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Dissecting Sega Saturn Doom


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I do have two Saturn's, a link cable and a few copies of Doom (US and NZ). A potential problem is the Saturn's are from different regions, one from Japan and one from the US. The Japanese one is hard modded so will be fine with a copy. I will need to see if I still have my second action replay. If I get a chance this weekend I will give it a go

Edited by WadArchive
english

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Run into a couple of problems, turns out I have 4 saturns in various states. 1 US, 1 JP and 2 NZ (one has no psu). The US one might be faulty, it is one I repaired as it had a blown power supply (someone put 240v in it and bang) and it seems to freeze when a disc in it. However the working NZ console only boots the games sometimes and other times it freezes so it could be a crap disc. Will try burning a copy when I have time. Both the US and JP console will boot to the action replay but are you sure the codes are correct? It says they are invalid.

 

On 4/16/2020 at 4:02 AM, Mattfrie1 said:

 


1604A2B0 0001 
OR 
1604A2B0 0002

 

 

The other issue is one of my action replays is actually a 'Gamers Cart' (https://ppcenter.webou.net/satcart/#gamers) that is based off of Pseudo Saturn Kai and this doesn't allow custom action replay codes. sigh.

 

If I can get the code working I can at least try multiplayer against a PAL copy but it may not like that

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I was able to get the code to work however it doesn't connect. I was using a PAL and an JP console with the US and PAL copies of the game. I do think it was trying to do something as the PAL console would freeze when trying to start multiplayer. However I don't think mixing regions will help. I will need to get another console or try to fix my US console.

 

Also I think my drives are finally starting to die, it was getting more and more difficult to boot some of the discs :(

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Mixing regions definitely don't help. Some time ago I attempted linking up my original copies of the European version and the Japanese version, and the multiplayer game didn't even start. I had to make separate European/Japanese burned copies in order to have working multiplayer games with either version.

 

In this case I suppose it will be necessary to test the codes with two North American versions.

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  • 1 month later...

So I've been messing around with Saturn Doom lately via emulation and figured I'd put together a video of several interesting memory corruptions via editing hex values. Most interesting is that the player's sprites appear to still be loaded into memory at all times and the increase in the game's frame rate when not much of the level is rendered on screen.

 

 

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So theoretically, it is possible to overclock the port's FPS if we mess up with the memory's hex values cleverly (and tidily)?

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2 hours ago, InDOOMnesia said:

So theoretically, it is possible to overclock the port's FPS if we mess up with the memory's hex values cleverly (and tidily)?

No, because that's not how overclocking works. The only way adjusting the framecap would speed things up is if there was tons of extra horsepower to spare that wasn't being tapped, and considering how clunky the Saturn version is, that's most definitely not the case. Worse, a higher framecap may make for a more variable framerate - it's a lot better to have it, say, locked at 30 and have the worst areas dip into the teens than it would be to have the best areas go up to 60 and the worst are still in the teens.

 

To get extra performance you'd have to get the clockspeeds of the SH2 processor higher - i.e; overclock them. That's not something you can do in RAM or with a code change, that would be an actual hardware hack (or altering the emulated system's CPU clockspeeds) - what you're suggesting is basically like saying "Make the program tell my CPU to go faster." Doesn't work that way (at least, certainly didn't in the 90s). And that might cause some other bugs in the code to show up (like how in PSX Doom's case the gravity gets much stronger when the framerate is faster).

Edited by Dark Pulse

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Also the Saturn's architecture relies heavily on intercommunication between multiple such processors, so you'd not only have to OC or replace all of those, but make sure they sync up at appropriate times, or else end up in data races or worse.

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  • 1 month later...

I've just recently completed a dual playthrough of both Saturn Doom and PSX Doom, and kept a few notes about any anomalies, bugs, or other interesting facts that I encountered in Saturn Doom that haven't been well documented yet:

 

- There's a bug with the sound effects in-game that will rarely cause the wrong sound effect to play for an action. I've only encountered this twice in my playthrough and the bug only seems to trigger if either a weapon like the chainsaw was recently used or if a lot of sound effects are playing all at once. Sound effects in Saturn Doom are written consecutively to one of the sound channels and then left in that channel until it is overwritten when that channel comes back up in the rotation. I'm guessing that when a lot of sounds are being played at once the sound engine will "forget" to write the new sound effect to a channel and will mistakenly play whatever sound was there beforehand.

 

- As a side note, both Doom and Revolution X (The only other Saturn game programmed by Jim Bagley) share the same Sega sound driver as confirmed in a hex editor. Admittedly most Saturn games use Sega's sound driver, but comparing Doom's sound driver with Revolution X's was the only game I tested that had an exact match. I've also encountered the same sound effect bug in Revolution X, where it occurs much more frequently.

 

- This one has been hiding in plain sight for a while now. The alcoves in the yellow key room on MAP14 are textured incorrectly in the Saturn version, displaying two unrelated repeating textures with large black spaces in between them. See image below for a comparison of the two ports.

 

- The Saturn version has a tendency to clip sprites incorrectly near walls, with enemies appearing to be floating in front of walls. The picture of the imp below at Containment Area showcases a more extreme occurrence of this bug.

 

- Similar to the floor rendering error discussed in the PsyDoom thread, Saturn Doom will occasionally not draw flats correctly if far enough away from them. This leaves holes in the floor or ceiling where you can see the sky through them. The two examples in the pictures below show this occurring at both Twilight Descends and Perfect Hatred.

 

- In this interview Jim Bagley makes mention of how he used his own custom WAD tools when working on the port. While all the WADs from PSX Doom are the same, this could be an explanation for why JIMSDOOM.WAD is larger in size than PSXDOOM.WAD if different compression is being used.

doom map 14 compare.png

satdoom.2020-07-04 13.15.32.png

satdoom.2020-07-04 13.17.33.png

satdoom.2020-07-04 13.22.16.png

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The mistextured stuff is strange. Was it not properly replaced? It's clearly not an issue of "not in the Saturn WAD" since... well, it's right outside that little alcove.

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  • 2 months later...

With regards to the mysterious SKY20, SKY21, if one were to manipulate the files on the disk to show them in place of another asset, they would probably discover these are not quite sky textures. Also, the game seems to have an asset of a modernized version of ID logo (i.e. more modern than the one shown on game title screen), that I think it does not show to the player.

 

Spoiler

sky20.png.ad2376f72ae044d132cc986fff8134b0.png

sky21.png.bfabd2f15febb85ceb5fb54863828269.png

scr_idlogo.png.99cfaa532f58bedb7dd084722f2780ef.png

 

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I'm a bit rusty on Doom jargon, but if you mean the exploding head animation from when the player gets gibbed then no I've never seen it in Saturn Doom. It exists on the Saturn disc with the rest of the PSX Doom resources in JIMSDOOM.WAD, but of course those resources are ignored in-game.

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Thanks, @Mattfrie1, and pardon the "jargon", this was exactly my question.

 

I am sharing couple of scripts I've written for SCR and CHR file conversion in hopes that they will be useful.

These have been authored and tested with WinPython targeting python 3.8.2 and have PyPNG as prerequisite.

Some details for running them are in the below spoiler.

 

Spoiler

First ensure you have python. I'm not a python expert, so assuming that any recent Python 3 version will work. E.g. I have:


>python --version
Python 3.8.2

Then install PyPNG if you don't have it yet:


>pip install pypng

To convert to PNG use the following commands:


>python chrtools.py convert INPUT.CHR INPUT.MAP INPUT.PAL OUTPUT.PNG
>python scrtools.py convert INPUT.SCR INPUT.PAL OUTPUT.PNG

To convert PNG to game formats use the following commands:


>python chrtools.png restore INPUT.PNG OUTPUT.CHR OUTPUT.MAP OUTPUT.PAL
>python scrtools.png restore INPUT.PNG OUTPUT.SCR OUTPUT.PAL

 

 

The conversion runs both ways, so one can change the game files with it, below is a test I ran.

Be warned that conversion to SCR and CHR from PNG has not been thoroughly tested, but converting to PNG, editing with Paint dotNet and converting back seems to work.

 

saturn4.png.60f4a2d4b5483a98918c48c619626c61.png

 

EDIT:

Also did a dump of text strings from the executable - mostly for HUD messages, but it also seems to have list of textures/patches, so may be useful.

  

 

tools.zip

Edited by ludicrous_peridot
Updated zip with an additional tool

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Strings of Saturn below:

Spoiler

Strings
0SCRS\
SKYS\
MAPS7\
MAPS6\
MAPS5\
MAPS4\
MAPS3\
MAPS2\
MAPS1\
MAPS0\
LEGALS
RALOGO
GTLOGO
DEMO1.LMP
DEMO2.LMP
DEMO3.LMP
DEMO4.LMP
demo.lmp
BRS1
POB2
POB1
HDB6
HDB5
HDB4
HDB3
HDB2
HDB1
TRE2
POL6
POL3
GOR1
TRED
TGRN
TBLU
CEYE
COL5
TLP2
TLMP
DED6
DED5
DED4
DED3
DED2
DED1
HANL
BLCH
HANC
SMRT
SMGT
SMBT
FSKU
ELEC
TRE1
CBRA
CAND
COL6
COL4
COL3
COL2
COL1
SMIT
GOR5
GOR4
GOR3
GOR2
POL1
POL4
POL5
POL2
SMT2
COLU
SGN2
SHOT
PLAS
LAUN
CSAW
MGUN
BFUG
BPAK
SBOX
SHEL
CELP
CELL
BROK
ROCK
AMMO
CLIP
PVIS
PMAP
SUIT
MEGA
PINS
PSTR
PINV
SOUL
MEDI
STIM
YSKU
RSKU
BSKU
YKEY
RKEY
BKEY
BON2
BON1
FCAN
BEXP
BAR1
ARM2
ARM1
PAIN
CYBR
APBX
APLS
BSPI
SPID
SKUL
BOS2
BOSS
HEAD
SARG
CPOS
FATT
MANF
SKEL
FBXP
FATB
SPOS
POSS
PLAY
IFOG
TFOG
BFE2
BFE1
BFS1
MISL
PLSE
PLSS
BAL7
BAL2
BAL1
PUFF
BLUD
BFGF
BFGG
PLSF
PLSG
SAWG
MISF
MISG
CHGF
CHGG
SHT2
SHTF
PISF
PISG
PUNG
SHTG
TROO
vO&
vO&
a#A
b3O&
a#A
XYou need a blue key.
You need a yellow key.
You need a red key.
vO&
P_NewChaseDir: called with no target
a#A
LO&
P_GiveAmmo: bad type %i
aBqhTI!B
aSA
T@p
You pick up a health bonus.
You pick up an armor bonus.
Supercharge!
Mega Sphere!
Picked up a clip.
Picked up a box of bullets.
Picked up a rocket.
Picked up a box of rockets.
Picked up an energy cell.
Picked up an energy cell pack.
Picked up 4 shotgun shells.
Picked up a box of shells.
You got the backpack!
You got the BFG9000!  Oh, yes.
You got the chaingun!
A chainsaw!  Find some meat!
You got the rocket launcher!
You got the plasma gun!
You got the shotgun!
You got the super shotgun!
You pick up the armor.
You got the MegaArmor!
You pick up a blue keycard.
You pick up a yellow keycard.
You pick up a red keycard.
You pick up a blue skull key.
You pick up a yellow skull key.
You pick up a red skull key.
You pick up a stimpack.
You pick up a medikit that you REALLY need!
You pick up a medikit.
Invulnerability!
Berserk!
Partial Invisibility!
Radiation Shielding Suit
Computer Area Map
Light Amplification Goggles
tO&
A!`C0\
C0\aCA!
b"1(
vO&
lO&
P_SpawnMapThing: Unknown doomednum %d at (%d, %d)
Rg
vO&
7!B
P_AddActivePlat: no more plats!
P_RemoveActivePlat: can't find plat!
d3O&
o$
d3O&
P_LoadVertexes: lump > 64K
P_LoadSegs: lump > 64K
P_LoadSubsectors: lump > 64K
P_LoadSectors: lump > 64K
F_SKY
s.CHR
s.MAP
P_LoadNodes: lump > 64K
P_LoadThings: lump > 64K
P_LoadThings: doomednum:%d >= 4096
P_LoadLineDefs: lump > 64K
P_LoadSideDefs: lump > 64K
P_LoadLeafs: lump > 64K
P_LoadLeafs: leaf/subsector inconsistancy

P_LoadLeafs: vertex out of range

P_LoadLeafs: seg out of range

P_GroupLines: miscounted
0@P_CacheSprites: Unknown doomednum %d
P_CacheSprites: invalid sprite number %i
MAP%d.WAD
P_SetupLevel: %s not found
MAPTEX%d.IMG
MAPSPR%d.IMG
P_SetupLevel: not enough free memory %d
P_SaveBlock: Unknown user
P_LoadBlocks: Data Failure
CacheSprite: invalid sprite lump %d
PA_CrossSubsector: ss %i with numss = %i
PS_CrossSubsector: ss %i with numss = %i
TP_PlayerInSpecialSector: unknown special %i
Map All Lines ON.
Map All Lines OFF.
Map All Things ON.
Map All Things OFF.
All Powerful Mode ON.
All Powerful Mode OFF.
Lots Of Goodies!
RECONNECT PAD
      
DEMO
RO&
5O&
4 Na#A
LR_Subsector: ss %i with numss = %i
lT_START
T_END
TEXTURE1
F_START
F_END
2 S_START
S_END
SPRITE1
LIGHTS
PLAYPAL.PAL
PFrontZClip: Point Overflow
FrontZClip: exceeded max new vertexes

LeftEdgeClip: exceeded max new vertexes

LeftEdgeClip: Point Overflow
RightEdgeClip: exceeded max new vertexes

RightEdgeClip: Point Overflow
JIMSDOOM.WAD
IWAD
W_Init: invalid main IWAD id
W_GetNumForName: %s not found!
W_LumpLength: %i >= numlumps
W_ReadLump: %i >= numlumps
F0W_CacheLumpNum: %i >= numlumps
cache miss on lump %i
W_OpenMapWad: invalid map IWAD id
xW_MapLumpLength: %i out of range
W_ReadMapLump: lump %d out of range
OpenFile: Too many open files!
Cannot open %s
BO&
f#O&
0WriteFile: error writing %d of %d bytes

JZ_Malloc: failed allocation on %i
Z_Malloc: an owner is required for purgable blocks
Z_Free: freed a pointer without ZONEID
q
!1O&
F0Z_CheckHeap: zone size changed

Z_CheckHeap: block size does not touch the next block

Z_CheckHeap: next block doesn't have proper back link

G\Z_ChangeTag: freed a pointer without ZONEID
Z_ChangeTag: an owner is required for purgable blocks
W Texture Cache Overflow

RECONNECT PAD
      
DEMO
NET ERROR
p"r
UlTITLE
FIRE.PAL
PLAYPAL.PAL
9!
xPress Start
ATTEMPTING
CONNECT
PRESS START
ABORT
Game Mode
Ultimate Doom
Doom II
Level %d
Difficulty
Options
ID Software
Programming :
John Carmack
John Romero
David Taylor
Micheal Arrash
John Cash
Original music & sfx :
Aubrey Hodges
Art :
Adrian Carmack
Kevin Cloud
Design :
Sandy Petersen
American Mcgee
Shawn Green
Support :
Biz :
Jay Wilbur
Mike Wilson
Biz Assistant :
Donna Jackson
Special Thanks :
Aaron Seeler
btRage Software
Jimmy Bagley
Alan Webb
Ian Rickard
Music & Sfx :
Kev Bruce
Steve Lord
Production :
John Heap
Director :
Paul Finnegan
Thanks to :
Scott Johnson
Simon Street
Also Thanks to all staff
at Sega Europe for help and
support during production.
2O&
d%s.PAL
s.CHR
s.MAP
Rage Special Credits
Thanks to :-
Jacqui Henderson
for support.
for co-programming.
for producing.
Sega Special Credits
Ed Hollingshead
for tech. support.
John NG
for 3rd party help.
Tamar Tahsin
for the hardware.
hINTERPIC.CHR
INTERPIC.MAP
jb4jh
SKY20
lyjvm
SKY21
Password
B C D F G H J K
L M N P Q R S T
V W X Y Z 0 1 2
3 4 5 6 7 8 9 !
Invalid Password
dConfiguration
 Default
s2.SCR
2ST_Init: initial texture cache foulup

ST_Init: final texture cache foulup

 O&
Press Fire
          
LEVEL %d:%s
D!O&
PAUSED
warp to level %d
Finished
Kills
Items
Secrets
Entering
Password
you
him
Frags
 Our Hero
The Cyberdemon
The Spider Mastermind
Mancubus
Revenant
Pain Elemental
Arachnotron
Baron Of Hell
Hell Knight
Cacodemon
Lost Soul
Demon
Imp
Heavy Weapon Dude
Shotgun Guy
Zombieman
MAPSPR60.IMG
BOSSBACK
lINTERPIC.CHR
INTERPIC.MAP
 Cast Of Characters
Options
eCO&
SDDRVT.TSK
DOOMMAP.BIN
DOOMTONE.BIN
2O&
eT%X %X %X
d.%03d 
d.%03d 
d.%03d
d.%03d
MAPS0
MAPS1
MAPS2
MAPS3
MAPS4
MAPS5
MAPS6
MAPS7
SKYS
SCRS
INTERPIC.CHR
INTERPIC.MAP
STATS.CHR
STATS.MAP
D$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$
dND    D    D    
dND    D    
dND!
dOD)dOD    D    D    
dOD)dOD    D    
dOD)dOD!
D!D)dO
D!D)
dOD!D!D!D!D!D!D!D!D!D!D!D!D!D!
CC
m1,
2O&
0O&
fCO&
fSO&
eCO&
0O&
e#O&
RJ!"TK
m1,
d3O&
tT$r
Heap and stack collision

Memory allocation statistics %s
free:    
 %d
used:    
Total in use: %d, total free: %d

null}
a#A
a#A
0123456789abcdef
0123456789ABCDEF
a#A
0,a
a#A
a#A
Infinity
NaN
oV-
null}
a#A
8 I
h#F
G%D
aCbCA
b,4&
b,4&
F0l@+t@
0\@+`C|.$,"* (8B6@4>2<NXLVJTHRdpbn`l^j@@
0\@+`C|.$,"* (8B6@4>2<NXLVJTHRdpbn`l^j@    @    
H    H    
K    K    
B    B    
eQ$Q
7`7
gr@@@
AAA
HHH
AAA
AAA
AAA
HHH
HHH
HHH
b!!!
A'`
p"A&p
A'`
EE5\"['!#
FF"k
aCA
acA
p@    
GFS_SBL Version 2.10 1996-02-01
CD001
tX`B
q
!
q    !
QB`#
TK'B
rL"BqP!R
C@)
b)b-
C@@
9J:
9AK
9/p
8Qp
7d5
2DT
9J:
9!"
H    H    
H    H    
H    H    
H    H    
H    H    
I    I    
BLOOD1
BLOOD3
BSLIME01
BSLIME04
CSLIME01
CSLIME04
ENERG01
ENERG04
LAVA01
LAVA04
WATER01
WATER04
SLIME01
SLIME03
BFALL1
BFALL4
ENERGY01
ENERGY04
FIRE01
FIRE02
FLAME01
FLAME03
LAVWAL01
LAVWAL03
SFALL1
SFALL4
SLIM01
SLIM04
TVSNOW01
TVSNOW03
WARN01
WARN02
SW1BMET
SW2BMET
SW1BRICK
SW2BRICK
SW1BRNZ
SW2BRNZ
SW1BROWN
SW2BROWN
SW1MARB
SW2MARB
SW1MET
SW2MET
SW1METAL
SW2METAL
SW1NEW02
SW2NEW02
SW1NEW03
SW2NEW03
SW1NEW04
SW2NEW04
SW1NEW05
SW2NEW05
SW1NEW06
SW2NEW06
SW1NEW10
SW2NEW10
SW1NEW11
SW2NEW11
SW1NEW13
SW2NEW13
SW1NEW14
SW2NEW14
SW1NEW20
SW2NEW20
SW1NEW25
SW2NEW25
SW1NEW26
SW2NEW26
SW1NEW28
SW2NEW28
SW1NEW29
SW2NEW29
SW1NEW30
SW2NEW30
SW1NEW31
SW2NEW31
SW1NEW32
SW2NEW32
SW1NEW33
SW2NEW33
SW1NEW34
SW2NEW34
SW1NEW35
SW2NEW35
SW1NEW36
SW2NEW36
SW1NEW39
SW2NEW39
SW1NEW40
SW2NEW40
SW1NEW41
SW2NEW41
SW1NEW42
SW2NEW42
SW1NEW45
SW2NEW45
SW1NEW46
SW2NEW46
SW1NEW47
SW2NEW47
SW1NEW51
SW2NEW51
SW1NEW57
SW2NEW57
SW1NEW60
SW2NEW60
SW1NEW63
SW2NEW63
SW1NEW65
SW2NEW65
SW1NEW66
SW2NEW66
SW1NEW68
SW2NEW68
SW1NEW69
SW2NEW69
SW1NEW70
SW2NEW70
SW1RED
SW2RED
SW1RUST
SW2RUST
SW1SKULL
SW2SKULL
SW1STAR
SW2STAR
SW1STEEL
SW2STEEL
B5#
Q|U
p
p
8`

5UT
Single Player
Cooperative
Deathmatch
I am a Wimp
Not Too Rough
Hurt Me Plenty
Ultra Violence
bcdfghjklmnpqrstvwxyz0123456789!Attack
Use
Strafe On
Speed
Strafe Left
Strafe Right
Cycle Weapon
Toggle Map
                                       
Hangar
Plant
Toxin Refinery
Command Control
Phobos Lab
Central Processing
Computer Station
Phobos Anomaly
Deimos Anomaly
Containment Area
Refinery
Deimos Lab
Command Center
Halls of the Damned
Spawning Vats
Hell Gate
Hell Keep
Pandemonium
House of Pain
Unholy Cathedral
Mt. Erebus
Limbo
Tower Of Babel
Hell Beneath
Perfect Hatred
Sever The Wicked
Unruly Evil
Unto The Cruel
Twilight Descends
Threshold of Pain
Entryway
Underhalls
The Gantlet
The Focus
The Waste Tunnels
The Crusher
Dead Simple
Tricks And Traps
The Pit
Refueling Base
O of Destruction!
The Factory
The Inmost Dens
Suburbs
Tenements
The Courtyard
The Citadel
Nirvana
The Catacombs
Barrels of Fun
Bloodfalls
The Abandoned Mines
Monster Condo
Redemption Denied
Fortress of Mystery
The Military Base
The Marshes
The Mansion
Club Doom
you have won!
your victory enabled
humankind to evacuate
earth and escape the
nightmare.
but then earth
control pinpoints the
source of the alien
invasion. you are
their only hope. you
painfully get up and
return to the fray.
you did it!
by turning the evil of
the horrors of hell
in upon itself you
have destroyed the
power of the demons.
their dreadful invasion
has been stopped cold!
now you can retire to
a lifetime of frivolity.
congratulations!
Music Volume
Sound Volume
Password
Configuration
Main Menu
Restart Level
Stereo Sound
Mono Sound
 !"#$

 

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On 7/6/2020 at 8:23 PM, Mattfrie1 said:

- This one has been hiding in plain sight for a while now. The alcoves in the yellow key room on MAP14 are textured incorrectly in the Saturn version, displaying two unrelated repeating textures with large black spaces in between them. See image below for a comparison of the two ports.

 

 

I've been playing around with Team GEC's tools for PSX modding and found out that PSXMAP.EXE can decode Saturn maps just fine to be subsequently loaded into GZDoom Builder GEC Edition. So I took this opportunity to check how exported MAP14 would work on GZDoom and it looks like it's textured fine. Probably a bug in the MAPTEX14.IMG file for the level specific to the Saturn version, while the map itself is indeed a copy of the PSX one?

 

 saturn5.png.af52e43b98043eb730d5a93ea9979a34.png

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@ludicrous_peridot Just ran a check of both WAD and TEX files for Map 14 across both versions. The Saturn files are exact matches to those on the PSX disc, so I'm assuming that it must be some kind of an issue with the renderer on the Saturn.

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@ludicrous_peridot Nope, there's no Williams logo outside of Club Doom, although the image still remains in the overall WAD. Instead it just displays a black patch where the logo should be. Check out about 10 seconds into this video:

 

 

Just for the fun of it I checked both WAD and TEX files for Club Doom between ports, and again there are no differences between the files. Looking at both maps in SLADE shows identical information as well, with the Saturn port still referencing WMSWALL for that sidedef.

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On 9/27/2020 at 5:13 PM, ludicrous_peridot said:

tools.zip

 

I'd like to test them, but I didn't find a working emulator. I do remember emulation works pretty bad back in the days (just a black screen), but I thought it was fixed in 2020.

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Uh, yes, thx, @ludicrous_peridot PMd me about Bizhawk. BTW, it didn't worked for me. But it doesn't really matter, I wanted to replace sprites, thise tools doesn't allow this, they are created for GFX modding

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I've been a few years out of the Saturn emulation game, but last I checked the gold standard was SSF. Of course, it also needed a BIOS to operate (like most Saturn emulators).

 

Is that still the case?

 

EDIT: Apparently so, though it's since been overshadowed by Mednafen (which means commandline unless you get a frontend or do it via Retroarch), and there's also a recommendation for Kronos (which is based on a fork of good ol' Yabause called YabaSanshiro/uoYabause).

 

Bizhawk's core is, FWIW, based on Mednafen.

Edited by Dark Pulse

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  • 3 weeks later...

I know this isn't Doom related or if it has been mentioned here as I don't hang around but I found this recently and was really impressed. This thing is just screaming for some Doom textures and enemies! Maybe make the full pseudo-3d Doom experience we always wanted on Saturn?? :)

 

 

 

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