saxman
Warming Up
Posts: 16
Registered: 12-09 |
I'm really happy that you guys like this!
In regards to engine differences...
- The 32X version uses a collision detection method that is simplified in comparison to the PC version, making it harder to fit through some doorways (and possible to get trapped -- e.g. Entryway from DOOM II), thus one reason some maps may have been modified slightly (other than to slim down on memory usage.)
- DOOM 32X is also optimized so that it will not draw a ceiling texture if it's impossible for a ceiling to be seen (e.g. if a floor is at the same height as the ceiling under it or next to it.) This causes problems with certain maps such as Entryway from DOOM II, because the sky doesn't get drawn in the outside areas as a result.
- The engine doesn't worry with complex texture mapping. It uses the actual patch names to reference textures for walls. In fact, the ONLY thing the TEXTURE1 file is used for is for the engine to figure out the size of a patch (the size is stripped from the patch header.)
- The game doesn't crash if a texture isn't found, unlike the PC version. In the case of a missing texture, it simply uses the first texture listed in the TEXTURE1 file. This also helps MAP15 look correct, because they forgot to change a few "missing" textures, but the level just happens to use ASH01 throughout, so it's not noticeable.
- Masked walls don't function in the 32X port. That's why several levels, such as MAP01 and MAP03, have been modified to not use fencing (or whatever you want to call it). Any use of a masked texture will simply not be drawn.
- Floors and sprites are the same, with the exception of gun sprites. These sprites are cut down to half the X size. They get stretched in the game, and part of this is due to DOOM 32X using interlacing. The screen size itself is half the normal X size (see the Jaguar DOOM source code for evidence of this.)
- While most unused things in the 32X version were deleted out of the code, all co-op and deathmatch starts can remain in maps without yielding an error from the engine. Part of this is due to the Jaguar version having multiplayer, and although the 32X version doesn't, they never stripped those thing numbers out of the engine.
Also, in case you haven't been following the topic I linked to located on Sega-16 forums, I modified my program slightly to be able to dump maps from the Jaguar version of DOOM. I did this because the 32X version is based directly on the Jaguar version (e.g. maps are identical.) Since the Jaguar version has 24 maps instead of 17 like the 32X version has, I ported the missing maps over. So, if you have a Genesis/32X emulator, you can try the 24 level version of DOOM 32X:
http://www.4shared.com/file/1844728...93f/JAG32X.html
I also modified the main menu so that you can select from all 24 levels. The only problem arises with level 20 -- the 32X runs out of memory when trying to load it (the 32X combined with the Genesis gives you 320KB you play with, not very much for a game like DOOM!) Other than that, they all work just fine. And levels 16 and 17 are Jaguar-exclusive maps that aren't from any other version of DOOM, so enjoy those if you've never played them before =)
Last edited by saxman on 12-30-09 at 23:56
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