GBA Doom 2 Map Converter

3 hours ago, -[EVIL]- Pepsi said:

This is pretty interesting. But who would really wanna play GBA Doom levels? Aren't they for the most part just stripped down versions of the levels we all know and love?

I'll remind you about GBAD2 "Industrial Zone". This level is really interesting to play.

 

Other levels...yeah...heh

Share this post


Link to post

We need to see how the whole Southpaw/Torus engine work.

It looks like it contains code from Doom and not DN3D/Build engine or the code may have been rewritten.

Which explains how Duke Nukem Advance isn't anything like DN3D.

I don't know really.

Edited by Cacodemon345

Share this post


Link to post

Just tried to convert and play GBAD2 maps.

 

They are awesome. But I've got a question.

 

On 11.01.2018 at 9:40 PM, Randy87 said:

I haven't been able to make much sense of what might be the BSP data, but then again I know nothing of BSP.

HOW did you do this converter if you know nothing about BSP? This is really confusing me.

Share this post


Link to post
Just now, DeXiaZ said:

HOW did you do this converter if you know nothing about BSP? This is really confusing me.

Doom's BSP data is entirely independent of the rest of the map, which is necessary considering you first need to make a map in order to apply a BSP tree builder to it. While it's unclear what kind of data Southpaw is using in place of Doom's BSP, it's bound to be something similar, and it is likewise independent. So, you don't need to know anything about it in order to extract the important bits (vertices, linedefs, sidedefs, sectors, and things) of the maps.

1 person likes this

Share this post


Link to post

Got it, thank you.

 

Well, in last 3 months I've tried to talk with everyone who mentioned in GBA Doom 2 and Duke Nukem credits about Southpaw Engine. I've got nothing, all people just "dissapeared" from Net around 2011-2012.

Share this post


Link to post
27 minutes ago, Cacodemon345 said:

Southpaw BSP-like data needs to be worked on.

This is easier said than done.

 

Randy87, as I can see - all converted GBAD2 maps are working with the actual PC BSP, so I'll advice to try usual PC node builders like idBSP and DeePBSP for the first experiments with converting PC maps into GBAD2 format.

 

Like I did for the PSX Doom with glBSP.exe they possibly could help you. I don't think that Torus Games did a totally new BSP for their conversion. I believe that this is still Doom engine with few edits.

Share this post


Link to post
13 hours ago, loveless said:

What port is recommended to play this with?  PrB+, GZDoom?

The progression won't work right out of the box outside of GZDoom due to the split maps, so there's now 34 maps. It might be possible to merge them using a teleporter to make them work in any port though.

 

Someone could also write up an EMAPINFO to allow it to be played in EE.

 

ed: also, based on the results of almost every "what is your least favorite iwad map" thread here, I think there's one thing in the GBA Doom II mapset that will appeal to many people here:

iyufJb5.png

Edited by InsanityBringer
4 people like this

Share this post


Link to post
19 hours ago, -[EVIL]- Pepsi said:

Aren't they for the most part just stripped down versions of the levels we all know and love?

GBA Doom 1's are, but GBA Doom 2's are almost identical to the PC version except for a few places.

1 person likes this

Share this post


Link to post

I'd be very interested in a PC port of DNA. I'd even work on it, but I know approx. nothing about proper reverse-engineering.

 

Just thought I'd say it.

Share this post


Link to post

I managed to convert the levels and built the BSP tree for the maps for it but I've noticed two things: Industrial Zone and The Chasm were segmented into two maps each, likely a limitation of the Doom 2 GBA engine port.

1 person likes this

Share this post


Link to post
On 15.01.2018 at 3:43 AM, Da Werecat said:

I'd be very interested in a PC port of DNA. I'd even work on it, but I know approx. nothing about proper reverse-engineering.

I'll help to make both TC - GBAD2 and DNA. Just call for me, I can do everything helpful with Decorate, sprite "editing", mapping, etc.

 

P.S.: Is this possible to export/import midi music in GBAD2?

Share this post


Link to post

aSDQgrJ.png

 

I'm working on getting a base up for the community to take over.

I need to rewrite the graphics ripping code. What a nuisance. Still not sure whats up.

I need to find the interface graphics and sounds.

I might put together the switches and animated textures.

I'll slap in some static DECORATEs for all the objects and let the community take over from there.

 

Share this post


Link to post
On 13.1.2018 at 4:34 PM, Randy87 said:

New Info.

A cursory examination of the Duke Nukem Advance levels shows them to be identical to Doom 2 GBA's.

Looks like the engine was hybrid and meant to support both games in a common format.

That would explain a lot of the extra/unknown fields.

I'm looking at the map geometry in slade right now.

 

Seems, DNA is actually kind of an Duke Nukem Mod for GBA Doom2.

 

https://forums.duke4.net/topic/2699-dnahacker/page__st__30__p__55001#entry55001

1 person likes this

Share this post


Link to post

Just as a little note to those trying to play the extracted doom 2 maps, I was poking at them and I discovered suburbs is not 100% correct in any port (though it is completable): I don't think Doom 2 GBA used sound propagation, so the box that holds all the monsters that are supposed to teleport in isn't actually connected anymore. The door open specials are replaced with a new line type that presumably wakes the monsters in the tagged sector, but this obviously doesn't exist in the original or various ports. 

 

In order to get things fully functional it'd take a bit of work, though maybe it'd be fun to make a little tc that can do it. I've extracted the palette and colormap before so you can even make it just as ugly as doom 2 gba was.

2 people like this

Share this post


Link to post
3 hours ago, InsanityBringer said:

The door open specials are replaced with a new line type that presumably wakes the monsters in the tagged sector, but this obviously doesn't exist in the original or various ports. 

But it can be easily recreated for the TC by this. UDMF supports it as Line 173.

Share this post


Link to post
38 minutes ago, Cacodemon345 said:

, could you write instructions on how to make levels for actual PSX Doom?

Not really, because I can only do "box" levels. That sucks. I need a help of somebody who really understands how "map" elements works.

Share this post


Link to post
3 minutes ago, Cacodemon345 said:

Then how did you do this?

it's better to ask it in my thread, not here.

1 person likes this

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now