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Wesker

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About Wesker

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  1. Wesker

    Doom 32X Resurrection

    Problem with that is, progress seem to be saved only at the beginning of each level and even if you save during a level, you are still sent back to the beginning when you load that saved game, so you are forced to lose all your progress in an on-going level if you happen to find this odd glitch (same as if you die).
  2. Wesker

    Doom 32X Resurrection

    I'm experimenting a certain game issue when leaving this game "idle" for a while. For some reason, it doesn't seem to freeze the game, but the controller input stops from being recognized and I'm forced to reset the game. This is a little nuisance because I don't usually play this in one sitting (though because of this I don't have other choice) and I tend to play a little while before completing a certain level, then do some other thing and come back with the game paused (but sometime it does even unpaused, I tested that), only to find I can't move nor do anything at all. The game is not frozen because everything seems to be playing perfectly, including music, sound and animations, notably the GUI marine face or the skull icon options. Not sure why this is happening or how can I report it properly. I'm not sure if this also happens in emulators as I mostly play on real hardware.
  3. Wesker

    Doom 32X Resurrection

    I miss a more fleshed out controls/gamepad customization screen (the current one is rather too limited) to avoid control issues like the ones you mention, or the ones that also arise in the map screen when remapping the buttons, since the map screen will always keep fixed button associations no matter what. For example, if you set the speed/run function to the "C" button, since you need to keep pressed "C" in the map screen to allow moving yourself instead of moving the map screen, you will be forced to always run while moving yourself on the map screen. Even though this issue may be solved by simply inverting the "C" button switching logic in the map screen, so you will always move yourself by default and keeping pressed "C" will instead switch to moving the map screen. This would also be more faithful to the map control logic of most of the other versions (not only the PC original is that way, but also others based on the Jaguar version like the original 32X version and the 3DO version), rather than inheriting it straight from the Jaguar version like it is now (it's puzzling why they did that). @Vic speaking about minor fixes, would it be possible to make the game remember the last area you selected when starting a new game during gameplay? So for example, if I'm playing in area 15 and want to go to area 16, it would save from having to manually move the selection from area 1 at all times (or from area 24 backwards which is also another option). Even the faulty 3DO version remembers what was the last area selected/played when the game boots, but it would be enough if this could be done when starting a new game during gameplay and not necessarily after booting the game (even though the SRAM save technically could also remember it), so it would make easier to move between levels from your current one. Also, I noticed that in the ending, the enemy gallery animations are being played too fast and there's no sound when they fire. I guess those are also issues inherited from the Jaguar version. You already restored their alert sounds and death sounds compared to the Jaguar one, so I wonder if you could also do the same with their fire sounds and also fix the overacceleration they seem to have. Again, even the faulty 3DO version did this right, and the original 32X version also did it almost right too, if it wasn't because for some reason all the death sounds were replaced by shotgun shots.
  4. Wesker

    Doom 32X Resurrection

    It's great to have "Deep Into the Code" added. Shame it can't be done the same with "Sign of Evil". I believe it's now the only original Doom music which is still missing. Even "Donna to the Rescue" is in (associated to "Map 19: House of Pain", which originally was one of the maps playing "Sign of Evil"), despite Jaguar Doom and its derivative versions never having the proper "Slough of Despair" map (or an equivalent one taking its place) where this particular music track originally played.
  5. Wesker

    Doom 32X Resurrection

    Not only that. This is able to run in bordered 252x144 resolution while the Jaguar does it in borderless 160x180 (you can also run this one like that), that's definitely an edge too because of the added sharpness. There's also the little addition of the spectres, which aren't present in the Jaguar version, and the also the apparently logic decision of reswitching the skyboxes of "Map 16: Tower of Babel" and "Map 17: Hell Keep" to go with the "Inferno" episode skybox instead of sticking with the Jaguar pattern which still used the "The Shores of Hell" episode skybox for those maps (this somewhat reminds to what the PlayStation and Sega Saturn versions did). About the only real advantage I can think the Jaguar version still has compared to this one is the fact that it has link multiplayer while this one doesn't (maybe one day it will?). @Vic I think I already read this somewhere but I'm not sure where. Anyhow, the reason why the music tracks "Sign of Evil" and "Deep Into the Code" are not present is because of ROM storage space? I would have liked to listen how "Sign of Evil" would have fared in this version, especially compared to the original 32X rendition. Maybe that can be eventually solved? Also, what are the conditions in which "Map 24: Military Base" can be accessed through the area select option? It appears to be locked at first, but if you play certain levels and then do a new game, then it seems to appear, but I'm not sure if that's a random fact or there's a precise requirement that triggers it. In fact, there seems to be a certain bug with the area select option while you are already playing, as sometimes you can't even move from Area 1 that way. But I'm also not sure when that happens.
  6. Wesker

    Dissecting Sega Saturn Doom

    Mixing regions definitely don't help. Some time ago I attempted linking up my original copies of the European version and the Japanese version, and the multiplayer game didn't even start. I had to make separate European/Japanese burned copies in order to have working multiplayer games with either version. In this case I suppose it will be necessary to test the codes with two North American versions.
  7. Wesker

    Dissecting Sega Saturn Doom

    Then I guess I'll have to get an Action Replay or similar device. I know people tend to use these a lot for swapping region or even now for booting burned copies, but as I always relied on console modding, I was never really interested on them to be honest.
  8. Wesker

    Dissecting Sega Saturn Doom

    Sadly I don't. I have a modded Sega Saturn console which allow me to load burned copies, so in this case I always prefer patching and burning a modified copy rather than relying on PAR codes. Is there any possible way to hardcode this into the game? And in this case maybe it could be done so the game would make a difference between the Inferno episode skybox and the Doom II city levels one. If it's not really possible, then well, thanks anyway and I'll make use of them whenever I get an Action Replay or similar. By the way, are these codes the same for all the regional versions of the game? I have the Japanese and European versions. Would prefer applying it to the Japanese version because of the music arrangement order (I prefer it to the European and North American one) but would be fine with the European too. No interest for the North American version though, neither I don't have nor I'm interested on it as it lacks the link cable multiplayer feature.
  9. Wesker

    Dissecting Sega Saturn Doom

    Oh boy, I have been ages wishing someone could fix this, since it's so anticlimactic to play the Inferno levels with the Doom II cityscape skybox. In fact, I remember pointing out this issue ten years ago when I first visited this site regarding the urban myth of the Japanese Sega Saturn version when I got ahold of it, and even doing some attempts myself which got me nowhere. How can I exactly modify this myself? Is there some kind of patch I could use?
  10. As some of you may know, this version has the odd thing of placing Doom II's city skybox in Doom's Inferno Episode levels, as a sort of cheap but incoherent replacement for the animated fire skybox the PlayStation version has for these levels. So, I was looking into doing a simple fix to this and change the skybox of these levels. The ideal thing would be to import the original Inferno levels skybox, but it's not present in the PlayStation and Sega Saturn versions (replaced by the animated fire skybox, unused in the Sega Saturn version) and maybe it's not that easy to bring it over. So I thought in either placing the reddish Deimos Episode skybox or the also reddish skybox from the final levels of Doom II, which also deem appropiate. The Sega Saturn version CD has a folder named "SKYS" which seem to store the skyboxes, so I though this would made the task easier. In this folder there's a series of "SKYXX.CHR" and "SKYXX.MAP" files that rank from 01 to 07 and which coincidentally match the number of different skyboxes there are in the game (seven). There's also some "SKY20.CHR SKY20.MAP SKY20.PAL" and "SKY21.CHR SKY21.MAP SKY21.PAL" files present in the same folder. Thinking it would be a simple task of swapping and renaming files, I did some swappig thinking it would change the skyboxes arranging in the game, but the for some reason, nothing changes at all and the game stays pretty much the same despite this. Before I continue to do more trial and error, I would like to ask if there is someone else who has the Sega Saturn version and possibly understands how the thing go with the skyboxes in this version. I thought it would be a simple fact of messing with the files of the "SKYS" folder but there must be something else. I would be fine with replacing the wrong city skybox in the Inferno levels with any of the more appropiate reddish skyboxes, that's all. PS: Please, no "Saturn version is crap" thing. I know this version is bad, I just want to do this small mod if possible and that's it.
  11. Wesker

    unPSX

    I have always wondered if the original Hell sky could easily be reinstated into the game in order to fix that. Then again, that would require some hacking to be done into Saturn Doom and, due to the laggy nature of this version, nobody is willing to do that. :/
  12. Wesker

    Saturn Doom regional differences

    Thanks for these detailed and extensive answers. I'll look into the matter as soon as I have some spare time. Even if it's just a minor hacking, I would like to do it since at least it would recapture the ambience essence of those particular stages. I'll also PM to Kaiser to see if he can be of some help.
  13. Wesker

    Saturn Doom regional differences

    By the way, am I the only one who has always been annoyed by the fact that in this version, the Inferno episode levels in Ultimate Doom feature the cityscape skybox from the urban levels in Doom II? I suppose that Rage wasn't able to replicate the impressive animated fire skybox that was in the PlayStation version without compromising even more the framerate. But seriously, what was the point of this skybox replacement choice that doesn't have any background sense? It would have been better to simply switch to the original red skybox from the PC version, even if it wasn't available in the PlayStation source. Any tip about how this could be modified in the Sega Saturn version data?
  14. Wesker

    Saturn Doom regional differences

    It's a purchase from several years ago. Had no other choice, since I have always been unable to do this kind of hardware modification myself.
  15. Wesker

    Saturn Doom regional differences

    If they are the YouTube videos I'm thinking of, then I'm not surprised you got a bad impression, since those videos are recorded facing the TV screen and look like crap shit. And aside from them, there's nothing else properly recorded from the Japanese version, only from either the North American or European version. Some good source ports of Doom and Doom II for the Sega Saturn would be neat, especially if following the original PC layout of levels. To keep a little of the Saturn feeling, though, I would add the possibility of playing the source ports with the musics and sounds of the Sega Saturn (and PlayStation) version, like some mods do in modern PC source versions. But at the moment, the most similar thing to this that it's being done is the hacking of the 32X version.
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