OpenRift Posted September 30, 2021 (edited) Given that currently the most vanilla-accurate port of Doom 64 as of writing is the 2020 Remaster from Nightdive, I thought I'd do what I can to make a few changes (to the best of my ability) to restore some of the original N64 graphics. This patch is compatible with the GOG, Steam, Game Pass and Epic Games Store distributions of the game. DOWNLOAD HERE Changes Replaced License/Seizure Warning screens with the original copyright/license screen found in the IWAD Replaced the High-res Doom 64 title graphic with the original low-res graphic also found in the IWAD Removed Bethesda logo spinner so it doesn't appear every damn time you quick save Removed Bethesda.net Menu text strings ("Bethesda.net and "News") from multiple localization files and account light indicator, so you can forget that Bethesda has anything to do with id Software Reverted "Picked up a medikit that you REALLY need!" to "Picked up a medikit.", a coding oversight that was present in the N64 version (done for all languages). Restores uncensored health items with red crosses Disables intro videos Restored Stereo Panning to the ambient soundtrack thanks to @Immorpher's Stereo Project (click the link to learn more) Update 5/20/23 Integrated @Immorpher's Stereo Project into the IWAD patch, restoring stereo panning to the game's soundtrack. Update 10/25/22 Reverted "Picked up a medikit that you REALLY need!" to "Picked up a medikit." (done for all languages) Re-centered the original copyright screen shown at the beginning (thanks @AmethystViper) Update 8/20/22 Updated the method in which the KPF files are patched, now more future proof against varying KPF sizes across different distributions and updates KPF patching now uses 7za method, WAD patching still uses bps patching since the IWAD size is never changed in updates KPF patches should now be cross-compatible with the GOG, Steam, Game Pass and Epic Games Store distributions of the game If you have an older version of the patch and are using the Steam, Game Pass or Epic Games store versions, just click INSTALL.BAT again so that your KPF files are patched! Update 6/23/22 Applied changes above to the new GOG version of the KPF files. File size was the same as before the update but just wanted to be sure. Now uses flips ROM patcher with .BAT files to more easily install and uninstall the patch. If you have an older version of the patch, I recommend verifying the files via Steam or GOG (idk about Game Pass) so you'll have the unmodified files before you patch Update 2/24/22 Removed Sui's Hack due to it not supporting the new version yet, this means that achievements are disabled when using the file parameter If you have an older version of the patch, be sure to delete the scripts folder and version.dll in your Doom 64 directory Baron of Hell's Melee Damage has been fixed, so Sui's Hack isn't needed for that purpose anymore Will add back Sui's Hack back to the patch once it gets updated for the new version Installation Put the folder labelled "patching" in your Doom 64 install Open the folder and run INSTALL.BAT Run the game and enjoy! Uninstallation In the patching folder, just run UNINSTALL.BAT and your original files should be restored! Alternatively, you can also verify your install from your launcher of choice. Edited May 21, 2023 by OpenRift 5/20/23 Update 20 Quote Share this post Link to post
omx32x Posted September 30, 2021 wait baron of hell melee damage is changed on the remastered version? damn that sucks 0 Quote Share this post Link to post
OpenRift Posted September 30, 2021 2 hours ago, omalefico32x said: wait baron of hell melee damage is changed on the remastered version? damn that sucks Not on purpose, this was a mistake made on Kaiser's part I believe. Thankfully this patch should provide the fix. 1 Quote Share this post Link to post
PsychEyeball Posted September 30, 2021 Out of curiosity, what was supposed to be the regular damage Barons do and what value did they have in the KEX version? Anyhow that's a nice fix, it's always nice to see interest toward Doom 64. 1 Quote Share this post Link to post
OpenRift Posted September 30, 2021 4 minutes ago, PsychEyeball said: Out of curiosity, what was supposed to be the regular damage Barons do and what value did they have in the KEX version? Anyhow that's a nice fix, it's always nice to see interest toward Doom 64. Kaiser explains it here. 1 Quote Share this post Link to post
Immorpher Posted October 1, 2021 I know the remaster has a chaingun offset where sometimes you can see an empty row of pixels. I dont know if that was in the original Doom 64 or not. But perhaps that can be a future fix. This steam guide talks about it a bit: https://steamcommunity.com/sharedfiles/filedetails/?id=2117925012 0 Quote Share this post Link to post
OpenRift Posted October 1, 2021 (edited) 3 hours ago, Immorpher said: I know the remaster has a chaingun offset where sometimes you can see an empty row of pixels. I dont know if that was in the original Doom 64 or not. But perhaps that can be a future fix. This steam guide talks about it a bit: https://steamcommunity.com/sharedfiles/filedetails/?id=2117925012 Fuck, you're right. I'll make a new version with fixed chaingun offsets. Hopefully I can just include the sprites with fixed offsets in the extra WAD. EDIT: Okay all fixed now! Edited October 1, 2021 by OpenRift 2 Quote Share this post Link to post
OpenRift Posted February 24, 2022 Bump, patch has been updated for the latest version. 0 Quote Share this post Link to post
AmethystViper Posted March 8, 2022 Another update came out today, though I'm not sure if it impacts this mod. • https://steamdb.info/patchnotes/8287891/ 1 Quote Share this post Link to post
Immorpher Posted March 9, 2022 4 hours ago, AmethystViper said: Another update came out today, though I'm not sure if it impacts this mod. • https://steamdb.info/patchnotes/8287891/ I heard it has been improving a lot of user's frame rates. Plasma rifle animation and some gun flashes still appear offset though. 2 Quote Share this post Link to post
OpenRift Posted March 9, 2022 1 hour ago, Immorpher said: Plasma rifle animation and some gun flashes still appear offset though. Yeah, sadly :( 1 Quote Share this post Link to post
AmethystViper Posted March 9, 2022 (edited) I hope they'll fix that, and apparently the some users are complaining that the framerate is not truely uncapped though I'll take a stable 60 FPS than a choppy 91 FPS mess from the previous patch. Update: @OpenRift I noticed your mod accidentally includes the borked DX11 shaders; I compared the mod's kpf files and the one from the latest clean version of Doom 64 and the former during the demo sequence. The mod applied on the March 2022 build of Doom 64: March 2022 build of Doom 64 without the mod: Edited March 11, 2022 by AmethystViper Informing an error in the mod without double-posting. 1 Quote Share this post Link to post
OpenRift Posted March 12, 2022 On 3/9/2022 at 1:45 AM, AmethystViper said: I hope they'll fix that, and apparently the some users are complaining that the framerate is not truely uncapped though I'll take a stable 60 FPS than a choppy 91 FPS mess from the previous patch. Update: @OpenRift I noticed your mod accidentally includes the borked DX11 shaders; I compared the mod's kpf files and the one from the latest clean version of Doom 64 and the former during the demo sequence. Reveal hidden contents The mod applied on the March 2022 build of Doom 64: March 2022 build of Doom 64 without the mod: Alright, updated it to the latest version. 2 Quote Share this post Link to post
OpenRift Posted June 23, 2022 Giving this a bump because of the GOG release that happened today. 5 Quote Share this post Link to post
SirYodaJedi Posted August 19, 2022 (edited) I tried this out on the EGS release (since that's free this week), and the WAD patch works great, but the KPF patches fail because they have a different checksum from the version the patches were created from. Perhaps a readme could state which images from the iWAD are used to replace which images from the KPFs, so that a user could manually edit the KPFs if necessary. Batch script log: Spoiler Edited August 19, 2022 by SirYodaJedi clarify what's spoilered 1 Quote Share this post Link to post
OpenRift Posted August 19, 2022 3 hours ago, SirYodaJedi said: I tried this out on the EGS release (since that's free this week), and the WAD patch works great, but the KPF patches fail because they have a different checksum from the version the patches were created from. Perhaps a readme could state which images from the iWAD are used to replace which images from the KPFs, so that a user could manually edit the KPFs if necessary. Batch script log: Hide contents Wait, they put the game on the Epic Games store??? I'll have to take a look at this at some point. I do wonder what they changed in that version of the KPFs... 0 Quote Share this post Link to post
irukanjji Posted August 20, 2022 1 hour ago, OpenRift said: Wait, they put the game on the Epic Games store??? I'll have to take a look at this at some point. I do wonder what they changed in that version of the KPFs... Hurry up, it experies at 25 August, the free offer 0 Quote Share this post Link to post
AmethystViper Posted August 20, 2022 (edited) Not a 100% thorough comparison but I compared the Steam version KPF files to the ones in the Epic version and it appears there are some differences with the localization and gfx files between both KPFs. Left: Steam version - Right: Epic Games Store version BNet.kpf Doom64.kpf Edited August 20, 2022 by AmethystViper 2 Quote Share this post Link to post
OpenRift Posted August 20, 2022 18 hours ago, irukanjji said: Hurry up, it experies at 25 August, the free offer Alright well the patch is updated now lol 1 Quote Share this post Link to post
AmethystViper Posted August 20, 2022 (edited) I tested it out across Steam, GOG, and Epic Games Store versions and it works like a charm. Thank you. I took a bit of liberty and editing the legals.png and PhotoSensitiveWarning.png files and tweaked the original copyrights text to make them aligned more towards the center of the screen and so far works with the edits I've made. If you want, I can send the modified text screens over. Screenshot of the readjusted copyrights text in windowed mode in 1440p: Edited August 20, 2022 by AmethystViper 2 Quote Share this post Link to post
OpenRift Posted August 21, 2022 34 minutes ago, AmethystViper said: I tested it out across Steam, GOG, and Epic Games Store versions and it works like a charm. Thank you. I took a bit of liberty and editing the legals.png and PhotoSensitiveWarning.png files and tweaked the original copyrights text to make them aligned more towards the center of the screen and so far works with the edits I've made. If you want, I can send the modified text screens over. Screenshot of the readjusted copyrights text in windowed mode in 1440p: Hide contents Sure, send it my way and I'll think about putting it in the next update, whenever that may be. 0 Quote Share this post Link to post
OpenRift Posted October 25, 2022 New update, giving this a bump. 2 Quote Share this post Link to post
AmethystViper Posted October 28, 2022 Thank you for including the re-centered copyrights screen I sent your way! Also if you're wondering about repairing patched versions of the game's files, while I don't have Doom 64 in my Xbox library, I do have some other games on the Xbox App and installed games have a Verify and Repair function by clicking the vertical dots button next to the desired game and selecting Manage → Files. 1 Quote Share this post Link to post
PKr Posted January 25, 2023 There was a BFG bug in the original game which also happens in the remastered version. Basically BFGGC0 is based on BFGGA0 sprite, but all firing frames render during BFGGB0 sprite being present on the screen. So BFGGC0 is both misplaced during the animation and doesn't match the weapon sprite. Here is a fixed version of the sprite: Correct offsets are -98 -116 2 Quote Share this post Link to post
OpenRift Posted January 25, 2023 23 minutes ago, PKr said: There was a BFG bug in the original game which also happens in the remastered version. Basically BFGGC0 is based on BFGGA0 sprite, but all firing frames render during BFGGB0 sprite being present on the screen. So BFGGC0 is both misplaced during the animation and doesn't match the weapon sprite. Here is a fixed version of the sprite: Correct offsets are -98 -116 If it was in the original N64 version, then I'm not really interested in putting it in my pack. Cool info though. 0 Quote Share this post Link to post
PKr Posted January 25, 2023 11 minutes ago, OpenRift said: If it was in the original N64 version, then I'm not really interested in putting it in my pack. Cool info though. I see. The chaingun was also misaligned in the N64 version. 0 Quote Share this post Link to post
OpenRift Posted January 25, 2023 34 minutes ago, PKr said: I see. The chaingun was also misaligned in the N64 version. How so? From my testing I don't see the difference between the N64 and Remaster's chaingun animation. 0 Quote Share this post Link to post
PKr Posted January 25, 2023 (edited) 30 minutes ago, OpenRift said: How so? From my testing I don't see the difference between the N64 and Remaster's chaingun animation. Maybe your tv hides bottom scanlines or something? It can be seen on a monitor though (~1:50): P.S. Just to be clear, did you mean that both versions do or don't have misaligned chaingun sprite? Edited January 25, 2023 by PKr 0 Quote Share this post Link to post
OpenRift Posted January 25, 2023 1 hour ago, PKr said: Maybe your tv hides bottom scanlines or something? It can be seen on a monitor though (~1:50): P.S. Just to be clear, did you mean that both versions do or don't have misaligned chaingun sprite? I just tested it in a graphically accurate N64 emulator (simple64) and it doesn't have a misaligned chaingun sprite. I've also checked several other gameplay videos on the N64 and it doesn't do that. I don't know why it does that in that video, but judging by the weird outline on the weapon sprites I think it might be that the "N64 footage" here was actually recorded in an emulator with a really inaccurate graphics plugin. 0 Quote Share this post Link to post
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