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About Mattfrie1

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  1. Mattfrie1

    PsyDoom 0.5.2 - PSX Doom port (reverse engineered) for PC

    The Saturn port does this as well, as is expected since it is ported from the PSX version. However the Saturn port will occasionally draw sprites over level architecture (i.e. drawing a sprite that a corner should obscure, see picture below) and will sometimes even draw a sprite further in distance from the player over one that is closer.
  2. Mattfrie1

    Dissecting Sega Saturn Doom

    I've been reading a lot of old game magazines on the Internet Archive lately, and I came across this interesting preview of Saturn Doom from the October 1996 issue of GamePro. Note the slightly different HUD and Doom II sky at E1M1 in the screenshots. Also interesting how the magazine pegged the release date for October 1996 when it really wasn't released until March 1997. Here's a link to the magazine for anyone interested as well.
  3. Mattfrie1

    Sorting posts by oldest on alt.games.doom?

    If you click the arrow on the right of the search bar a posted within option comes up that allows you to search between two separate dates. Not exactly sorting from old to new but it allows you to isolate a certain year if that's what you are looking for.
  4. Mattfrie1

    Classic consoles and ports and modern TVs

    I used to retro game on a nice JVC I'art CRT back in the day before it stopped working, from there I upgraded to a typical run-of-the-mill smart TV for the obvious 21st century reasons. Up until recently I only used composite (gasp) to hook up my old systems until I invested in HDMI cables from Levelhike via Amazon. These cables pull whatever the highest quality signal is from a system (RGB, S-Video) and upscales that to 720p. The bottom line is that composite looks awful on today's TVs, blurry, smeared, unappealing, but still passable if you have no other options. I'm sure it looked just as terrible on the CRT as well, but since we didn't have the level of information on the subject back then that we have today, I didn't notice or care. I never noticed any additional lag either going from CRT to LCD, and it's always been a non-issue as far as I'm concerned that's been blown way out of proportion these days. Of course these games look amazing and near emulator quality when using cables such as these, but they now show off all the blemishes and such (See dithering) that using lower quality signals on CRTs would hide. HOWEVER, the whole "retro games look better on a CRT" thought process that has cropped up nowadays is simply a matter of taste perpetuated by the current retro community. You don't NEED a CRT if you want to get into retro gaming, especially since options like Framemeister, Retrotink, and Levelhike exist to get that crystal clear image if you desire it. While the concept of playing the games on "what they were designed to be played on" is one that I understand, it frankly isn't crucial to get the most enjoyment out of your games despite the "professional" reviewers on YouTube telling you otherwise. This is the same phenomenon that happens with anything analog based, whether it's sound or video in origin, and since all these systems only had analog options to display their images there is bound to be debate on what the most "correct" and "accurate" way to play them is.
  5. Mattfrie1

    Dissecting Sega Saturn Doom

    Jim added that those pictures were only meant to be Easter eggs when I asked in a follow up tweet, although those credits definitely should have been seen in-game I think. I did some more detective work and both Ed Hollingshead and Tamar Tashin were a part of the Sega European Tech Support team according to this document. https://antime.kapsi.fi/sega/files/DTS-0197.pdf
  6. Mattfrie1

    Dissecting Sega Saturn Doom

    I reached out to Jim on Twitter to ask who the other person was in SKY21.CHR Ed is thanked in the credits screen that never appears during gameplay for giving tech support assistance.
  7. Mattfrie1

    Dissecting Sega Saturn Doom

    @Deā“§iaz Bizhawk is pretty good with Saturn emulation if you want to give it a try. It's worked with almost every game I've thrown at it.
  8. Mattfrie1

    Progressive Rock Suggestions?

    I might get laughed out of the room for this one, but Journey's debut album is rather proggy and has always been a favorite of mine.
  9. Mattfrie1

    Dissecting Sega Saturn Doom

    @ludicrous_peridot Nope, there's no Williams logo outside of Club Doom, although the image still remains in the overall WAD. Instead it just displays a black patch where the logo should be. Check out about 10 seconds into this video: Just for the fun of it I checked both WAD and TEX files for Club Doom between ports, and again there are no differences between the files. Looking at both maps in SLADE shows identical information as well, with the Saturn port still referencing WMSWALL for that sidedef.
  10. Mattfrie1

    Dissecting Sega Saturn Doom

    @ludicrous_peridot Just ran a check of both WAD and TEX files for Map 14 across both versions. The Saturn files are exact matches to those on the PSX disc, so I'm assuming that it must be some kind of an issue with the renderer on the Saturn.
  11. Mattfrie1

    Dissecting Sega Saturn Doom

    I'm a bit rusty on Doom jargon, but if you mean the exploding head animation from when the player gets gibbed then no I've never seen it in Saturn Doom. It exists on the Saturn disc with the rest of the PSX Doom resources in JIMSDOOM.WAD, but of course those resources are ignored in-game.
  12. Mattfrie1

    Dissecting Sega Saturn Doom

    The guy in the top picture is Jim Bagley. I'm assuming the 2nd picture is of Alan Webb, who is also listed as a programmer on this port. The id logo also never features in gameplay. Awesome discovery @ludicrous_peridot.
  13. Got the updates on PS4 this morning. The motion controls threw me off at first (I thought it was a bug of some sort honestly), but everything else looks great. I'm noticing a few small out of place graphics that pop up on screen when you first enter the level though (About 18 seconds into the video). I'm assuming they are related to the motion control but I could be wrong.
  14. Mattfrie1

    PsyDoom 0.5.2 - PSX Doom port (reverse engineered) for PC

    There's also an area in House of Pain where this occurs too. The corridor with two side by side doors at the end of it in the blue key area has a lot of pickups clustered together behind the right side door. I've also seen that same floating ceiling render quirk happen in PSX Hexen as well, so the problem still happens with higher ceiling limits.
  15. Mattfrie1

    Dissecting Sega Saturn Doom

    I've just recently completed a dual playthrough of both Saturn Doom and PSX Doom, and kept a few notes about any anomalies, bugs, or other interesting facts that I encountered in Saturn Doom that haven't been well documented yet: - There's a bug with the sound effects in-game that will rarely cause the wrong sound effect to play for an action. I've only encountered this twice in my playthrough and the bug only seems to trigger if either a weapon like the chainsaw was recently used or if a lot of sound effects are playing all at once. Sound effects in Saturn Doom are written consecutively to one of the sound channels and then left in that channel until it is overwritten when that channel comes back up in the rotation. I'm guessing that when a lot of sounds are being played at once the sound engine will "forget" to write the new sound effect to a channel and will mistakenly play whatever sound was there beforehand. - As a side note, both Doom and Revolution X (The only other Saturn game programmed by Jim Bagley) share the same Sega sound driver as confirmed in a hex editor. Admittedly most Saturn games use Sega's sound driver, but comparing Doom's sound driver with Revolution X's was the only game I tested that had an exact match. I've also encountered the same sound effect bug in Revolution X, where it occurs much more frequently. - This one has been hiding in plain sight for a while now. The alcoves in the yellow key room on MAP14 are textured incorrectly in the Saturn version, displaying two unrelated repeating textures with large black spaces in between them. See image below for a comparison of the two ports. - The Saturn version has a tendency to clip sprites incorrectly near walls, with enemies appearing to be floating in front of walls. The picture of the imp below at Containment Area showcases a more extreme occurrence of this bug. - Similar to the floor rendering error discussed in the PsyDoom thread, Saturn Doom will occasionally not draw flats correctly if far enough away from them. This leaves holes in the floor or ceiling where you can see the sky through them. The two examples in the pictures below show this occurring at both Twilight Descends and Perfect Hatred. - In this interview Jim Bagley makes mention of how he used his own custom WAD tools when working on the port. While all the WADs from PSX Doom are the same, this could be an explanation for why JIMSDOOM.WAD is larger in size than PSXDOOM.WAD if different compression is being used.