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Mattfrie1

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About Mattfrie1

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  1. Mattfrie1

    Dissecting Sega Saturn Doom

    I've managed to somewhat fix the issue this port has with displaying the Doom II city sky for levels that originally had the animated fire sky in the PSX version. SKY3 from Ultimate Doom was converted to the new sky format for this version as well but never appears normally during gameplay (Stored as SKY03.CHR and SKY03.MAP). By switching around the order that the sky files are ordered in the system's memory will allow the previously unseen SKY3 to take the place of another sky texture. I'm assuming that the Doom II Cityscape texture appears on the fire sky levels due to a simple programming error. The devs probably meant for the Inferno sky to take the place of the animated fire sky, but probably mistakenly point to the cityscape sky when loading in the level (SKY05 instead of SKY03 to %s.CHR and %s.MAP after P_LoadSectors). I've also been looking more into why this version doesn't display colored lighting despite all the files and code still being in place: - As mentioned in the previous post, Saturn Doom has it's own separate PLAYPAL file that it loads outside of the main IWAD. However when comparing this file with PLAYPAL extracted from the PSXDOOM.WAD shows absolutely no differences between the two files at all. - Saturn Doom also has additional .PAL files for the fire sky that appears on the title screen, the title screen itself, the background of the cast sequence at the end of the game, the three legal/logo screens at the start of the game and unused files for IDCRED1 and IDLOGO. The aforementioned SKY20 and SKY21 also have .PAL files. - I'm wondering since the LIGHTS lump wasn't included as it's own separate .PAL file could be a reason as to why colored lighting isn't displayed in-game, but it's only a theory at this point. Finally as a random side-note, both DEMO3.LMP and DEMO4.LMP are identical files, which is why one of the demos appears to repeat itself twice.
  2. Mattfrie1

    Dissecting Sega Saturn Doom

    Thanks for the heads up @mr-around. Not surprising to hear the same thing happens in PSX Doom. I've been looking around some more in a Saturn emulator to try to figure out some more clues as to how the game operates: - Level rendering appears to be handled in the same way as the PSX version as described on the last page, but instead of using quads the system is using distorted sprites to draw each individual column. This was a very common practice that Saturn programmers used in many 3D games on the system, and rendering of these sprites is handled by the Saturn's VDP1 graphics chip. Keep in mind however Saturn Doom emulation is still very buggy, so I'm assuming this is actually how the system operates and not a bug of the emulator. - There's a few Action Replay / Gameshark codes for the Saturn port floating around the web. Most of the codes are for rather simplisitic things such as maxing out your ammo or giving certain inventory items, but one is for changing the firing speed of your weapons which I found rather interesting. I messed around with the values on my actual console and found that setting the bytes to all zeroes cause the weapons to not load in at all, leaving you running around the level helpless. Setting to any other value besides 0001 causes weapon behavior to become very glitchy and hang up on random firing frames. Using the Saturn emulator's memory editor for reference and the Action Replay I've been able to edit a few things here and there in memory without making the game crash. I'm trying to cross-reference with the PSX port as well (PSXDOOM.EXE from the game disc) to see any noticeable differences between the two. - Changing the two bytes between LIGHTS and PLAYPAL change the overall intensity of the lights in a level. The higher the value entered, the darker the lighting becomes overall. - In regards to this, the Saturn version looks like it could be using it's own unique PLAYPAL file instead of the one supplied in the main resource WAD. There is an extra file on the Saturn Doom disc called PLAYPAL.PAL which is referenced after LIGHTS in memory. Keep in mind that PSX Doom's PLAYPAL is still on the disc in the overall resource WAD (JIMSDOOM.WAD).
  3. Mattfrie1

    Dissecting Sega Saturn Doom

    I've gotten a new capture card setup recently, so I figured I'd revisit my old friend Saturn Doom. As stated on it's Doomwiki page, PSX Doom has a bug where lost souls outside of level boundaries can cause a level to get corrupted. I figured that since many aspects of PSX Doom are mirrored in the Saturn port, the bug would be possible to duplicate in this version as well. The video features two instances of the bug happening. Perhaps the most interesting event occurs at the 3 1/2 minute mark where I look on the other side of a transparent gate texture. The game draws a bunch of random colored pixels on the other side of transparent textures. Although it is distorted, you can see some of the blocks of color flashing to different colors in a fixed pattern. The way they are laid out remind me of a color palette, but I have no way of proving exactly what it is at this time. The same effect can be spotted again for a split second right before the 9 1/2 minute mark on the other side of the cages where the pain elementals spawn in the final area. Not sure if this same thing happens when the glitch is done in PSX Doom, but I couldn't spot it from the one YouTube video that exists of the glitch. I actually manage to exit the level on the first attempt shown in the video, but the game freezes on the other attempt. No error message or black screen like PSX Doom however (even though all the error messages remain in the Saturn version's code), just the screen freezing with the game's music still playing unaffected in the background.
  4. Mattfrie1

    What Video Game Are You Currently Playing?

    I've been on a binge lately of playing all the PS3 games that have come out in the past year and a half or so. It's hard to believe that the system just had it's 11th birthday this past Fall, and there was still a rather healthy amount of games (mostly indie digital titles) that were released for it last year. I just recently grabbed Persona 5 as well as a part of picking up recent PS3 titles, and I've been blown away at how good it is. One of the indie titles that I've put some time into is called The Surfer. It was released back in December and surprisingly is only available on PS3, quite crazy to see an exclusive title this late in the system's lifespan. Just for the hell of it, I put together a gameplay video since there doesn't seem to be any other comprehensive videos of the game currently on the web:
  5. Mattfrie1

    Dissecting Sega Saturn Doom

    I'll just post a screen grab of what I'm seeing in the hex editor, I'm pretty sure this is what you're looking for. https://imgur.com/68uuEbx Aside from that, I did another comparison of the source WAD files (PSXDOOM.WAD and JIMSDOOM.WAD) between the two ports in Slade. Both of these files are ALMOST identical, but there are several entries which appear to be corrupted in JIMSDOOM.WAD. BSPIC2C8 (an arachnotron walking sprite) is only 5.52 kb in JIMSDOOM, whereas it's 7.02 kb in PSXDOOM. SKELG2 (A revenant punching sprite) also doesn't display in JIMSDOOM, but is the same file size as PSXDOOM. Both of these sprites still display correctly in game however. Just for the hell of it, I put both PSXDOOM.WAD and JIMSDOOM.WAD through the hex editor, even though I already know that JIMSDOOM is a lot bigger in file size than PSXDOOM. I've attached screen grabs of the end of both WADS in hex below. https://imgur.com/pYzAzZS https://imgur.com/7a1LWHp
  6. Mattfrie1

    Dissecting Sega Saturn Doom

    So I've decided to do a little digging into Saturn Doom again to see if I can uncover any other fascinating things about this flawed port. Here's a few more interesting things that I missed on my first examination: - The DOOMTONE.BIN file is indeed the file that houses all of the game's sound effects. Opening the file as raw data in Audacity under the correct settings reveal all the sound effects laid out in one long "chain". Sounds are also sampled at the extremely small sample rate of 2500 hZ. I'm assuming that the DOOMMAP.BIN file serves as an indexing file, telling the system where each specific sound effect starts and ends in the DOOMTONE file, as well as each sound's duration. This is yet another way that this port inefficiently utilizes system memory, since the game most likely has EVERY in game sound stored in memory at all times. - I also feel the need to point out that since the Saturn uses an entirely different sound engine from the PSX version, there was no possible way that this port could have supported sound reverberation effects, especially since the reverberation effect was a feature of the PSX's sound processor. As far as I know, the Sega Saturn's sound processor had no equivalent feature. - Right after P_LoadSectors is mentioned in 0.BIN (the game's main program file), the code makes mention of F_Sky immediately followed by %s.CHR and %s.MAP. This shows how the Saturn port has extra code added in for the "new" skies utilized by the Saturn's VDP2 chip that appear in the SKYS folder. This of course means that the sky textures included in JIMSDOOM.WAD are redundant since they appear to be coded to never appear in game, and are overridden by the new sky files. - All of the .CHR files are in the tile format of 8BPP, which is common for tiling backgrounds and such. Sadly not many tile editors currently support 8BPP, but the tile editor in the Windhex program can display a garbled view of the file. I still can't tell what SKY20 and SKY21 are supposed to be, but the STATS.CHR file is where all the tile data exists for the new status bar, the status bar face, the font for all in game text and the loading graphic. INTERPIC.CHR (in the disc's main directory) is used for the the game's main menu and intermission screen, and is scaled slightly differently from the very similar image used for the PSX's main menu. - All of the map files for the Saturn port are the same exact file size as the map files for the PSX port, and examining the files in a hex editor reveals absolutely NO difference between the files as well. Since the files are an exact match, I wonder if all the information about colored lighting and sound reverberation are still included in the Saturn files... - All of the files on the Saturn Doom disc contain the date of 1/29/97. GameFAQs states that Saturn Doom was released in the US on 3/31/97, only a 2 month period from the game being compiled to it being out in the stores. - In a previous post I made specific mention to the NIN secret in Hell Beneath and how the walls after the secret is activated are almost always buggy. Ultimately, I believe I've discovered a reason and a pattern to this phenomena. First off, the walls to this secret are NEVER drawn correctly in this version. Instead, the game seems to texture the wall with what ever texture data was last "occupying" the area of memory that the correct texture is supposed to be in. Curiously enough, loading the level from scratch after you start the system via password yields the game to draw a blank wall that is completely see-through. Otherwise, the game will draw a texture from the previous level that was loaded. - I've compiled a video sampling what this bug looks like. The first clip shows what the blank wall looks like, and the second clip shows what the wall looks like after warping to the level from Club Doom. After that shows some of the "highlights" that I found messing around with this bug, enjoy:
  7. Mattfrie1

    Flaws in official DOOM ports.

    Many of those same issues with software rendering are also in the PSX port of Hexen as well. The PSX port of Hexen also utilizes the LEAFS map lump in all of it's levels as well, so that might have something to do with it. The imp alert sound is due to how the sound is "recorded" in the .LCD file for certain levels. Each level has a .LCD file associated with it which includes all the sound effects that the level will use as a way to better utilize system RAM. One can listen to all the sounds in these .LCD files by using a program like PSound, and you can hear how the sound is "cut off" in the source file as well, it probably has something to due with how it was compiled into the file. On a similar note to this, all the Lost Souls that the lone Pain Elemental in E1M1 on UV spawns are silent when attacking you. This is due to their attack sound being mistakenly not included in the level's .LCD file. Lastly, the music track for Minos also only plays once. A similar error also occurs on several levels in Doom 64 as well.
  8. Mattfrie1

    would you like to see PSX Doom ported to PC?

    MAP60.LCD is actually the sound file for the end screen that goes through the entire cast of enemies in the game, thus the reason why it contains all the sounds. The same MAP60.LCD file is also retained on the PSX Final Doom disc (Even though that game has only 30 levels) for that game's ending screen as well. The Saturn port also contains files for a MAP60 as well, but those files appear to be for all the monster sprites for the ending screen instead.
  9. Mattfrie1

    would you like to see PSX Doom ported to PC?

    The Sega Saturn port also has all the same error screens as the PSX version coded into it, although there seems to be no way to actually trigger them in game. I've tried numerous times to get the "Texture Cache Overflow" error to trigger on The Citadel but the game simply won't do it.
  10. I attempted to look into the workings of the PSX port of Hexen last year in this thread. Ultimately, I believe that the port is crippled because of the combination of using the LEAFS lump to render levels and Hexen's own ACS. The game notably slows to a crawl whenever any large scripting event takes place while a lot is being rendered on screen, yet opening the automap or turning to face a wall will speed up the scripting process to it's regular speed. The fact that the developers used the retail beta version as the source to work from instead of the finished retail version could be a factor as well.
  11. Mattfrie1

    PSX Doom/Final Doom TC (Version 2.135 now released!)

    I know I'm a bit late in responding to this, but I don't come around these parts as often as I used to. I just edited the OP to remove the broken link and to clean it up a bit. Anybody can feel free to message me if any more links become broken or to add any project updates to the post, I'll try my best to add them as soon as possible.
  12. I feel like streaming some glitchy SNES Mortal Kombat over on Mixer, come check it out if you are bored: https://mixer.com/Mattfrie1

  13. Mattfrie1

    PSX Doom HD cover art?

    Wow, nice find! I was extremely surprised to see that he was also responsible for the cover art to "Powerslave", another rather obscure FPS for the PS1/Saturn:
  14. Mattfrie1

    Doom Streams

    I'm gonna be streaming some SNES Doom from the actual hardware: https://mixer.com/Mattfrie1
  15. I consider myself extremely fortunate to have gotten a legit copy of GBA Doom II off of eBay about 5 years ago or so. It was in a lot along with Duke Nukem Advance and 007: Nightfire, and I ended up paying about 20 bucks for the entire lot. I also managed to get the original Doom and Wolf 3D for GBA around the same time for pretty reasonable prices, so I'm guessing this is before the prices on them really skyrocketed. I thought all the ports were really enjoyable. They aren't really my go-to versions to play, but they are very good nonetheless. That being said, even though I own my original Game Boy Advance I find that I get more enjoyment by playing all my Game Boy games through the Game Boy Player add-on for the Gamecube. I've never been too big a fan of portable gaming, so the Game Boy Player gives me a chance to play these games without having to strain my eyes.
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