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lunarmeadow

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About lunarmeadow

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  1. Hey, I don't know if you're already aware of this, but all users who have made enough posts can now change their member rank name independently, instead of having to send a request to a moderator for such a permission. Maybe you'd like something else other than the good ole "Registered just to bump a seven year old thread" title. ;)

    1. lunarmeadow

      lunarmeadow

      I'll get around to it.

  2. Unfortunately the HDMA/mosaic trick doesn't work great. Randy has played with the renderer a bunch on his own time and can't find a way to massively improve render speeds. The code is pretty tight
  3. The unused sprites are already in the game, you just have to modify the status bar value in the player struct. It's somewhere around 0x700 in RAM iirc. It's all setup, you would just need to code in the conditions for those status bar faces to be used. Also, an MSU-1 patch of Doom has been out for a while. The size limitation itself is unfortunately due to hard limitations of the Super FX addressing space, which is 16MBit. Doom already uses that, and thats why it was one of the most expensive SNES carts ever produced. Size is really the major limiting factor on new features, the codebase would have to be refactored and essentially run on a custom chip, that would also have to be emulated. IIRC Randy said that there was only about 16 bytes of free space in the ROM. It's extremely difficult, and I had to disable a bunch of levels just to import TNT MAP01. None of this is impossible, but it would take alot of time and effort and optimization for space. Removing Xband is hugely beneficial to ROM space. To reclaim more space, I also disable all the start up screens except for the legal screen which is required to boot. Beyond that, level simplifications and optimizations would be necessary, and perhaps measures such as less frames of animation, or sharing and reusing music. Then, you could add a decent amount. However, with Doom SNES, you're usually talking about replacement over addition, which is why a TC may ironically be more practical over a more complete ROM. I believe Sunlitspace542 only managed to fit 3 extra levels in by disabling stuff. The size limitations are brutal. Realistically, the best option would be to disable everything but Episode 1 and distribute level packs as a ROM patch of 9 levels, and treat it like switching floppies on an old computer to deal with the abyssmal sizes floppies allow. A Doom 2 TC would probably take 3-4 ROMs split this way. Hypothetically you could add a password system or start each new game with a decent amount of equipment for that part of the game, so you're not forced to pistol start every 9 maps.
  4. Very possible. The biggest issue is that texture replacements are tricky. I think it's been done but I can't figure it out. The sounds and music are also quite cryptic, although I've made slight progress on sound replacements. It is possible but would take a while, probably with a team. I think there might still be some missing components, especially related to sound.
  5. Making a bit of progress on the AmigaDOS script. It mostly works AFAIK it's just the substitutions are finicky, more work is needed
  6. So far, I have written the script on the Windows side, but not the Amiga side. I also improved the documentation, using my experimentation with porting maps from TNT. I've also read a few more scripts and included some missing build tools and added a bit more to the directory structure. Of course, forked from Sunlitspace542 who has done a phenomenal job on creating a dev environment out of the floppy disk release. https://github.com/lunarmeadow/DOOM-FX
  7. This is very cool. Excited to see what people do with the source code, I've been waiting almost a decade for this release. I'm not very well-acquainted with ASM languages, however I've been taking a look at the code repo and I've been writing scripts to simplify the level conversion process. So far I only simplified the blockmap reduction and copying files. On the Amiga side I want to create a script that does all the steps, with the only step required being entering the level name. Unfortunately, I know next to nothing about AmigaDOS scripting, so I've been making slow progress on that part. Biggest hurdle is taking user inputs
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