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The Console Doom hacking project / Console specs


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Out of curiosity, could PSX Doom run a "limit removing" wad? It seems to me, since it's polygons, it wouldn't be subjected to visiplane limits. Probably just send the framerate to hell.

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ShaneAmp said:

Yeah i did that with the last tool you released, extracted the first few maps and textures and put them in the wad. The lighting was all wrong, so i just set every sector to the same light level. But what i meant was running a PC map on the PSX, if a map is replaced with an ISO editor. Im guessing it would be the same situation, you would have to rename the textures to the PSX names first, and fix the lighting.


Yeah you can do it. Though the sectors structure is different, so a direct port of the map and renaming the textures won't work.

The psxmake tool however has a feature where that setting linedef specials 999 though 1003 in sectors would append the tags as the values for the extended sector values. So if you wanted to give a color index of 5 to a sector, then simply that sector would need to have a linedef (facing the sector) with a special of 999 and a tag of 5.

And also, there's no ISO tool that I am aware of that would allow you to add/remove files to an ISO without changing the LBA, which is crucial as all the files on the psxdoom CD MUST be in a certain order.

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Nuxius said:

Out of curiosity, could PSX Doom run a "limit removing" wad? It seems to me, since it's polygons, it wouldn't be subjected to visiplane limits. Probably just send the framerate to hell.


Its possible.. but since the engine is very 'fragile', it may just crashout if it gets hit with seg overflows. (Not visplanes)

I am assuming that the seg array is set at a fixed size just like the PC vanilla Doom. So any of the extra segs that overflows the seg array size would simply not get drawn.

But with enough patience, you can hack that in the psxdoom.exe file.

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  • 2 weeks later...

Well, i dont think i'll figure that out, or have the time to do so right now, but sounds like it's getting close to being possible, i hope it does!

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Yeah, unfortuently, I have lesser time to work on it. Though I may be able to work on it again when I get CIF3 off my back.

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  • 3 months later...
Guest DILDOMASTER666

All textures that appear in the Jaguar Doom iWAD.

// TEXTURES USED IN JAGUAR DOOM IWAD
// These names are the CONVERTED names
// of all textures and flats used in
// Jaguar DOOM's iWAD. This information
// is 100% accurate and guaranteed to
// appear in their appropriate markers.
// ---Fisk
//============FLATS========================
FLAT14
FLAT23
FLAT5_2
FLAT5_4
NUKAGE1
NUKAGE2
NUKAGE3
FLOOR0_1
FLOOR0_3
FLOOR0_6
FLOOR3_3
FLOOR4_6
FLOOR4_8
FLOOR5_4
STEP1
STEP2
FLOOR6_1
FLOOR6_2
TLITE6_4
TLITE6_6
FLOOR7_1
FLOOR7_2
MFLR8_1
MFLR8_4
CEIL3_2
CEIL3_4
CEIL5_1
CRATOP1
CRATOP2
FLAT4
FLAT8
GATE3
GATE4
FWATER1
FWATER2
FWATER3
FWATER4
LAVA1
LAVA2
LAVA3
LAVA4
GRASS
ROCKS

//================TEXTURES==============
// Note these textures differ from those
// present in the two PC iWADs. This is
// because, according to Kaiser of
// Doomworld, Jaguar DOOM loads these
// textures as ACTUAL TEXTURES, NOT as
// PATCHES like in the PC counterpart.
// A texture WAD will be released with
// appropriate textures in place at some
// point in time. ---Fisk

BIGDOOR2
BIGDOOR6
BRNPOIS
BROWNGRN
BROWN1
COMPSPAN
COMPTALL
CRATE1
CRATELIT
CRATINY
DOOR1
DOOR3
DOORBLU
DOORRED
DOORSTOP
DOORTRAK
DOORYEL
EXITDOOR
EXITSIGN
GRAY5
GSTSATYR
LITE5
MARBFAC3
METAL
METAL1
NUKE24
PIPE2
PLAT1
SHAWN2
SKINEDGE
SKY1
SKY2
SKY3
SLADWALL
SP_DUDE4
SP_HOT1
STEP6
SUPPORT2
SUPPORT3
SW1BRN1
SW1GARG
SW1GSTON
SW1HOT
SW1WOOD
SW2BRN1
SW2GARG
SW2GSTON
SW2HOT
SW2WOOD
BRICK01
BRICK02
BRICK03
GFACE01
MARBLE01
MARBLE02
MARBLE03
MARBLE04
WOOD01
ASH01
CEMENT01
FBLUE01
TECH01
TECH02
TECH03
TECH04
SKIN01
SKIN02
SKIN03
SKULLS01
STWAR01
STWAR02
F0MTAL02
SW1STAR
SW2STAR

// TOTAL FLATS    : 43
// TOTAL TEXTURES : 74
End of Jaguar iWAD (hex) : 0x35DF63*

Also, Kaiser, I'm having a little trouble converting maps to Jaguar DOOM. I'm kind of getting kicking again on mapping, and as my first actual ambitious project, I'd like to make one complete map for a console version of the game, starting with easiest to hack (presumably Jaguar). Do you know of any rendering limits if they're somehow different from the PC DOOM2.exe ones? Also, I'm unsure of the EXACT format for the header of an IWAD. I'm positive that it's IWAD/PWAD in a 4-byte string, number of lumps (or some such), and size of WAD, but I'm not sure in what order and what the sizes of each of these are.

* : This is an assumption, because all the bytes after and including this address are just a repetitive mass of "00 00 00 40 02" 's.

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Jaguardoom maps are compressed like psxdoom. Everything else (linedef, sectors etc) however, is based straight off the PC wad format.

Also, the psxdoom version has different named textures, so both the Jaguar and Psx versions both has their own naming convention.

Jaguardoom has a slightly more stricter limit than that of the PC version. Basically just look at a PC doom level that was heavily edited for the Jaguar version and use that as an assumption of what you can and cannot do in Jaguardoom.

I haven't done much to Jaguar editing. The only 'actual' custom map that I imported, was kaiser_2.wad, and that wad was imported to the GBA version of Doom, but that wad had to be heavily modified in order to run correctly at right speeds.

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Guest DILDOMASTER666

Okay, one more issue.

I'm absolutely positive that I did everything properly here. I built enough into the map to be built by a standard DOOM2.exe-compatible nodebuilder (BSP-W32) - everything but the REJECT lump (which was only 2 bytes, which were 20 and 20, and made LMPZSS crash) had been compressed - I stuck all the data into the Jaguar iWAD just before the lump directory start. I also made sure I changed the iWAD header to point to the exactly correct offset (relative to the beginning of the iWAD data) of the directory, and I swapped around all the appropriate directory entries for MAP01 to point to the new data. It was a very tedious process and I made absolutely sure to calculate all the offsets and sizes properly - but yet, when I start the game up, all I get is yellow text saying "W_GetNumForName : CRYPAL not found." I even tried changing the "directory offset" segment of the iWAD header to point directly to the CRYPAL entry, but to no avail.

Can someone tell me exactly what I'm doing wrong here?

EDIT: Also, this seems like a prime time to ask anyone out there to PM me with any info about where I can get GBADMAKE.zip. It doesn't appear to exist on Kaiser's site anymore.

EDIT AGAIN: Nevermind. It seems that somehow during importing my new data into the Jaguar ROM I managed to truncate 6 bytes out of my THINGS lump, so it fucked up everything. Fixed.

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  • 5 months later...

Hey, Kaiser, I need ur help... I dunno what 2 do with the "PSXMAKER" u posted, heres the problem I dled ur PSXMAKER, Then I extracted it. I looked inside and saw the files. I clicked on the exe that looks like a console program and it just shows up and then flashes all in like 1 second =| . Then I tried dragging the wad "C/C++ Header" & "C++ Source" 2 the icon it shows up (not flashes) and the "send error report"/"don' send" shows up. Help me plz!

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Quakesniper said:

Hey, Kaiser, I need ur help...

Couldn't you have PMed him instead of bumping a 6-month old thread?

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Guest DILDOMASTER666

Is SNES Doom even based on the original Doom engine at all?

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According to my research, no. It seems to be an original in-house engine written by one guy at Midway. He left an easter egg comment in the binary with greetings for his family.

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Quasar said:

According to my research, no. It seems to be an original in-house engine written by one guy at Midway. He left an easter egg comment in the binary with greetings for his family.


EDIT: cool

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EDIT: Also, this seems like a prime time to ask anyone out there to PM me with any info about where I can get GBADMAKE.zip. It doesn't appear to exist on Kaiser's site anymore.

I'm wondering the same thing! Could someone please send me GBADMAKE.zip?

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Its possible to do in Jaguar and GBA, but PSXDoom is a bit more complicated. The format appears to be similar to the Jaguar version, but I haven't looked really deep into this, so I can't say for sure.

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Kaiser said:

Its possible to do in Jaguar and GBA, but PSXDoom is a bit more complicated. The format appears to be similar to the Jaguar version, but I haven't looked really deep into this, so I can't say for sure.



Well be that i like Jaguar doom adding new weapons and Sprites will be something very awesome for people that have a Jaguar emulator as for the GBA Doom 1@2 port was some what good but not great it may be better if this hacking project go good and i think it will.

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Guest DILDOMASTER666
THAT DOOMGUY PSX said:

Well be that i like Jaguar doom adding new weapons and Sprites will be something very awesome for people that have a Jaguar emulator as for the GBA Doom 1@2 port was some what good but not great it may be better if this hacking project go good and i think it will.


What

Seriously, I can't even process a coherent sentence out of that.

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  • 4 weeks later...

Hello, I planned to do some color remap of psxdoom ripped map
for zdoom based ports I know about the color chart but @ kaiser
can you modifie your tool in order to automatically generate map with
ACS script SECTOR_SETCOLOR with correctly tagged sector for each different rvb value. Or at least a txt file writen like that:

sector1:light(r,v,b)
sector2:light(r,v,b)
sector3: etc.

or something like that for all the psx map, that make it easier.

And,How do I rip gfx from the psxdoom IWAD in bin I cant figure this.

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DoomKn1ght said:

Hello, I planned to do some color remap of psxdoom ripped map
for zdoom based ports I know about the color chart but @ kaiser
can you modifie your tool in order to automatically generate map with
ACS script SECTOR_SETCOLOR with correctly tagged sector for each different rvb value. Or at least a txt file writen like that:

sector1:light(r,v,b)
sector2:light(r,v,b)
sector3: etc.


I guess I can do that later tonight or tomorrow.

DoomKn1ght said:

And,How do I rip gfx from the psxdoom IWAD in bin I cant figure this.


My JagEdit tool can convert SOME graphics to binary format but its very unusable and confusing. I may add a conversion feature on PSXMAKE.

However, once you extract the lumps from the iwad, they are already in raw binary format. If you are familiar with binary and a hex editor, you can get the image yourself.

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Although I'll look into adding this feature, its on my 'low priority' list.

While waiting I suggest trying this:

download http://home.houston.rr.com/svkaiser/Doom/PSXDOOM_LIGHTS.htm and observe the light index. This pretty much contains all the light information found in the LIGHTS lump from Psxdoom.wad that is converted to your standard PC-32 bit format.

There is an option in PSXMAKE where you can convert the psxdoom format wads into PC formats and when its converted, it places linedef types and tags to tell you what color that sector uses.

For example, after decompressing MAP01.wad from Psxdoom, run the wad with the psxmake utility:

psxmake.exe map01.wad -pc map01PC.wad

After converting it, it will place linedefs 999 and 1002 in the level.

Linedef type 999 means that the sector IN FRONT of that line contains color index ## which the index ## is the tag on that linedef which can be referenced to the htm that has the light values.

For example, if you see a linedef type 999, if the tag is 4, then that means its pointing to the fourth RGB value in the htm page.



Linedef 1002 is the same thing except its pointing to the sector BEHIND the linedef.

Yeah I know there's a bit of stuff to do but its better than waiting on me to get this feature intergrated. At least you can know what RGB values and what sectors to place them in.


Btw, if you find other linedef types such as 1000, 1001, 1003 etc, they are referencing to other data types for that sector. You can just ignore them and just worry about linedef types 999 and 1002..



By the way, DoomKn1ght, I have a feeling that you'll be needing these as well:

http://home.houston.rr.com/svkaiser/Doom/STATUS.BMP
http://home.houston.rr.com/svkaiser/Doom/gbaLoad.bmp
http://home.houston.rr.com/svkaiser/Doom/psxLoad.bmp


These are various graphics that you may want to look at to save you some time from looking them up yourself.

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thanks for the gfx I don't know anything to hex editing and your link to jagedit are dead.[quote]For example, after decompressing MAP01.wad from Psxdoom, run the wad with the psxmake utility:

psxmake.exe map01.wad -pc map01PC.wad

After converting it, it will place linedefs 999 and 1002 in the level.
[quote/]
thank that will help me a lot to know this
PSXMAKE need to be compiled it seems.anyway thanks a lot

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@kaiser I have a few question do you know if psx doom has a different
fov? because maps look bigger in original psx
and does the title and credit gfx can be ripped? I already done by screenshot in epsxe though. I would be very grateful.

here is some demo map about recoloring map 01 and 24
[url]http://www.zshare.net/download/444880750a719d/[url/]

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I converted the title screen before, so I should be able to do that, and yes, the FOV is slightly higher in psxdoom, which explains why the levels appear 'large'.

Also, bear in mind that not all colors will look good because Doom/Zdoom/whatever still uses a 8-bit color palette while PSXDoom was full 3D and is 16-bit, not 8-bit, so it did a better job blending colors. But you can get away with using a GL-based source port.

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