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Mattfrie1
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Awesome job on the tc's scalliano. I always wanted to see what it looked like in the unreachable area of map 10. I didn't think that they left that much in the level, shame on whoever converted that. ;)

One thing on the 32X tc however, All of the gibbed marine corpse decorations (i.e. in the first room of map 2) should be dead non-gibbed zombieman corpses. But that would probably be a pain to go in a level editor and change all of that stuff.

I love reading stuff about the console port's of Doom, as I play them more than the PC version. Now if only someone could do something like this for the SNES, Saturn, or 3DO port's of Doom...

Old Post 01-01-10 01:41 #
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scalliano
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OK, what are probably the final* versions (for now) of both wads are available here. Previous links are dead:

Jaguar Doom

32x Doom

Fixed up the Spectres in 32x Doom and animated the SW1STAR textures. Should be pretty much error-free now, but I'll let yourselves decide ;)

*EDIT: Looks like I lied. MAP08 is now fixed.

Last edited by scalliano on 01-01-10 at 04:50

Old Post 01-01-10 03:38 #
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saxman
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Chu said:
I sent you the project.

... I haven't gotten anything. Are you sure you sent it to the right person?

Old Post 01-01-10 08:12 #
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Chu
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Yes, the email in your profile is your email addy right? I sent it hours ago, with a ~2MB attachment called 32X.RAR. Hope it hit home.

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Old Post 01-01-10 08:29 #
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saxman
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Chu said:
Yes, the email in your profile is your email addy right? I sent it hours ago, with a ~2MB attachment called 32X.RAR. Hope it hit home.
Oh I forgot about my GMail account. I checked it, and it's there. I'll send you a message when I have some info on the crash.

Old Post 01-01-10 08:34 #
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Chu
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Awesome - thanks very much! ;)

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Old Post 01-01-10 08:51 #
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footman
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Kaiser said:

PSX and Jaguar Doom compresses the lumps and to indicate if its compressed or not, it 'bit-ANDS' the first character of the lump name by 0x80. PSXDoom also has a different sector format and uses a new LEAFS lump for converting subsectors into polygons since PSX Doom uses 'true' 3D rendering.

What about PSX Final Doom? Your tools can't seem to do anything with that.

Old Post 01-01-10 14:45 #
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Mattfrie1
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footman said:
What about PSX Final Doom? Your tools can't seem to do anything with that.


I just checked out PSX Final Doom's data on my computer, and all of the maps seem to be stored as ROM files instead of traditional wad files. While you can rename the file to be a wad file on a pc (I saved all of the disc's data to my pc) I get an error saying "read beyond end of file" when I try to open the level in XWE. Maybe that could be the problem of no one trying a PSX Final Doom tc yet...

Any help when it comes to opening a PSX Doom map on XWE? I'm a major n00b when it comes to Doom mapping and editing.

Old Post 01-01-10 17:43 #
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Darkman 4
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Mattfrie1 said:


Any help when it comes to opening a PSX Doom map on XWE? I'm a major n00b when it comes to Doom mapping and editing.



Check this post:

http://www.doomworld.com/vb/wads-mo...-console-specs/

Old Post 01-01-10 17:50 #
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scalliano
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OK, final final version of the Jaguar Doom TC. Previous link has expired.

All levels can now be completed normally. I played through the wad today and fixed all of the incorrect linedef actions. Also fixes a midtexture error on Pandemonium. Enjoy!

Old Post 01-01-10 21:49 #
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Kagemaru_H
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It would be nice if you'd post what textures 32X doom can handle so I could take a crack at porting a few maps there.

Old Post 01-01-10 22:29 #
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Nuxius
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Kagemaru_H said:
It would be nice if you'd post what textures 32X doom can handle so I could take a crack at porting a few maps there.

The exact same ones as in Jag Doom, which Fisk posted in the console specs thread previously linked.

Also:
http://img189.imageshack.us/img189/852/d32xjagm20.th.pnghttp://img266.imageshack.us/img266/1081/d32xe4m2.th.pnghttp://img31.imageshack.us/img31/6952/d32xcustom.th.png

(Difference in status bar is because saxman used the EU version for his Jag32X edit, whereas I was using the J/US version for my edits.)

Old Post 01-01-10 23:35 #
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Fisk
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You can just add your own textures if you'd like.

1) At the end of the IWAD, put another pair of P_START and P_END markers (this is technically valid, don't worry about it.)
2) Put your new single-patch images in the marker pair at the end of the IWAD that you just placed.
3) In XWE, it is now safe to add these new patches directly to the TEXTURE1 directory; but they must use the same name as their patch.

Flats are handled as you would normally for a PC WAD; the only exception is that it is probably wise to add your new flats at the END of the flats list already present in the IWAD.

An oddity I found in the sprites, as well, is that they are indexed just as they are with the SPRITE1 lump in Jaguar Doom, PSX Doom and Doom 64, so MAKE SURE TO PRESERVE THE SPRITE ORDERING IN THE IWAD. It is not possible to add sprite rotations either, due to the way the sprite table works. 32x Doom also does not care what comes after the 4-character sprite prefix and first frame letter, so the following are treated the same:

code:
ARM1A ARM1A0 //actual IWAD name ARM1A38Φ


Also please note that you ABSOLUTELY MAY NOT allow the ROM data to exceed 4MB when compiled, or it will not function properly (at all).

Last edited by Fisk on 01-01-10 at 23:49

Old Post 01-01-10 23:44 #
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scalliano
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Great screens! What's the map in the third shot?

Old Post 01-02-10 03:04 #
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HackNeyed
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This is great! It lets me replay the 'gba version' and maps natively. Thanks!

... One little bug report on the final final version. In map5 Phobos Lab; the star teleporter in the secret room after the yellow door does not work.

Old Post 01-02-10 03:50 #
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scalliano
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Thanks, I'm on it!

Last edited by scalliano on 01-02-10 at 05:01

Old Post 01-02-10 04:36 #
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Chu
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I present to all - Hypertension32X. Still working on the conversions but, after some long hours, it's going very well. Check em!

http://lh5.ggpht.com/_5ZuQ6ZdYe_A/Sz7P6drNPrI/AAAAAAAAA5o/E3LPMnzrY4k/s800/32x1.png
http://lh6.ggpht.com/_5ZuQ6ZdYe_A/Sz7P6-CkPOI/AAAAAAAAA5s/tmQnuVSvObk/s800/32x2.png
http://lh3.ggpht.com/_5ZuQ6ZdYe_A/Sz7P7D-oRrI/AAAAAAAAA5w/HrT_RoScFc4/s800/32x3.png
http://lh5.ggpht.com/_5ZuQ6ZdYe_A/Sz7P7tjcnuI/AAAAAAAAA50/qkkYUPE3skU/s800/32x4.png
http://lh3.ggpht.com/_5ZuQ6ZdYe_A/Sz7P75mZqYI/AAAAAAAAA54/Ivr8Gx0vewk/s800/32x5.png

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Old Post 01-02-10 04:48 #
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scalliano
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Right, Hopefully all issues are sorted this time. Also, secret area messages are now silent and all translucent things are now solid.

32x
Jag

Any other issues please let me know.

@Chu: That is just superb!

Old Post 01-02-10 05:04 #
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Chu
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@scalliano: thanks a bunch! It took some work but we're just getting started. We also figured out how to remove the 4MB limit but we have to use a different emulator to get past that. Also, sector specials beyond 16 will crash the 32X.

Here's some more screens. So far I'm only showing E1M1 because I'm still populating it (enemies, items, etc, which aren't shown yet). We have around 10 maps ported with way more "complex" geometry, that I'll show off as soon as we get the specials sorted.

EDIT: decreased screens to half resolution in case they are too "big".

http://lh5.ggpht.com/_5ZuQ6ZdYe_A/Sz8nexdeiBI/AAAAAAAAA6A/pUrL5VvNyDc/s400/32x8.png
http://lh6.ggpht.com/_5ZuQ6ZdYe_A/Sz8nfXzt1kI/AAAAAAAAA6E/UOX6yLC7wr0/s400/32x9.png
http://lh5.ggpht.com/_5ZuQ6ZdYe_A/Sz8nf7RKqEI/AAAAAAAAA6I/1xEDZ3xqQcI/s400/32x10.png
http://lh4.ggpht.com/_5ZuQ6ZdYe_A/Sz8ngBwU8gI/AAAAAAAAA6M/oBeQJ82vBwM/s400/32x11.png
http://lh6.ggpht.com/_5ZuQ6ZdYe_A/Sz8ngS8NvqI/AAAAAAAAA6Q/pQG7gIRl1do/s400/32x12.png

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Old Post 01-02-10 11:07 #
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_bruce_
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Checking out the jag and 32xwads... pretty cool... big props

32x Blood looks awesome - well done chu

Old Post 01-02-10 13:02 #
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Fisk
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Chu said:
@scalliano: thanks a bunch! It took some work but we're just getting started. We also figured out how to remove the 4MB limit but we have to use a different emulator to get past that. Also, sector specials beyond 16 will crash the 32X.


Interesting... Would you mind sharing with the rest of the class?

Old Post 01-02-10 15:30 #
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Chu
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This GENS32 hack will allow you to play ROMS over 4MB.

- you can't run a <4MB ROM with any other emulator (well, I'm sure you can, but I haven't found them yet).

Enjoy!

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Old Post 01-02-10 22:43 #
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Kagemaru_H
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It would be interesting to be able to add the DoomII monsters and weapon (it's just the SSG that's added) to 32X Doom. Maybe make a 15 map conversion with a working (albeit limited) Icon of Sin and the Wolfenstein levels.

Here's what I'd do for DoomII 32X (as to cut it for compatibility yet preserve continuity):
Map01 - Entryway
Map02 - Underhalls
Map03 - The Focus
Map04 - The Waste Tunnels
Map05 - Dead Simple
Map06 - Tricks and Traps
Map07 - Refueling Base
Map08 - The Factory
Map09 - Downtown
Map10 - Industrial Zone (Secret exit to Wolfenstein)
Map11 - The Suburbs
Map12 - Citadel
Map13 - The Spirit World
Map14 - The Living End
Map15 - Icon of Sin
Secret1 - Wolfenstein (Secret exit to Grosse)
Secret2 - Grosse (Goes to Suburbs)

If you disagree with me, feel free to change the continuity.

Old Post 01-02-10 23:26 #
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scalliano
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TBH I think that the PSX Doom II levels would be a better bet for conversion. The Icon of Sin would be a nightmare to pull off, but the final level of PSX Doom is less ambitious (2 Spider Masterminds and a shitload of Barons). Then there's the simplified geometry and texturing. That said, if Chu can shoehorn Hypertension in there...

Actually it would be interesting to see if the 32x can handle all the PSX-specific maps (Threshold Of Pain, Twilight Descends, The Marshes, etc).

@Chu: Those new shots are looking really nice! I wonder if there is a way to edit the statusbar - if I remember correctly the 32x statusbar and menu is actually an overlay handled by the Mega Drive itself, don't know if that's significant.

Last edited by scalliano on 01-03-10 at 02:30

Old Post 01-03-10 00:15 #
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Fisk
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scalliano said:
if I remember correctly the 32x statusbar and menu is actually an overlay handled by the Mega Drive itself, don't know if that's significant.


There's no sound, music, or misc. graphic data whatsoever in the IWAD, so it's probably a safe assumption to say that these things along with the sprite animation table are in the ROM segment preceding the IWAD.

EDIT: Had a look in XVI32. Starting at around 0x47770, there is a suspicious looking set of sprite names, but I have yet to decipher exactly what this list has to do with anything. If I had to guess, it's a direct reference to a sprite name, then some reference metadata for caching purposes or someodd. Notably, the PLAY frameset and IFOG frameset are referenced here. Right after the sprite table are some Doom2-style monster cast names.

Old Post 01-03-10 03:28 #
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Darkman 4
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scalliano said:
TBH I think that the PSX Doom II levels would be a better bet for conversion. The Icon of Sin would be a nightmare to pull off, but the final level of PSX Doom is less ambitious (2 Spider Masterminds and a shitload of Barons). Then there's the simplified geometry and texturing. That said, if Chu can shoehorn Hypertension in there...



With the IOS, I don't think it would even be possible to get it working because 32X Doom lacks the "Demon Shooter" entities. I wonder if somebody could hack them in there, though.

ATM I'm more interested in seeing if the PSX Doom exclusive maps will work in 32X Doom.

Old Post 01-03-10 04:04 #
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Chu
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scalliano said:
@Chu: Those new shots are looking really nice! I wonder if there is a way to edit the statusbar - if I remember correctly the 32x statusbar and menu is actually an overlay handled by the Mega Drive itself, don't know if that's significant. [/B]

You are correct. It's nothing to do with the 32X. I have an actual 32x/Genesis/Cd console, and when you disconnect the link cable connecting the Genesis/32X together, you get a black screen (where the rendering takes place), and only the statusbar overlay/menu. So that's definitely the 68000 working that part.

I'm actually to try and reverse engineer the 32X ROM. I have experience decompiling/recompiling Genesis ROMS using Eclipse (I did it to start translating a JAP GEN game but quit due to translation flubs) so I'll take a crack at the 32X image - I'll post what I can find.

Also - the GENS hack I posted on my server works indeed with the 32X rom exceeding 4MB, in case anyone was wondering but couldn't take a crack at it. I want to try and keep Hypertension32X under 4MB to work on a flash cart. I have modified a flash cart to accept data over 4MB running in realtime on the system but it's not very easy - this is due to bankswitching (which is only 4 lines, each bank is one megabyte long).

EDIT: It looks like the statusbar code is in 0x35112 (in 5F, you can see _stbar), not sure if that's the graphic or the code or what. 0x D2820 (53) has ST_Z (shown again in D2EF8 - 53) , but again I'm not sure if that's directly referencing the ST_* in the statusbar code from Doom or what.

EDIT2: I'm looking into the Genesis VDP code for the 68K to find out where exactly the statusbar is getting drawn. The 32x video can be on the top or bottom of the Genesis VDP video (which means that the Genesis renders the video on the "top layer" while the 32X (slaveSH2) handles the bottom, which explains the menu/statusbar always being present), not really relevant I know- but I'll find that bastard ST one way or another.

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Last edited by Chu on 01-03-10 at 12:08

Old Post 01-03-10 08:09 #
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Fisk
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I played around a fair bit in DirectEd recently; here's what I found.

http://i45.tinypic.com/2s77y9k.png
This is towards the beginning of the ROM. Some unused 1bpp font.

http://i46.tinypic.com/29fruk4.png
This can be seen just after the above in the ROM. This 1bpp font is used in the boot sequence credits and for error messages. It is also used for the C:\DOOM> prompt, if I remember correctly.

http://i48.tinypic.com/2jd51y8.png
Here are the font tiles that are loaded and handled by the Genesis CPU... And maybe the Doomguy pic at startup???

http://i46.tinypic.com/25am0b6.png
Not far after the Genesis hardware font, I began noticing a strange pattern in some of the tiles, so I started messing with the palette to see if I could get a clearer picture of what was in there. Looks fairly promising at first glance. These tiles, which appear to be for the status bar, seem to be offset by a byte or two in the ROM for whatever reason. They display properly if offset a couple of times in either direction.

http://i47.tinypic.com/34j2deb.png
Here's what the status bar tiles look like properly aligned (I took this before messing with the palette significantly).

Last edited by Fisk on 01-03-10 at 12:45

Old Post 01-03-10 12:40 #
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Chu
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This is what those tiles look like with the proper palette - so the status bar tiles indeed exist here.

http://lh4.ggpht.com/_5ZuQ6ZdYe_A/S0Ck4F2jo-I/AAAAAAAAA6k/pj2m2Tr4EJo/s800/tiles.jpg

I didn't take the time to align the offsets in the ROM so I felt like playing a puzzle:
http://lh5.ggpht.com/_5ZuQ6ZdYe_A/S0ClAUH_JiI/AAAAAAAAA6o/S0sMkNhBObg/s800/tiles2.jpg
Lazy, but you get the idea.

(Doomguy is watching you)

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Last edited by Chu on 01-03-10 at 14:09

Old Post 01-03-10 13:53 #
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Maes
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Now we need an USB-programmable 32X cartridge to play the new 32X mods with a real 32X. Or someone with the cash/knowledge could program actual new cartridges and sell them as a limited edition (although that would probably clash horribly with usage rights/copyrights/whatever).

Old Post 01-03-10 14:09 #
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