ShaneAmp Posted May 23, 2005 Ok, so i got AFADoomers TITLEMAP lump now, and maybe im using it wrong, but it boots up right, but once the map starts, the titlepic ends up being the HUD. Can anyone explain how to use it, or give me a link somewhere, i tried looking, but couldnt find anything 0 Share this post Link to post
ShaneAmp Posted May 23, 2005 How do i get it to load into the first map, all it does is load the titlemap everytime i start a new game. I cant find anything that explains this, only forum topics that talk about it as if everyone already knows how to, its probly just one small little thing im missing, but ive never used it before. 0 Share this post Link to post
ShaneAmp Posted May 24, 2005 thats where my problem is, when i do, all it does is reload the titlemap sequemce again. I can do it as many times as i want and it will keep repeating it. Maybe i have to apply it somehow, rather then just loading it into my wad? Cuz it seems to work that way, except for not being able to start any map. 0 Share this post Link to post
AFADoomer Posted May 25, 2005 It sounds like you're loading an old MAPINFO lump. Make sure your MAPINFO is this: // MAPINFO for SNES Doom clearepisodes //Episode List episode e1m1 name "Knee Deep in the Dead" picname "m_epi1" key "k" episode e2m name "The Shores of Hell" picname "m_epi2" key "s" episode e3m name "Thy Flesh Consumed" picname "m_epi3" key "f" //Title Screen map TITLEMAP "SNES Doom" nointermission // Registered/Retail Episode 1 map E1M1 lookup HUSTR_E1M1 levelnum 1 titlepatch WILV00 next E1M2 secretnext E1M9 sky1 SKY1 0 cluster 1 par 30 music D_E1M1 map E1M2 lookup HUSTR_E1M2 levelnum 2 titlepatch WILV01 next E1M3 secretnext E1M9 sky1 SKY1 0 cluster 1 par 75 music D_E1M2 map E1M3 lookup HUSTR_E1M3 levelnum 3 titlepatch WILV02 next E1M4 secretnext E1M9 sky1 SKY1 0 cluster 1 par 120 music D_E1M3 map E1M4 lookup HUSTR_E1M4 levelnum 4 titlepatch WILV03 next E1M5 secretnext E1M9 sky1 SKY1 0 cluster 1 par 90 music D_E1M4 map E1M5 lookup HUSTR_E1M5 levelnum 5 titlepatch WILV04 next E1M7 secretnext E1M9 sky1 SKY1 0 cluster 1 par 165 music D_E1M5 map E1M7 lookup HUSTR_E1M7 levelnum 6 titlepatch WILV06 next E1M8 secretnext E1M9 sky1 SKY1 0 cluster 1 par 180 music D_E1M7 map E1M8 lookup HUSTR_E1M8 levelnum 7 titlepatch WILV07 next EndGame1 secretnext E1M9 sky1 SKY1 0 cluster 1 par 30 nointermission nosoundclipping baronspecial specialaction_lowerfloor music D_E1M8 map E1M9 lookup HUSTR_E1M9 levelnum 8 titlepatch WILV08 next E1M4 secretnext E1M4 sky1 SKY1 0 cluster 1 par 165 nosoundclipping baronspecial specialaction_lowerfloor music D_E1M9 // Registered/Retail Episode 2 map E2M1 lookup HUSTR_E2M1 levelnum 9 titlepatch WILV10 next E2M3 secretnext E2M9 sky1 SKY2 0 cluster 2 par 90 music D_E2M1 map E2M3 lookup HUSTR_E2M3 levelnum 10 titlepatch WILV12 next E2M4 secretnext E2M9 sky1 SKY2 0 cluster 2 par 90 music D_E2M3 map E2M4 lookup HUSTR_E2M4 levelnum 11 titlepatch WILV13 next E2M6 secretnext E2M9 sky1 SKY2 0 cluster 2 par 120 music D_E2M4 map E2M6 lookup HUSTR_E2M6 levelnum 12 titlepatch WILV15 next E2M8 secretnext E2M9 sky1 SKY2 0 cluster 2 par 360 music D_E2M6 map E2M8 lookup HUSTR_E2M8 levelnum 13 titlepatch WILV17 next EndGame2 secretnext E2M9 sky1 SKY2 0 cluster 2 par 30 nointermission nosoundclipping cyberdemonspecial specialaction_exitlevel music D_E2M8 map E2M9 lookup HUSTR_E2M9 levelnum 14 titlepatch WILV18 next E2M6 secretnext E2M6 sky1 SKY2 0 cluster 2 par 170 music D_E2M9 // Registered/Retail Episode 3 map E3M1 lookup HUSTR_E3M1 levelnum 21 titlepatch WILV20 next E3M2 secretnext E3M9 sky1 SKY3 0 cluster 3 par 90 music D_E3M1 map E3M2 lookup HUSTR_E3M2 levelnum 22 titlepatch WILV21 next E3M3 secretnext E3M9 sky1 SKY3 0 cluster 3 par 45 music D_E3M2 map E3M3 lookup HUSTR_E3M3 levelnum 23 titlepatch WILV22 next E3M4 secretnext E3M9 sky1 SKY3 0 cluster 3 par 90 music D_E3M3 map E3M4 lookup HUSTR_E3M4 levelnum 24 titlepatch WILV23 next E3M6 secretnext E3M9 sky1 SKY3 0 cluster 3 par 150 music D_E3M4 map E3M6 lookup HUSTR_E3M6 levelnum 26 titlepatch WILV25 next E3M7 secretnext E3M9 sky1 SKY3 0 cluster 3 par 90 music D_E3M6 map E3M7 lookup HUSTR_E3M7 levelnum 27 titlepatch WILV26 next E3M8 secretnext E3M9 sky1 SKY3 0 cluster 3 par 165 music D_E3M7 map E3M8 lookup HUSTR_E3M8 levelnum 28 titlepatch WILV27 next endbunny secretnext E3M9 sky1 SKY3 0 cluster 3 par 30 nointermission nosoundclipping spidermastermindspecial specialaction_exitlevel music D_E3M8 map E3M9 lookup HUSTR_E3M9 levelnum 29 titlepatch WILV28 next E3M7 secretnext E3M7 sky1 SKY3 0 cluster 3 par 135 music D_E3M9 // Clusters (correspond with same-numbered episode) clusterdef 1 flat WIMAP0 music D_VICTOR exittext lookup E1TEXT clusterdef 2 flat WIMAP1 music D_VICTOR exittext lookup E2TEXT clusterdef 3 flat WIMAP2 music D_VICTOR exittext lookup E3TEXT 0 Share this post Link to post
ShaneAmp Posted May 25, 2005 That is slightly more updated then the version i was using, but after looking at it, it seems like that should work also. But even with that, same problem. Theres obviously something i dont understand about scripts, ive had this kinda problem before, i must be applying it wrong, loading into the wad wrong, thats my guess. I'll just work on other stuff for now, and when im ready to release another version, i'll see if i can get someone who has time, to get it working. Ive been loading the wad in with XWE, merging it, whats wrong there? works for everything else. 0 Share this post Link to post
Bashe Posted May 25, 2005 Is there anything you want me to do? I'm on freelance. 0 Share this post Link to post
ShaneAmp Posted May 26, 2005 if you know anything about titlemaps, you can try and get that working. Other then that, not really sure, you can try the latest version and see what you think you can improve. Let me know first though, and make sure i havnt already done it. If you want, maybe you could make single sided sprites for the ones not done yet, i'd like to make this compatible with Doom 2 when this is done, and i dont think thats to far off really. Right now im really just touching up, fixing some dehacked, and some graphics, then thats about it to my knowledge, unless someone has some tricks to emulating it even more. 0 Share this post Link to post
ShaneAmp Posted June 9, 2005 Well i started some work on a Doom 2 compatible SNES Doom MOD, got all the sprites done, and some other graphic stuff. Ive heard of a page somewhere that lists all the new textures in both doom 2 and final doom, i dont have much time to look for it, does anyone have a link? 0 Share this post Link to post
ruffj05 Posted October 27, 2005 wwwoww... you all completely have the same throughts about the old doom as i do. the bad graphics, sprites always facing you, i mean, you people read my frickin mind! lol. note that i did only read the 1st and last posts (i know, im lazy :P) . but in my mind, since i grew up with the snes doom, sprites always facing you is sorta creepy. also, i remember that when youd die, the enemies would still be walkin around all over the place...just staring at you. my biggest fear was the cacodemon. lord that thing used to scare the shit outta me when i heard that hissing noise. anyway, since my laziness got the best of me, im sure somewhere in this topic, theres probably a link to what yall are workin on, so if you could pm me it or something, IF it is there, im not sure, id appreciate it. another thing is, in my opinion, a completely redone version of the snesdoom with just mouse control, yet it would take away some aspects of the old doom, like the no-textured floors&ceilings... ok nvm. i just need to go out and find a snes controller that hooks to your pc. cus its very difficult in zsnes with the keyboard controls. oh well, drop me the link of the "project" or whatever, thanks. 0 Share this post Link to post
ShaneAmp Posted October 27, 2005 im still doing work on it. I havnt posted anything about it in a while, because ive been reformatting my hard drive and backing stuff up. I do plan to do as much as i can with it. it's not far off from being done id say, at least as much as can be done. geocities.com/shaneamp/snes_doom.zip The MOD geocities.com/shaneamp/maps.zip Redone maps that version is almost 10 months old now! i have lots of new dehacked work done, and started work on a doom 2 version of it also. I may not post a new release until i think it done. Funny, 3 seperate post in one day about this project that no one has spoken about in months, good to hear theres still inetrest in it! 0 Share this post Link to post
ruffj05 Posted October 27, 2005 neither of the links work... but yeah my interest will never die! oldskool 4ever! also, a quick question, is there anyway to like, download a different midi engine than you already have? that has like different sounds for each of the patches. perhaps i could find the doom one, i dunno. 0 Share this post Link to post
Darkhaven Posted October 27, 2005 HEY GUYS I'M BACK Tell me if anything's wrong and I'll get straight to work ;) 0 Share this post Link to post
ShaneAmp Posted October 27, 2005 sorry about the links, it's geocities, it never works right, just keep trying! What do you mean different midi engine? the MOD uses the actual SPC's from the Snes Doom Rom, zdoom supports them, if you would rather have the original midi's, then delete the spc's from the wad. Darkhaven, if you could get the spread effect working, for the baron fireball that the bfg shoots, thad be great. For now, you should wait until i get a working version together of the new stuff i have, so you dont end up working on something that ive already done. And i guess there's no way to script an intermission sequence between episodes, so i dunno what else there is really to do, a few touch ups and it may be done. 0 Share this post Link to post
ruffj05 Posted October 27, 2005 oh my fault. i heard from somewhere that it uses midi just a whole different engine. anyone notice how when you pause the music doesnt completely stop, it like finishes off the last note? thats why i believed the midi "hoax" or "theory". whatever you wanna call it. 0 Share this post Link to post
ShaneAmp Posted October 27, 2005 Well an SPC is like a MOD, it uses samples. With a program called snessor, you can extract the intruments. For the doom2 mod, i thought about making mods out of the original midi's, using the snes samples. I still need to learn more about mod tracking though, and so far it doesnt sound quite right without the type of reverb the snes uses. Thanx for posting the mod gargoylol, the other link is always broken or not working. http://www.planetgargoyle.com/doom/snes 0 Share this post Link to post
ruffj05 Posted October 27, 2005 w00t!!!1 thanks. edit -- oh dang my bad it doesnt work lol. at least not with zdoomgl. how am i supposed to run it? let me know asap. thanx 0 Share this post Link to post
ShaneAmp Posted October 28, 2005 latest version of zdoom works fine, try gzdoom for GL, that works to, zdoom gl does seem to have some problems 0 Share this post Link to post
ruffj05 Posted October 28, 2005 no its not that, i just have no clue how to use it. 0 Share this post Link to post
ShaneAmp Posted October 28, 2005 drag and drop the wad into the zdoom exe, make sure your using the ultimate doom iwad, if that doesnt work, then it's not the mod thats the problem. 0 Share this post Link to post
ShaneAmp Posted October 28, 2005 did anyone happen to download the updated copy of the sneslib that AFADoomer posted a while back, to fix a minor hud error? i cant seem to find it, and the link doesnt work anymore. 0 Share this post Link to post
ruffj05 Posted October 28, 2005 its great, the framerate isnt quite like the old one though. theres gotta be a way to fix that... the reason is because when something dies it dies super fast, unlike the old snes doom. is there a way to mod the framerate on zdoomgl 0 Share this post Link to post
ShaneAmp Posted October 29, 2005 you mean the death frames, or the framerate of the game itself? I always kinda thought the death frames were a little faster to, that can be changed easily with dehacked. The frames were faster on the snes though, especially the chase frames, ive been working on that for the next version. It looks alot better now, although some monsters couldnt be emulated 100%, their fairly close. I think 95% is about as close as it will get, but to anyone who hasn't studied the differences in the snes, probly wont notice anything. 0 Share this post Link to post
ruffj05 Posted October 29, 2005 just the game framerate. the death frames are perfect to me. its just the whole game framerate. 0 Share this post Link to post
ShaneAmp Posted October 29, 2005 well do u want it to run as low as the original though? im not sure if zdoomgl has the fram cap removed, but the regular version did, and you could put it back on with a command in the console, gave it more of a classic feeling. If there's a way to lower the fram rate, then i dont know about it, but it would be a neat option to have. 0 Share this post Link to post
ruffj05 Posted October 29, 2005 i should request that perhaps. i mean they should understand doom fans out there (unlike the dickheads at zsnes). only problem with zdoomgl is that the creators dont really seem to give a shit. 1st off, theyve only had like 20 people on for their max "most online" medal thing. and they never check back on their site. i left a post there like a week ago, and so far that was the last post in that whole forum (well, miniforum, whatever you wanna call it). 0 Share this post Link to post
ShaneAmp Posted October 29, 2005 well you can try and request it, we requested an spc support update for this mod, and it was implemented in the latest version, but that was a simple fix, i dunno what a frame limit would take to impliment. 0 Share this post Link to post
ruffj05 Posted October 29, 2005 i just found out that they have it already, the problem is it can only be set to on or off, theres obviously a default value. im not realy sure though, i asked if this is true and im still awaiting a response. i just gotta remember it takes them a week sometimes to respond, the forums are pretty dead. 0 Share this post Link to post
leileilol Posted October 29, 2005 cl_capfps 1 caps it at 35, however it doesn't have the same "fluid flow" stock doom does with a cap. SNES Doom's framerate is 21-ish iirc. by the way, why are you playing snesdoom in zdoomgl, that's completely defeating the point 0 Share this post Link to post