Kaiser
Doom64 Guru

Posts: 2672
Registered: 08-00 |
EDIT: 10-1-11
Doom64 EX 2.1 is out, head over to the homepage for a list of changes. A new forum is also online as well so all bugs, discussions, etc can be posted there instead of here.
http://doom64ex.wordpress.com/
With RAGE right around the corner, I hope to release Doom64 EX before that game is released. Since the feedback build a ton of improvements and bug fixes were made as well as new features.
One of the biggest change is the audio system and Wadgen. Thanks to Natt, the sound/music format for Doom64 has been identified and Wadgen now fetches the sound data. Doom64 EX now leverages the fluidsynth library to play all sounds and music in the game.
---- Install Notes ----
* Make sure everything except for your configs is cleared out before unzipping the contents of the zip file into your Doom64 EX directory
---- Wadgen Notes ----
* Unlike before, Wadgen will output both the IWAD and Soundfont file (called DOOMSND.SF2) which contains all the instruments and sounds used to make the music.
* Wadgen can also recognize any ROM format now.
---- Doom64 EX Notes ----
* SDL_Mixer has been replaced with Fluidsynth
* Initial implementation of Mapinfo and other script files for customization
* Several new features such as damage indicators has been added
* Console has been revamped and improved
* Savegames has been updated to display thumbnails. Menu interface has been revamped as well
* Old savegames will not work
---- Fluidsynth Notes ----
Because that I've redesigned the audio system from scratch at very last minute, I am worried that there may be some really horrendous bugs that may have been introduced. If any bugs have been found, PLEASE report them ASAP.
I am also concerned for Fluidsynth's CPU usage. If anyone is experiencing performance problems, make sure that disabling the music and sound (-nomusic, -nosound params) fixes it. If it does, report it.
---- Music Accuracy Notes ----
Some may be complaining that the music in some places are not playing the notes properly. The problem is, those notes failed to play on the N64! I had to verify this numerous times and I checked the disassembly over and over but it turns out that some notes in the midi data simply fails to play, which explains why some of the ambiance music in the original game simply goes silent for a short period of time.
Two midi tracks I can think of is Holding Area and Pitfalls. There is one note in Holding Area that turns off prematurely (bug on the N64's end) and some notes at the beginning of Pitfalls fails to play. Again I verified the midi data AND the disassembly and haven't found anything that may be wrong or incorrect. So you may be hearing what the music was intended to sound like.
However I haven't identified every midi event in Doom64 but rather guessed what they be. One of them is the channel pressure event which I only guessed because of how it's being used. The second is the pitch bend which I believe is 80% accurate to the original. The pitch bend range in Doom64 is -8192 to 8191 while the standard midi pitch bend range is 0 to 16383. Anyone with midi composing experience is more than welcome to help correct any issue that I have missed. You can also extract the midi data from the IWAD once outputted by Wadgen.
You can also play the midi tracks from Slade or VLC.
As usual I appreciate everyone's help to make Doom64 as stable as possible. I am hoping to get this released this month if all goes well.
Enjoy
Last edited by Kaiser on 10-01-11 at 20:45
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