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Novaseer

Any way to port the DOOM 1/UD MIDIs to DOOM II?

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Just wondering, as I have some levels in my in-progress Doom II WAD that I think would work better with Doom 1 MIDIs. Can't use Shawn's Got the Shotgun for them all.

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It's as easy as adding any other custom music into your map. Assuming you've got a little experience in modifying the contents of a WAD file using SLADE or some other WAD Manager, you can open Doom.wad, find the MUS file you're after (for example, D_E1M1), copy it, open your map's wad, then paste in the file.

You'll have to rename it to correspond with the map you're replacing the music for. MAP01's music is "D_RUNNIN" for example. Here's a wiki article which lists all maps and their corresponding music:

 

http://doom.wikia.com/wiki/Doom_II_music

 

Hope this helps!

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2 hours ago, Dragonfly said:

It's as easy as adding any other custom music into your map. Assuming you've got a little experience in modifying the contents of a WAD file using SLADE or some other WAD Manager, you can open Doom.wad, find the MUS file you're after (for example, D_E1M1), copy it, open your map's wad, then paste in the file.

You'll have to rename it to correspond with the map you're replacing the music for. MAP01's music is "D_RUNNIN" for example. Here's a wiki article which lists all maps and their corresponding music:

 

http://doomwiki.org/wiki/Doom_II_music

 

Hope this helps!

Thanks, mate. As for making the music play on the right levels, I should just be able to use MAPINFO.

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Oh I thought you weren't allowed to have umodified iwad contents in a wad, guess that is only enemies or textures?

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Music is very whatever, same with sound effects. Graphics is somewhat more concerning, but seeing as how much stuff is ripped and recycled in the community this is a strong variable (the logic seems to be don't rip from Doom itself?). It's more reprehensible to redistribute unmodified levels than anything which is more understandable.

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43 minutes ago, therektafire said:

Oh I thought you weren't allowed to have umodified iwad contents in a wad, guess that is only enemies or textures?

 

That means for the IWAD of the game you're targeting.  For example you can't have unmodified DOOM2.wad lumps in your Doom 2 level, but you can have Doom 1 lumps.

 

It's as much for space efficiency as copyright law.  You don't need any IWAD lumps in your file because they're already in the IWAD.

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On 3/15/2018 at 5:31 PM, Bauul said:

That means for the IWAD of the game you're targeting.  For example you can't have unmodified DOOM2.wad lumps in your Doom 2 level, but you can have Doom 1 lumps.

So then how does Ancient Aliens get away with it? It's for Doom 2 and there's still tons of Doom 2 graphics in it.

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1 hour ago, Nevander said:

So then how does Ancient Aliens get away with it? It's for Doom 2 and there's still tons of Doom 2 graphics in it.

Probably aren't in the WAD itself, rather used because the WAD uses the Doom 2 IWAD as a base.

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They're in the wad. They had to be recoloured based on the new pallette, so they don't match the IWAD's data like-for-like.

 

Yeah, not sure why it's allowed, but it is.

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It's allowed because it's necessary in the cases of Ancient Aliens or BTSX, due to the palette changes. Feel free to delete these sprites and play, see how it looks.

 

There was a whole thread about a PALREMAP feature for advanced ports that would allow to not have to do this kind of stuff, but it predictably went nowhere.

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1 hour ago, Gez said:

There was a whole thread about a PALREMAP feature for advanced ports that would allow to not have to do this kind of stuff, but it predictably went nowhere.

 

Hasn't that been par for course with every feature that would do the community some good? Every time I read up on an old thread for such things it always goes the same way: ZDoom/Eternity developers are in favor, other port developers would most likely follow, but the feature won't be of much use if PrBoom does not implement it. There's just one small problem: PrBoom's lead developer is not interested in making Doom a better game. And apparently nobody is willing to turn PrBoom back into an actively maintained port. As long as the entire community depends on a zombie port there won't be any progress.

 

 

 

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