Individualised Posted March 27 (edited) On Doomwiki's "Thing" page, it has documentation for the format of THINGS lumps for various id Tech 1 engine games, including Doom 64. I noticed that it lists Doom 64 as having multiplayer-related flags for actors (bit 4, 10, and 11). Obviously vanilla Doom 64 doesn't have multiplayer, so I'm wondering if this section is mislabelled and corresponds to a source port, or if these flags are actually present in vanilla Doom 64? I can understand the "not in singleplayer" flag being present as that originates from PC Doom but the others are new, and don't particularly make sense to be there unless they're development leftovers. I don't have any vanilla Doom 64 editing utilities on hand, so I can't test if these have any effect there. Doom64EX-Plus's actor flags enum in doomdefs.h does reference these, perhaps they originate from there? They're also in GEC DOOM64-RE, but that section of doomdefs.h seems to be directly copied from EX (same comments and even has the nightmare flag), and that decompilation is far from vanilla so I don't think I can trust it. Edited March 28 by Individualised 0 Quote Share this post Link to post
Kaiser Posted March 28 That's definitely incorrect. The flags you see were flags that I added for Doom 64 EX and not part of the original game. 2 Quote Share this post Link to post
Individualised Posted March 29 (edited) 10 minutes ago, Kaiser said: That's definitely incorrect. The flags you see were flags that I added for Doom 64 EX and not part of the original game. For the purposes of correcting this page, is this documentation otherwise accurate apart from flags 10-12? Is flag 4 present in the vanilla game? Edited March 29 by Individualised 0 Quote Share this post Link to post
Kaiser Posted March 29 (edited) 10, 11, and 12 are not in the vanilla game. Oddly enough, flag 0x10 IS recognized but never used (also present in the original source code but never utilized. Likely as a result of copy-pasting from past ports (PSX, Jaguar, etc) of the game). Edited March 29 by Kaiser 1 Quote Share this post Link to post
Individualised Posted March 29 (edited) 43 minutes ago, Kaiser said: 10, 11, and 12 are not in the vanilla game. Oddly enough, flag 0x10 IS recognized but never used (also present in the original source code but never utilized. Likely as a result of copy-pasting from past ports (PSX, Jaguar, etc) of the game). Thanks! I've edited the page with my understanding of this information. Would this be correct? Edited March 29 by Individualised 0 Quote Share this post Link to post
SiFi270 Posted March 29 EX had the nightmare flag too. I remember seeing it in recreations of some Absolution levels. 1 Quote Share this post Link to post
Individualised Posted March 29 (edited) 8 minutes ago, SiFi270 said: EX had the nightmare flag too. I remember seeing it in recreations of some Absolution levels. EX-Plus has it now, but my understanding is that it originates from the remaster (which is based on EX). Edited March 29 by Individualised 0 Quote Share this post Link to post
SiFi270 Posted March 29 I do mean just vanilla EX. I was playing the levels I mentioned before there seemed to be any hope of an official re-release. 2 Quote Share this post Link to post
Immorpher Posted March 29 Interesting! I see these flags made it into the reverse engineered code too: https://github.com/Erick194/DOOM64-RE/blob/main/doom64/doomdata.h Likely because it used some of EX as a base, as I see it has the nightmare flag which I am pretty sure never existed in the original. 1 Quote Share this post Link to post
Individualised Posted March 30 (edited) 7 hours ago, Immorpher said: Interesting! I see these flags made it into the reverse engineered code too: https://github.com/Erick194/DOOM64-RE/blob/main/doom64/doomdata.h Likely because it used some of EX as a base, as I see it has the nightmare flag which I am pretty sure never existed in the original. DOOM64-RE is far from vanilla - it has additional features and changes, so it wouldn't surprise me if these are actually implemented there. I'm not sure why this was done like this, new features are a better fit for a source port or mod (like Merciless Edition which is based on it). There is a lot of value in having a clean reconstruction of the original Doom 64 code that I feel is being overlooked. At the same time this type of reverse engineering can be very difficult and time consuming so I don't ask for or expect anything at all. Edited March 30 by Individualised 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.