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About play134
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you can use any map editor for PC (Doom Builder, SLADE etc). With the Randy toolchain, you convert them to the snes engine. I think caodemotube made some videos demonstrating the conversion of levels. yes! you can convert you custom wads
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It was wonderful to discover many puzzle pieces during these 3 months. finally work done!
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Last month I dedicated a lot to putting together a big puzzle. which I started as soon as Randy published his sources. but initially I didn't know how to use a Amiga and I put this project aside until... last month. I managed to extract let's say 97% of the assets. There are still some bugs that need to be checked, like the hand sprite that doesn't display correctly and RGB of each score episode images. (ScoreE1, SocreE2 and ScoreE3). For now I'll leave my draft of the addresses that have been corrected by me. Since the original RL.SEC in repo does not match with the retail US ROM. You can extract them from your own rom and try to make your custom with your converted levels. It would be really nice if someone with knowledge can implement an audio driver even for sd2snes/fxpackpro. https://github.com/play134/DOOM-FX/blob/master/source/play134.SEC I hope you can enjoy it and I would like to see roms with custom level sequence. if you want you can check the rom image in https://github.com/play134/DOOM-FX/blob/master/RL5960.sfc don't forget to turn off the sound. because the driver is missing and it crashes. Update: All data set can be found here https://github.com/play134/DOOM-FX/
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I don't know if it's the best way to publish it, I wonder, why didn't Randy publish it then? I think the best way is a tool to extract from your own rom, since the addresses in RL.SEC file does not match with the retail rom.. I would love it if someone to take on this project because i'm still busy extracting 100% of the assets. I have a good part. let's say 80% from US rom
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Thanks! to make it clear: The engine code has not been changed. I used everything as it is on Randy's github. I will create a dedicated topic to compiling the source. As this involves a lot of information to be shared.
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yes, I'm still planning how to release it, as I'm lazy about it. A youtuber known as cacodemotube got in touch with me very interested in how to compile and I must teach him, so he can document all the steps and he manages to make a video, maybe.
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Well it's been a long time without anything new and I've been trying some ways to compile anyway. The arts and colors are wrong probaly because i'm using ppaint to convert png to iff on amiga.. These pixels on the screen are due to errors in the handgun sprites. Since I can't make this sprite because the tool still missing in repo. New post with the color palette and some assets extracted from the rom: Need convert walls/images to new collor and and several other assets known as an "easter egg", inspired by the love patch in the Sky1. If you don't populate the black belt at the bottom of the image (which is made by RIPDOOM) with something, MKWALL make distorted Update 21/04 - All weapons/assets extracted from US ROM. need fix color pallet. I haven't tried to extract yet.
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Has anyone tried to compile the source using the provided scripts? I understand that it is not complete but I have not seen Randal mention to releasing more tools in phase 4. If I'm not mistaken, only data and assets remaining? I already got RIP data files and converted Walls, Images and Levels, but i still try to make ART and CUT. (And sound/music, maybe in the future??). I created the images files with the same names. When I run the scripts from make dir, XG is not able to create the outputs files. Also i try other images through the program's UI and nothing ... All environment directories are the same as the source. There is no documentation in the repository. About CUT, reading the script, you need a program called CUTTER, in xh.guide have mentions about it, but is not included in the repo ... Does anyone have an idea if is possible to get around with other tools being compatible ? thanks!