lunarmeadow Posted July 6, 2016 I found the offset in WRAM that controls the status bar face. With this offset, I found all the values that worked. Note: If you use a value that is not listed below you will just see pixel garbage as you status bar face. Here is a video showing the unused faces: https://www.youtube.com/watch?v=rZpJs7Z6aRg&feature=youtu.be Here is the offset in WRAM: 0x704 Values: Dead = 00 God Mode = 02 Grinning Face = 04 [ Damaged = 06 Badly Damaged = 08 ] "Annoyed" Face = 10 [ Damaged = 12 Badly Damaged = 14 Almost Dead = 16 ] Ouch Face = 18 [ Damaged = 20 ] Looking Right = 22 [ Damaged = 28 Badly Damaged = 34 ] Looking Center = 24 [ Damaged = 30 Badly Damaged = 36 ] Looking Left = 26 [ Damaged = 32 Badly Damaged = 38 ] 0 Quote Share this post Link to post
Mattfrie1 Posted July 6, 2016 I know the grinning face isn't used, but the god mode face I believe is still used when you pick up an invulnerability sphere. 0 Quote Share this post Link to post
VGamingJunkie Posted July 6, 2016 I don't get it, why would they choose not to use the grin face if they have it? 0 Quote Share this post Link to post
betabox Posted July 6, 2016 I guess it was a decision later in development not to use them, but they simply forgot or did not bother to take out the graphics. There are a few other unused sprites/graphics in the game besides this. 0 Quote Share this post Link to post
VGamingJunkie Posted July 6, 2016 It would make sense if they were doing it for the sake of cartridge space but, if it's already in there, it doesn't make sense why they wouldn't want to use all of the resources that they can squeeze into there. They obviously had space limitations since they had to reuse a lot of the sounds and graphics. 0 Quote Share this post Link to post
PseudoGold Posted July 6, 2016 While I know there's very little space on the cartridge, does anyone know how much space the coding for the grinface would take up? Because it seems relatively simple to have the graphic switch for a second upon the pickup of a new weapon. 0 Quote Share this post Link to post
VGamingJunkie Posted July 6, 2016 A line or two of code? That should be absolutely trivial, I doubt it was that air tight. 0 Quote Share this post Link to post
Jaxxoon R Posted July 6, 2016 They probably just converted the assets en masse and then removed what they ended up not needing. Since this particular sprite is rather small, they just overlooked it. The reason it's not used is either due to an oversight in not knowing it was in the original so they didn't bother to recreate it in the new engine, they didn't bother implementing it because who cares, or it doesn't appear due to an ouchface-like bug. 0 Quote Share this post Link to post
Erick194 Posted July 16, 2016 My brother had found these status bar faces several years ago using some cheat codes on the SnesX9 emulator, I don't remember the codes, though, so this is not a surprise to me. 0 Quote Share this post Link to post
Technician Posted July 16, 2016 Probably overlooked. All Doom ports were rush-jobs. 0 Quote Share this post Link to post
VGamingJunkie Posted July 17, 2016 The SNES version seemed to have the most effort placed into it from my perspective. They actually built it around the PC version instead of the Jaguar version like all the others, consequently with the design and the 2 boss stage stages actually appearing along with the bosses themselves, something no other console port had at the time. 0 Quote Share this post Link to post
Maes Posted July 17, 2016 Well, considering they actually recreated the game in another engine, with no access to the source code or id's blessing whatsoever, they really put in more work than any other port at the time. OTOH, they had to be careful to include/recreate everything on their own simply based on observation/reverse engineering. There was not even some half-baked source code to guide them. 0 Quote Share this post Link to post
Technician Posted July 17, 2016 Maes said:Well, considering they actually recreated the game in another engine, with no access to the source code or id's blessing whatsoever, they really put in more work than any other port at the time. OTOH, they had to be careful to include/recreate everything on their own simply based on observation/reverse engineering. There was not even some half-baked source code to guide them.I take it back. 0 Quote Share this post Link to post
Master O Posted July 24, 2016 Maes said:Well, considering they actually recreated the game in another engine, with no access to the source code or id's blessing whatsoever, they really put in more work than any other port at the time. OTOH, they had to be careful to include/recreate everything on their own simply based on observation/reverse engineering. There was not even some half-baked source code to guide them. They should get a Cacoward for that alone. That's very impressive. 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.