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ChillyWilly

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  1. Please get the version info on the MegaSD and the MED. Note on OLD MED carts, you must be running at least OS v10.
  2. CD32X is not the same as 32X+Mode1 CD. CD32X is booting a SegaCD that starts up the 32X in CD mode (everything is running from SDRAM, and there is no cart). 32X+Mode1 CD is a standard 32X cart that detects and starts the CD in Mode 1, which allows the cart to do things like play CD tracks, read sectors from the CD, use the ASIC, etc. Fusion allows up to 6MB of mapped rom. Picodrive allows larger rom sizes as it's newer. Also, since picodrive is still being worked on, there's a decent chance they may add Mode 1 support.
  3. Well, not directly, but you can always do anamorphic widescreen, like Doom 32X Resurrection. All you do is adjust the aspect ratio while rendering the display, then count on the TV to stretch it to 16:9. Works great! It's one of the nicer new features in D32XR.
  4. All the source from start to finish is available on github. As to different versions of the xdelta files... we'll see. :)
  5. That's pretty cool. Too bad the info behind it is lost to time - the associated web page isn't in the internet archive, and google can't find anything. :( Having worked on Yeti3D for the 32X and the N64, I can say that getting it working on the VB is a real accomplishment! I imagine he really had to squeeze to get the data to fit in 64K - Yeti3D is designed around a minimum of 256KB (the amount of ram in the GBA and 32X). Yeti3D Pro is designed around at least 2MB of ram.
  6. The bus width isn't much of an issue. The bus on the 32X is only 16 bits. The SNES bus width is only 8 bits. As you say, the issue is that no cart out has the ram on the cart to make use of. You'd need to make a custom cart for the game, which would increase the expense.
  7. It doesn't surprise me any that someone is making carts for D32XR. I rather doubt they've got a license from id for the game data, so it's almost certainly not legit. But if you DID get a license from id, it would be completely legit. There's nothing in the various licenses used for the D32XR code that says you can't use it in commercial products, so getting id to license the data and their part of the original code is all you'd need for a legit cart/digital rom sale.
  8. The VB processor is on par with the SH1/2 at the same frequency, but lacked a cache. Doom would run on it about like the original Doom 32X (maybe, probably a bit slower). The main issue with Doom on the VB is lack of memory - it's only got 64KB of work ram. You might be able to repurpose some of the vram... not sure how flexible the VB is about setting up the display and then using left over memory for other things. That's a trick D32XR uses to deal with low memory. I think you'd need to completely rewrite Doom to make it work on the VB, much like the SNES needed a complete rewrite.
  9. Had to look up the Zeebo - never heard of it before. Looking at the tech specs, it's no surprise it can run Doom - it should be capable of running a pretty modern source port like gzdoom!
  10. The mapper also allows for the two biggies that were removed because of space limits: the Cyberdemon and the Spider Mastermind. Those two add almost 2MB to the size of the rom.
  11. Ah, I misunderstood that part. Too bad - it would be nice to have an editor that directly supported the 32X wad format.
  12. We've been busy making improvements to the engine, as well as fixing bugs in the existing content. We do intend to start going to new content when the engine reaches a certain level. I think we have agreed that Doom 2 would be the first of new content to get worked on. I don't get why this has to be a pissing match in the first place. Anyone is more than welcome to use the D32XR engine for improved Doom games. Want to release E1 in pristine condition with all the new/extra features of D32XR? It should be even better and easier with D32XR than stock Doom32X. Vic made some nice tools to work on wad files. He even contributed some fixes to Slade so that you can edit Jaguar/32X wad files using it. Making your own custom Doom should super easy, barely an inconvenience! Sprite directions, compressed music with PCM samples, enemy infighting, controller hot-plugging, using the Mega Mouse... given the source code is at github, you can even make custom code changes to the game! Want to change the behavior of certain mobs? You can! I like how Delta splits the episodes up into separate roms. I was intending to do that on Doom to use the PC version of the wad rather than the console version, so I heartily approve of that. Until we work out how to make 32X roms larger than 4MB without affecting the rest of the engine, that's about the only way to get "perfect" levels. I would love to see Delta using the D32XR engine. It would be the best of both worlds: the levels just the way they were intended, and all the features and speed you need to play those levels the way they demand. The way I demand to play is with a mouse so that I have better aim and circle strafing. :D
  13. I think the GBA gets voted for because 1) the music quite frankly sucks donkey dong, and 2) it's kinda slow - not SNES slow, but still slow. It might have been rated higher if they had not bothered with music during gameplay, like the Jaguar version. It's funny how many people complain about the 32X music, but never say a word about the far worse GBA sound track. I guess that's because it's one of the few things you CAN complain about with the 32X version. The 3DO port is a miracle for the time they allotted the developer, but if you ignore that, it sucks really bad. I've played Doom on an 020 Mac (yes, it runs just fine if you hack the code to ignore the cpu type), and the speed is rather similar - postage stamp size to be playable. This isn't something you can really put up with and still call the game good. If you're only endorsement is the game is PLAYABLE at the smallest screen size, it's a BAD game. At least the 3DO had the awesome CDDA tracks. The 020 Mac didn't have that, so I'd rate the 020 Mac Doom as worse than 3DO Doom. :D
  14. I don't see anything wrong there. Can you be more specific about what you think the problem is?
  15. That's okay. It does need to be updated... some issues resolved. And not everyone cared for Wolf3D in the first place. I know I kinda shrugged when Wolf3D came out, but was all in on Doom. I think Rise of the Triad did a better job with the raycast generation of games. Hmm - now there's a thought: RotT 32X. In case you were wondering, I worked on the PSP port of RotT, too. :D
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