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Erick194

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Everything posted by Erick194

  1. @kraze Greetings friend, I will get to work with the extraction of these files, I thank you for sharing them, stay tuned, it is good that we already have high-quality Wolfensten RPG, it would still be missing Doom RPG and Orcs & Elves.
  2. Good point, I will have to do a CD burn to verify it in the real hardware, but I did tests in the XEBRA emulator and I do not see differences in the game execution, it lies with a 40-56 fps (normal). I read that the scratchpad is considered Fast Memory, but in the end it is an internal memory space and the MIPS process will not modify its speed to access that data space. Taken from: http://problemkaputt.de/psx-spx.htm Data Cache aka Scratchpad The MIPS CPU usually have a Data Cache, but, in the PSX, Sony has misused it as "Scratchpad", that is, the "Data Cache" is mapped to a fixed memory location at 1F800000h..1F8003FFh (ie. it's used as Fast RAM, rather than as cache). There <might> be a way to disable that behaviour (via Port FFFE0130h or so), but, the Kernel is accessing I/O ports via KUSEG, so activating Data Cache would cause the Kernel to access cached I/O ports. Not tested yet, but most probably the Scratchpad can be used only for Data (ie. NOT for program Code?). Although I may be wrong.
  3. @intacowetrust Indeed, Final Doom corrects the error, in addition to changing the maximum of Lost Souls from 20 to 16.
  4. /* ============== = = A_PainShootSkull = ============== */ //inline void A_PainShootSkull(mobj_t *actor, angle_t angle)//L800186D0() { fixed_t x; fixed_t y; fixed_t z; mobj_t* newmobj; angle_t an; int prestep; int count; mobj_t *mo; // count total number of skull currently on the level count = 0; for (mo=mobjhead.next ; mo != &mobjhead ; mo=mo->next) { if ((mo->type == MT_SKULL)) { // if there are allready 16 skulls on the level, // don't spit another one count++; if (count > 16) return; } } // okay, there's playe for another one an = angle >> ANGLETOFINESHIFT; prestep = mobjinfo[MT_SKULL].radius + (4 * FRACUNIT) + actor->info->radius; x = actor->x + FixedMul(prestep, finecosine[an]); y = actor->y + FixedMul(prestep, finesine[an]); z = actor->z + 8 * FRACUNIT; newmobj = P_SpawnMobj(x, y, z, MT_SKULL); // Check for movements. if (!P_TryMove(newmobj, newmobj->x, newmobj->y)) { // kill it immediately P_DamageMobj(newmobj, actor, actor, 10000); return; } newmobj->target = actor->target; A_SkullAttack(newmobj); }
  5. No, that is processed in real time in the console, it takes the angle and the view of the player for the overflow to happen, I don't think it is possible to do something that GZDoom Builder detects.
  6. Another advantage that I recently implemented is the increase of the maximum LeafEdgeClip from 21 to 128, an example is the Last Call map, in the room where the Cyberdemon is blocked and immediately generates some of these errors (FrontZClip: Point Overflow, LeftEdgeClip: Point Overflow , RightEdgeClip: Point Overflow), with 128, the room does not overflow in the least (works correctly), the consumption of the maximum leafs increase is 4Kb in the internal memory of the exe and not using the Scratchpad memory
  7. It will be for PsxDoom, No DZDoom, this data will be written in text format and will become processed structures, so that the exe does not have to suffer reading texts, let's say as a map structure (SIDEFS, SECTORS, LEAFS, ETC ...) , although the ENDOFWAD lump I will use it as MAPINFO not to create a new entry (Possibly). The GAMEINFO and the Clusters "CLUST001 (002, etc ..)" will be in the PSXDOOM.WAD
  8. Of agreement @intacowetrust, I will soon be with Final Doom, since I feel that there is little to verify the differences of the (1.0 and Greatest Hits) of PsxDoom, I hope to find new updates in Final Doom, in addition to Final Doom incorporates a new flag for the linedefs that cuts the wall at the height of the texture and positions it at the limit of the floor cannot be moved with the yoffset as Doom Pc, in addition the Master Edition will have changes to have support for GameInfo, Clusters and MapInfo per map, in order to store the names of the maps, put where it starts the secret levels for the warpmap, amount of division per episode and its name among other things, this in GameInfo, for MapInfo there will be the possibility to choose which music, reverb, cluster id (if necessary), among other things such as flags, this in order to be modifiable and users have no problem making internal modifications. All this I will also help to include it for PsyDoom.
  9. Excellent @intacowetrust, so it also happens in greatest hits, thanks for checking it, I noticed that error thanks to the Icon Of Sin as it has a similar logic to find the spawnspots before launching the spawning cube. I had to change from thinkercap to mobjhead, similar to find the keys and in the A_BossDeath function, for it to work, I think Final Doom fixes it (I'm not entirely sure) but I think it can be corrected as @Gez says, since in Actually the original demos of PsxDoom do not have Pains Elementals, and if new ones are created, the error will be corrected. You are also right about the encoding and decoding of passwords, you can still use 2 flags to extend the map limit to 255.
  10. Greetings guys, I was wondering why playstation hexen managed to get high heights in the game and Psx Doom didn't? Well I made reverse engineering of Psx Hexen in the rendering functions, to my surprise it uses the same rendering as Psx Doom, I managed to implement that code in PsxDoom and here some results, enjoy the video. Now I do another little recording
  11. Erick194

    Doom SNES Hacking Guide/Documentation

    The proposed decompression code is quite compatible with textures, although something else needs to be corrected, but not with sprites. I have a different decompression for sprites still in progress
  12. Erick194

    Doom SNES Hacking Guide/Documentation

    also uncompressed skies
  13. Erick194

    Doom SNES Hacking Guide/Documentation

    Hello, I'm playing a bit with the Doom SNES data, and I just found this section in another thread of yours, it compares to the code I wrote yesterday for the decompression of textures, what else do you know about this.
  14. Erick194

    Doom SNES Hacking Guide/Documentation

    Small Font Snes, this is not compressed, it is raw The colormap also uncompressed
  15. Erick194

    Doom SNES Hacking Guide/Documentation

    This is a job that I had in progress in March 2018, I will be doing more research, for the moment I show you the PLAYPAL Doom Snes and a Player angle.
  16. A data of high interest, the Archvile only consumes (262.3Kb) of RAM cube spawn = 3648 (3.68Kb) boss brain = 4864 (4.86Kb) keen = 7232 (7.23Kb) wolfss = 40032 (40.03Kb) archi = 262340 (262.34Kb) archi fire = 6692 (6.69Kb)
  17. All enemies are new actor inputs, only the Archvile that changes the doomenum to 91 instead of 64, since it was used in PsxDoom for decoration.
  18. Here two videos, showing the results, still do not have the sounds. Also here is the GEC Discord Channel: https://discord.gg/aEZD4Y7
  19. In the current PSXDOOM-RE these changes will not be incorporated, there are still things to verify in PsyDoom and PSXDOOM-RE, this I will incorporate in a new branch for this project "Master Edition". Someone gave me some sounds for these enemies, including those made by @Deⓧiaz for the Archvile, I have not yet tried them. I have not created it yet, but I am in the process of doing it, first I wanted to see if I could including these enemies. Currently I have other useful tools for this project, such as converting from Png graphic format to PsxDoom graphic format, Doom SprGen this creates the file "sprinfo.c" necessary to include the new frames of the game, reading in PSXDOOM.WAD and generates the files ( SPRITE1.lmp, TEXTURE1.lmp) since it is torture to do everything manually in hexadecimal editors.
  20. Erick194

    Doom SNES Hacking Guide/Documentation

    That is exciting @Deⓧiaz, to what extent you have authorization to share the tools.
  21. Erick194

    Doom SNES Hacking Guide/Documentation

    I don't have much knowledge in the SNES format, but it does not mean that I have not dug a bit inside the Doom SNES cartridge, what really caught my attention with the modified @MopoZ rom that it ever gave, and why doesn't the level finish, perform some hacking and change the action of a line to put the action (exit level) and the game froze, so note that there are no specific paths of the files in the rom "at least not visible", I also saw some sprite graphics, all on the front side, but the player has more sides for their angles, I also checked that the intermission graphics are in 4-bit (16 colors) and divided into 4 graphics, all are compressed in RLE format , but it has something more, since the sprites do not manage to decompress them well at all.
  22. Erick194

    PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC

    I have in mind to create a program like Williams did to package and unpack the WMD (both for PSX and N64), and create a MIDI to WSEQ converter ("Williams Sequences"), but you have to take into account the ADSR, both in PSXDOOM and DOOM 64, Aubrey Hodges wrote the midis and the WESS system does play all the notes but the hardware makes them sound different, it would be great to create an independent player with the PSYDOOM for those who want to create new music and verify the result .
  23. Greetings, I converted those maps, I will very likely modify the sector of the Megasphere in the Industrial Zone, the map of Wolfenstein and Grosse are based on the versions of Atari Jaguar, but I took the liberty of giving them a different twist since it is PSXDOOM and It should not look like the original. I will incorporate that repair as soon as possible, I hope to catch up with your commits in PSYDOOM for PSXDOOM-RE Hmm, what exactly do you mean? I'm glad it worked well for you, unfortunately I don't use the PSIO and I don't know exactly how it works, but I'll try to get it fixed. I appreciate everyone's comments, I will be catching up to reach Beta 4, Greetings everyone.
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