idea there to be an archive of the older xdelta files.

 

I did manage to find one very sketchy source for 1.5 version but that was only a prepatched rom. Atleast I was able to extract xdelta from that but I would prefer to find the original xdelta file. Could somebody help me find the file I am looking for? It has been very disappointing to end up finding links only to the RHDN page that offers the xdelta just for latest version.

 

Ideally I would like to see this project have better archiving for both source code and the binaries (xdelta). One good example of better archiving practices is the Freedoom project.

Edited by banjiepixel

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39 minutes ago, ChillyWilly said:

All the source from start to finish is available on github. As to different versions of the xdelta files... we'll see. :)

 

 

I am aware about source code being available, i just currently don't have the hdd space for the compiling setup and I am also bit hesitant because it isn't very familiar territory in general for me. Also the github is missing tags for couple of releases, atleast for version 1.3 and technically for 2.2b (and the original 1.2 release). And in general I just don't like when Doom projects don't archive their stuff well for historical purposes. For example it can be total nightmare researching developmental timelines of the certain mods because many older versions simply have vanished from the internet. And it's generally just fun to try older versions and actually get to experience how things have changed and that is just much easier with patching compared to compiling every version you want to try. Things of course could be so much worse and current situation is definitely very decent for someone looking for a older version.

 

Even just a community member maintaining a zip file or a reliable upload service folder would be very nice extra for freaks like me that like to try old versions and often even prefer to even use them over the newer versions. I could really do that even myself atleast for the original RHDN uploaded xdelta files but it is bit hard to do without having access to them since latest 2.2b version was literally the first version I even got around downloading and trying. And I have to say that I regret it very much that I didn't do it sooner and not just because I could had stored the xdelta patches for many of the older releases for just in case anybody would want/need them.

 

1 hour ago, Mittens0407 said:

 

Thank you so much, seems to be the correct file. This patch has different checksum than xdelta than the one I extracted from prepatched rom but resulted in rom with a same checksum and I double checked by extracting xdelta from resulting rom which gave matching checksum with the previous extracted xdelta. This basically verifies it being the original 1.5 xdelta file so now I have it from much more reliable source. It does bother me bit that this one atleast seems to be a renamed and repacked version of the the original but atleast the xdelta file itself is exactly what I was looking for, very happy with this.

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I have the .xdelta files for at least some of the previous releases stored on my second PC, I'll try to upload them somewhere once I get my hands on it.

Edited by Vic

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11 hours ago, Vic said:

I have the .xdelta files for at least some of the previous releases stored on my second PC, I'll try to upload them somewhere once I get my hands on it.

Now, it's time to burn it to a CD-ROM drive and put it on a 3DO...

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34 minutes ago, taufan99 said:

Uh... this isn't OptiDoom.

WAIT- uh. I'm dumb. I forgot that this was the 32X version lol and thought it was for the 3DO for some reason. My bad

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1 minute ago, Chealien said:

WAIT- uh. I'm dumb. I forgot that this was the 32X version lol and thought it was for the 3DO for some reason. My bad

Ah, no problem. Happens to us at times.

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On 8/30/2022 at 11:34 PM, Vic said:

I've written a short paper on how Doom 32X Resurrection renderer works. Hopefully I'll be able to cover topics if time permits.

 

https://github.com/viciious/d32xr/wiki/Engine-optimizations,-part-1

I read it when you posted this and now I read it again, and I'd like to say one thing.
In my country, such an article would be a good base for a Bachelors degree diploma defence of some gamedev-related speciality.

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8 hours ago, Dimon12321 said:

In my country, such an article would be a good base for a Bachelors degree diploma defence of some gamedev-related speciality.

Ha-ha, thanks! I've already got one in CS though!

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  • 1 month later...

I know that this isn't meant to be a port of the PC version and that it's not using the PC maps, but since the PC bosses are planned to be added, will things like the Intermission maps (rather than the generic Doom 2-style background), story screens, picture screens, bunny ending etc be added? One of my main gripes with the Jaguar-based ports is that they don't keep the "flow" of the original which removes a huge part of the classic Doom atmosphere for me, and makes the game feel a bit soulless. It would be nice to see that stuff back here.

Edited by Individualised

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3 hours ago, Individualised said:

I know that this isn't meant to be a port of the PC version and that it's not using the PC maps, but since the PC bosses are planned to be added, will things like the Intermission maps (rather than the generic Doom 2-style background), story screens, picture screens, bunny ending etc be added? One of my main gripes with the Jaguar-based ports is that they don't keep the "flow" of the original which removes a huge part of the classic Doom atmosphere for me, and makes the game feel a bit soulless. It would be nice to see that stuff back here.

Well, we'll see how it goes.. But tbh, if I had to make the choice of what to do next between intermission screens and Doom 2, I'd rather go with the latter.

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If it were up to me, please don't add so many new things. It should be an extended or improved version of the Jaguar/32X version. Which has its own charm and justification. Doom II levels don't belong there.

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PSX had some levels removed and some levels slightly cut down, but nowhere near as much as jaguar. GBA Doom 2 had some extra walls etc to limit visibility to improve performance in some levels and also quite a bit of censoring (because you know.. Nintendo..), but levels are mostly intact.

Edited by Ganimoth

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Doom 2 (and maybe even Final Doom) would be cool to see on 32X but if Doom 2 levels are ported over it should be a separate ROM in my opinion, not as one big thing.

1 hour ago, Ganimoth said:

PSX had some levels removed and some levels slightly cut down, but nowhere near as much as jaguar. GBA Doom 2 had some extra walls etc to limit visibility to improve performance in some levels and also quite a bit of censoring (because you know.. Nintendo..), but levels are mostly intact.

I don't think Nintendo had anything to do with that, pretty sure it was Activision. Other FPS games on the system were uncensored. Two of the Doom 2 GBA levels are also split in half (giving that port 34 maps instead of 32), and PS1 Doom 2's maps are vertically challenged for some reason, making The Pit pretty hilarious.

Edited by Individualised

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I didn't say we'd be adding Doom2 levels to D32XR. What I said that instead of adding random missing stuff to Doom 1, I'd rather move on to Doom 2.

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7 hours ago, Marsguy said:

Ok, is it okay to ask which upcoming levels are planned, or is it a secret? 

 

But that's not clear enough, if we will have the whole Episode 4, or just E2M8 and E3M8, or both.

Edited by Dimon12321

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16 hours ago, Dimon12321 said:

 

But that's not clear enough, if we will have the whole Episode 4, or just E2M8 and E3M8, or both.

 

No plans for EP4 at the moment. I don't think that porting over the whole of what constitutes "The Final Doom" would be worth the effort. The way I see it, TFD was a quick cashgrab on id soft's part and most of the maps in EP4 were substandard.

 

I have something in the works that should make compiling custom map packs for D32XR considerably easier, so if anyone volunteers to port over EP4, he's going to have an easier time doing that.

Edited by Vic

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  • 2 weeks later...
7 hours ago, marwin91 said:

Hello, thank you for your beautiful hack. It is possible to play a CD32X version on emulation ?

Hi,

there's no such thing as a CD32X version of the "hack". The patch features support for redbook audio the SegaCD provides in the so-called "mode 1", and from what I know, the only emulator that features support for that mode is Kega Fusion. I haven't ever gotten it to work along with the 32X emulation though.

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Unfortunately does not work with Kega Fusion. Another question, what ROM size can a game under Kega Fusion have? Super Street Fighter II with 5 megabytes is supported, but Pier Solar and the Great Architects with 8 megabytes unfortunately no longer?

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