Grimm Posted May 11, 2004 So basically you guys are telling me SNES Doom is amusing enough to spend 12.00 on? 0 Share this post Link to post
Job Posted May 12, 2004 Grimm said:So basically you guys are telling me SNES Doom is amusing enough to spend 12.00 on? I spent $20.00 on my copy. Never regretted it. 0 Share this post Link to post
Naitguolf Posted May 12, 2004 was great in.. ¿95? My first doom too. But now..... well.... ahem.... crap. The music was pretty good, inmo. (much better than those midis played with Sound Blaster 16...) 0 Share this post Link to post
Nick Perrin Posted May 12, 2004 ahh yes, the good old days of e1m1 music with sound blaster awe32. Sheer computed musical glory. Speaking of which, there's a metal cover for e1m1 called "doom" by the minibosses. 0 Share this post Link to post
Naitguolf Posted May 12, 2004 Haha.... yeah!!! Awe 32 Rules!!! I still own an Isa Awe 32 Gold lol Duke Nukem 3d main theme was SOOOOO great too!! I think i will play this mod whatever will be finished. Well, now im playing DooM Gba. Very similar. :) (with with a MUCH worse music) 0 Share this post Link to post
Nick Perrin Posted May 13, 2004 oh yeah! I also played duke3d on the same computer, 75mhz yo!! pumpin the theme music... doo doo doo, doo doo doo, doo doo doo doo doo doo dangh dangh, da na 0 Share this post Link to post
Csonicgo Posted May 14, 2004 I'm hear to help! Snes doom shading was "checkered" ex. white, white grey white grey, grey, grey black grey black. it was an FX chip thing. you can see it a lot in Starfox. 0 Share this post Link to post
Darkhaven4 Posted May 15, 2004 DOOM doesn't have an FX2 chip. If it did, you wouldn't be able to use Game Genie codes with it, but you can and I opened up my copy (literally) and found no FX2 chip. You know, one of those "just to make sure" things? 0 Share this post Link to post
Naitguolf Posted May 15, 2004 Well. The fact DooM for snes was saled with "Chip Fx2" written in the box. But was no true. 0 Share this post Link to post
Bloodshedder Posted May 15, 2004 Nick Perrin said:Speaking of which, there's a metal cover for e1m1 called "doom" by the minibosses. The Minibosses have never done any covers of Doom. Your song file is mislabeled. As for making the music in this SNES Doom mod the same as the original, you'll have some trouble. The only tool that I know of that can convert SPCs to Impulse Tracker files, openSPC, won't work with SNES Doom. Using MP3s or OGGs would be your only option, other than writing an SPC player into a source port. 0 Share this post Link to post
Amaster Posted May 15, 2004 Hey, how about going a step further and adding enemies/maps that were missing from SNES Doom, but redone in that same "style"? 0 Share this post Link to post
Bloodshedder Posted May 16, 2004 No, not likely. Look here, under Music Playback. SPCs are not your ordinary music file. You'd need to program in the functionality of the SNES's sound chip to play them anywhere besides an SNES, which is exactly what emulators and SPC players do. 0 Share this post Link to post
KCat Posted May 17, 2004 AFAIK, Randy specificly added functionality to playback SPCs. Look at this filename, right from the v2.0.60 source: zdoom-2.0.60/src/sound/music_spc.cpp 0 Share this post Link to post
Bashe Posted June 8, 2004 Hey, I know this thread is getting old, but I have a contribution. freewebs.com/bashe/snesdoom.wad This makes it so the sounds are right (SNDINFO, so Zdoom only) and everything is one-sided. I haven't done anything with the music, yet. UPDATE: The music is now incorporated in. MP3 format, mind you. All the songs that weren't in SNES Doom (e1m6 song, victory, bunny) won't be in there. I haven't taken out the levels that weren't in SNES Doom yet, so their songs will just be their songs for Original Doom (either SNES or Original versions). ANOTHER UPDATE: This wad is HUGE UNFATHOMABLE. All thanks to those big honkin MP3 files. It's over 59MB, so I won't upload it to my site. Don't get mad. YET ANOTHER UPDATE: I added a .deh file into the wad to remove the gibbing frames. I will probably do more with the .deh later. I also added a cyberdemon melee attack like in SNES Doom. 0 Share this post Link to post
Job Posted June 8, 2004 Bashe, I've already got the music. Upload the wad sans the mp3s. I want to see what you've got. 0 Share this post Link to post
Use Posted June 8, 2004 Bashe said:YET ANOTHER UPDATE: I added a .deh file into the wad to remove the gibbing frames. I will probably do more with the .deh later. I also added a cyberdemon melee attack like in SNES Doom. What? I never knew that, what does he do? 0 Share this post Link to post
Job Posted June 8, 2004 Use3D said:What? I never knew that, what does he do? The attack animation is the rocket flare - the noise is the scratch attack that imps (and in this version of Doom, demons and cacos) shared with it. It was about as powerful as a baron's melee attack. 0 Share this post Link to post
Bashe Posted June 8, 2004 Job said:The attack animation is the rocket flare - the noise is the scratch attack that imps (and in this version of Doom, demons and cacos) shared with it. It was about as powerful as a baron's melee attack. Oh, looks like I have to update once again... :) All done! 0 Share this post Link to post
Nick Perrin Posted June 8, 2004 Job said:The attack animation is the rocket flare - the noise is the scratch attack that imps (and in this version of Doom, demons and cacos) shared with it. It was about as powerful as a baron's melee attack. Hah, that's just dumb. 0 Share this post Link to post
Job Posted June 8, 2004 Nick Perrin said:Hah, that's just dumb. Say what you like, but I found it novel that the developers of SNES Doom took the liberty of giving the cyberdemon a melee attack. I think something as big and powerful as that should be able to rely on more than a rocket launcher. 0 Share this post Link to post
Bashe Posted June 8, 2004 So, uh... what do you think of my work? I've only done the basics so far. 0 Share this post Link to post
Job Posted June 8, 2004 You did a great start on restoring some of the SNES Doom "features". :) However, if it's possible to speed up the enemies either by doing it through .deh or simply removing frames, I'd suggest it. Also, the potency of the rocket launcher, plasma rifle and bfg are slightly higher in SNES Doom. I recall, for example, that one plasma shot was equivalent to 5-7 bullets worth of damage as opposed to 2 bullets in the PC version. Also, is it possible to make it so that the cyberdemon uses it's melee attack more often. I put myself in it's face and it used it only once and used the rocket attack about 20 times. : / Lastly, if you need the music, I can send it to you. Either way, great job so far. :) 0 Share this post Link to post
Bashe Posted June 8, 2004 I dunno how to make it use the melee attack more often. It's one of those things where I'm helpless like this: freewebs.com/bashe/duyh!.jpg (The one on the left) I can probably do the rest easy. It will take some time. 0 Share this post Link to post
Darkhaven4 Posted June 8, 2004 Job, A *small* update because of XDoom= I've made the pistol fire in that "odd, SNES-ish" way. Also, I've gotten some more floormaps. IIRC, I've gotten the following: FMAP2A FMAP2B FMAP2E FMAP1E FMAP3F FMAP3X FMAP4B EDIT: I just ripped the OCEAN screen. It replaces CREDIT1. 0 Share this post Link to post
Bashe Posted June 8, 2004 I have an update: freewebs.com/bashe/snesdoom.wad It now includes the faster monsters and the slighty stronger weapons. I might have made the monsters too fast, thought. 0 Share this post Link to post
Job Posted June 8, 2004 Heh, great work guys. If you need any resources in particular, I can check my rom ripping folders for them - or if you want to contact me directly, my AIM name is saviormike. Otherwise, just PM me please. 0 Share this post Link to post
UltraMarioMan Posted June 8, 2004 My question is who is crazy enough to get within melee range of a Cyberdemon? :) 0 Share this post Link to post
Bashe Posted June 8, 2004 Yeah, only a pooey pants would get in the melee range :) I'm going to be updating for quite a while. I realized that in SNES Doom, the Spider Mastermind dies really quickly. I'll have to change that. Who here has SNES Doom and knows if the Cyberdemon dies quickly? I would get the rom and check, but I'm too bust right now. 0 Share this post Link to post