Job Posted June 9, 2004 Great - I tried to use some Game Genie cheats so I could get a look at the plasma rifle right away so I could emulate the graphics - but no such luck. It looks like I'll have to do it the old fashioned way. Does ZSnes have a better screen capture system than SNES9x? 0 Share this post Link to post
Oh No Its Kyle Posted June 9, 2004 Not sure. Also, for the weapons, you could use a save state from zophar.net to warp to the last level with every weapon. :/ 0 Share this post Link to post
Bashe Posted June 9, 2004 Badda bang badda boom badda bang! freewebs.com/bashe/snesdoom.wad There, the blood splats are gone and the ice glitch is destroyed! I have a savestate that puts you at Dis with all the guns. I could send it to you. It's for Zsnes. Aw, hell. I'll take pics of the Plasma Rifle for SNES Doom. 0 Share this post Link to post
Job Posted June 9, 2004 I'll try that new wad out. If you can get any pics of the graphics I can try to redo some of the sprites for you. Otherwise, the savestate will work too. We'll either have to make it so that the plasma rifle shot is the same for all the frames or just make it one frame. 0 Share this post Link to post
Bashe Posted June 9, 2004 freewebs.com/bashe/plasma.png freewebs.com/bashe/BFG.png Those pics are kinda small, but they'll have to do. I took a pic of the BFG, just in case. 0 Share this post Link to post
Job Posted June 9, 2004 Hm, could you possibly post a pic of the plasma rifle shooting? That'd be very helpful. Also, I'm wondering how we can get the wall textures to be low res...I mean, the flats are easy because they're just monochromatic. But I'm not sure how we'd alter the sprites and walls to make them low res... : / EDIT: Thanks so much for all your great work, Bashe, if you ever want to talk to me on AOL, you have my screename in the email I sent. But allow me to ask if you would be able, at your convenience, to speed up the enemies even faster, as well as their attack speeds and death animations? Heh, if I'm being too demanding, just let me know. 0 Share this post Link to post
Bashe Posted June 9, 2004 Sure could... ... and here you go: freewebs.com/bashe/plasmashooting.png freewebs.com/bashe/plasmashooting2.png It doesn't look like the plasma sprites aren't the same as original Doom. 0 Share this post Link to post
Nmn Posted June 9, 2004 Job said:Also, I'm wondering how we can get the wall textures to be low res... Rescale in any ordinary 2d graphics software? PSP should do well. It only depends how You want them rescaled-smoothly or pixelated.. 0 Share this post Link to post
Bashe Posted June 9, 2004 Well, I have to go. My fucking family won't get off my back about taking away privliges just because I hate cleaning my room. 0 Share this post Link to post
Job Posted June 9, 2004 Nmn said:Rescale in any ordinary 2d graphics software? PSP should do well. It only depends how You want them rescaled-smoothly or pixelated.. Pixelated is the way to be. Though I don't know if I quite understand how that would work. If you rescaled the texture or sprite in question, it would indeed become more pixelated, but how would you get it to look the right size again without undoing your work? 0 Share this post Link to post
Nmn Posted June 9, 2004 If You rescale it and use pixel scaling, which automatically pixelates the image, then there is only undo. If You rescale it using smart resize or bicubic sampling it becomes smaller, but blurred. You can re-rescale it to it's original size and play with sharping tools, but usually it takes some time. It's harder to make a hi-res version of a small textures, than vice-versa. Resizing a small image to hi-res size (like 512x512) will make it look blurry, but a good bump map (like concrete, or brushed metal) would make it look more natural. EDIT: You mean resizing a patch to make it pixelated and then resizing it to be a normal, easy in handling 128*xx size? Well, that's not hard. Either small-scale it and rescale to it's original... or play with the "pixelate" tool. 0 Share this post Link to post
Bashe Posted June 9, 2004 Well, it's very painful to play through SNES Doom (no offense), but I could try to wade my way to the end Episode 2 to check out the Cyber. If I can make it, I shall update. 0 Share this post Link to post
Job Posted June 9, 2004 Speaking of painful, I nearly forgot something...I was testing both the rocket launcher and the plasma rifle out. The plasma rifle does a wee bit too much damage and the rocket launcher does a bit too little. I've played SNES Doom and have sometimes killed cacos in one rocket. 0 Share this post Link to post
chilvence Posted June 9, 2004 Zdoom has a console command to globally set the x and y scale of the textures. Play with then TX and TY cvars for some funky stuff. Then you could probably batch resize all the original textures and build a new texture1 lump with deutex on the users machine. 0 Share this post Link to post
Bashe Posted June 9, 2004 Okay, I'll alter the damages of the P Rifle and the R Launcher. UPDATE: I have changed the Lost Soul chase sound to dscacsit, as in SNES Doom. [Extremely pissed]GOD DAMMIT!!!!!11!11!!11!!! I saved right at the Cyberdemon in SNES Doom, but fucking save is corrupted! I use it and the emulator closes! SHIT!!!111!11!!!11!1!![/extremely pissed] Job, help me out on the Cyberdemon in SNES Doom. What is he like? Have you gotten to him at least once? 0 Share this post Link to post
Oh No Its Kyle Posted June 9, 2004 I'd help but I can't because I can't handle how the game plays. :( 0 Share this post Link to post
Bashe Posted June 9, 2004 UPDATION: The Rockets and Plasma damage have been altered. I know these things about the Cyberdemon in SNES Doom: *Has a melee attack *Has pain sound dsdmpain(?) That's about it. Job, do you have any info? 0 Share this post Link to post
Darkhaven4 Posted June 9, 2004 I have some info. The enemies move alot slower, I've noticed, through just getting stuck on the floor and moving out of it a step at a time. It's kind of hard to explain. This can be done with BEX editing... But, then again... And by the way, stop all that crap about resizing, please. Just do it in paint. And Bashe, could you send me the save file in question? elric@monumentweb.com I already have all the Plasmagun and shotgun states ripped, by the way. They're way too small to use, however. 0 Share this post Link to post
Bashe Posted June 9, 2004 Sure, doing now. HUH?: Which one did you want? I sent you the one thats at Dis with all guns. I can send you the other one if you want it. 0 Share this post Link to post
Darkhaven4 Posted June 9, 2004 Nevermind it, that's the one I wanted. Thanks alot, dude. EDIT: Just an afterthought; What about making a 32x Doom mod after the SNES Doom mod is done? Heheheheh... 0 Share this post Link to post
Bashe Posted June 9, 2004 DarkHaven4 said: EDIT: Just an afterthought; What about making a 32x Doom mod after the SNES Doom mod is done? Heheheheh... Well... uh... maybe? 0 Share this post Link to post
Job Posted June 9, 2004 Heh, first things first. In terms of progress, I'm still trying to get the plasma shot to work right - in terms of size. But it should be ok. 0 Share this post Link to post
Darkhaven4 Posted June 10, 2004 I believe the shot's PLSSA0 and PLSSB0 frames were cut because of sprite space limits. The ball's PLSSA0 and PLSSB0 frames should be replaced by PLSSC0. This is all IIRC, mind you- I'll check on it in a minute to make sure. EDIT: Yeah, they were cut, but it's PLSEA0 that replaces them. Also, I've noticed two very *odd* things while playing SNES doom. The first thing is that there is only one "line" of fire; you can only hit one enemy at a time(decorate lump with invisible infinite-speed projectiles?) The other thing is that sometimes the enemies don't make death sounds. PLUS: I just found out something very interesting. For an extra challenge, if we should stay *very* true to the SNES version of Doom, we have to make everything in a single 2 Meg WAD or less. Remember, 2MB = 2048KB 0 Share this post Link to post
Job Posted June 10, 2004 Here's a pic of the plasma shots in action...kind of hard to make out, but it's getting closer to looking like what it's meant to. 0 Share this post Link to post
Oh No Its Kyle Posted June 10, 2004 While we're on the subject of making shitty versions of Doom, is anyone going to make an Atari 2600 Doom TC? ;) 0 Share this post Link to post
Job Posted June 10, 2004 Graphically, yes, it's horribly dated. But I, nor anyone else who's contributed so far, wouldn't try so hard to make an incarnation of SNES Doom if it didn't have some inherent or sentimental value. So think twice before you call it shitty. :P 0 Share this post Link to post
Oh No Its Kyle Posted June 10, 2004 I like it though. It does have an interesting look when you play it. I, for one, kinda like the way the zombies walk now. :) And the way the new weapons look and act I'm all for, truely. :D The imp just looks like he's dancing though. O.o 0 Share this post Link to post
Bashe Posted June 10, 2004 I noticed something, too. The Baron's death frames have been cut. I killed a Baron in SNES Doom and it stopped dying while it was still in mid-air. The last 3 frames of it's death were cut. 0 Share this post Link to post
Job Posted June 10, 2004 Good point. That's another one of the idiosyncracies of the game. Nearly forgot that one. Also, I think that it's always the rear end of the cyb's rockets that face you. 0 Share this post Link to post