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Waffenak

The bfg edition

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Are the doom 1 and 2 ports the doom bfg editon contains straight pc ports or enhanced ps1 ports? Couldn't find info on doom wikia. Funny thing I found from wiki is that building progress of tower of babel has been deleted from bfg edition. I wonder why.

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Quasar said:

You should use the real Doom Wiki, at http://doomwiki.org - it is far more up-to-date and not full of ads or hindered by hideous looking site design.


Ah forgot that site but still couldn't find decent answer to my question there

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Da Werecat said:

Lazy port. All intermission maps are static.

Isn't it broken in the Linux Doom source? I seem to remember this was even the case in Chocolate Doom at one point.

-edit-

Waffenak said:

Ah forgot that site but still couldn't find decent answer to my question there

It's basically the Linux Doom engine with some bug fixes, some new bugs, it plays MIDI through Timidity with GUS patches instead of natively, and it renders at 960x600 instead of 320x200, which is then upscaled to your Doom 3 resolution. They grafted the engine into Doom 3.

DOOM.WAD is mostly the same as Ultimate Doom, except for the medikits being censored and a few of the menu text graphics being changed for the updated engine.

DOOM2.WAD is similar to the one used for the XBLA version, so it's got MAP33, DMENUPIC, the PC TITLEPIC is missing, and the Wolfenstein stuff has been censored. It also updates menu graphics, including the expansion selection replacing the unused episode selection.

NERVE.WAD is identical to the XBLA version.

I'm not sure why you'd think it was based on the PSX version, but there you go.

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It's based on the XBLA port created by Nerve, which was in turn based on the XBox port by Vicarious Visions. It's not entirely certain at which point along the line the code started using id Tech 4 as its hardware abstraction layer but I wouldn't be surprised if it was all the way back at the beginning.

There is nothing in common with the old console ports to Jag/PSX/Saturn/N64/GBA. Those were a totally separate line of development that branched off the DOS code for the Jaguar.

And there's a lot of info about it on Doom Wiki, you didn't look good enough.

http://doomwiki.org/wiki/Doom_3:_BFG_Edition
http://doomwiki.org/wiki/Doom_Classic
http://doomwiki.org/wiki/Doom_Classic_Complete
http://doomwiki.org/wiki/Xbox_360
http://doomwiki.org/wiki/No_Rest_for_the_Living

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Quasar said:

It's based on the XBLA port created by Nerve, which was in turn based on the XBox port by Vicarious Visions. It's not entirely certain at which point along the line the code started using id Tech 4 as its hardware abstraction layer but I wouldn't be surprised if it was all the way back at the beginning.

For some reason, I never considered that possibility but it makes complete sense.

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According to what I think/hear, they are emulated versions of the PC ports with some changes, one of them being that they slowed the framerate down from Doom's native 35Hz to 30Hz.

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I thought they just ported ps1 doom again to ps3 because it would seem logical thing to do but thanks for the info

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Marnetmar said:

I thought the XBLA port was based on PrBoom+?

Nope. That was the iOS port, also confusingly called "Doom Classic".

MFG38 said:

According to what I think/hear, they are emulated versions of the PC ports with some changes, one of them being that they slowed the framerate down from Doom's native 35Hz to 30Hz.

No emulation is involved. The native C source code is still used and is compiled to machine instructions for the platform in question. id Tech 4 is used as the hardware abstraction layer so that the Doom games themselves are no longer aware to any degree of what platform they are executing on. Rendering and sound are done to contexts provided by id Tech 4, and IO events are fed to it from there as well.

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MFG38 said:

According to what I think/hear, they are emulated versions of the PC ports with some changes, one of them being that they slowed the framerate down from Doom's native 35Hz to 30Hz.

This is demonstrably incorrect.

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There has been a thread about the subtleties introduced by Classic Doom in the BFG Edition, if you want more gory details.

The TL; DR version is that's a slightly revamped/hacked Linuxdoom with the missing bits filled in, slightly raised limits, and the code forced into a pseudo-C++ form.

MFG38 said:

According to what I think/hear, they are emulated versions of the PC ports with some changes, one of them being that they slowed the framerate down from Doom's native 35Hz to 30Hz.


Sheesh! Don't even joke about such things, or you might bring back a certain banned DW member with an unhealthy fetish/obssession for non-standard Doom resolutions & framerates!

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