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Erick194

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Everything posted by Erick194

  1. Erick194

    Sigil to ps1

    Much of the sigil maps have already been converted by the following people will be available for Beta 4
  2. Greetings to all, long ago I have an ambitious goal, but I do not want to leave out all those who cannot run the latest versions of Gzdoom. I will start to modify any of these 2 ports which are maintained by @drfrag, these are Zdoom32 which is the closest thing to the version I used in for my previous project Gzdoom [GEC], which was set to run the PSXDOOM maps and DOOM64 in UDMF but with an environment similar to the original game, although not perfect, and LZdoom that has zscript and other improvements more similar to the current versions. I need to know what should be the most ideal version for DZdoom, please leave a comment because the engine I select should be chosen.
  3. One of the things that I will include in DZDoom is the current gradient light from gzdoom but without shaders, and I will also incorporate it in the Poly Render (experimental) I already did that before and it looks good and a flag to make it like the original Doom 64 since the current system is a little different from the original. But that would be then in a fork of LZDoom
  4. Erick194

    Doom 64's New Release & GZDoom

    I have goals that I have not yet decided, but in them is Doom64, although I am happy with the work that Kaiser does.
  5. Erick194

    Dissecting Sega Saturn Doom

    So far, there is quite a similarity between Psx Doom and Saturn Doom, it is a fact I have also started the reverse engineering of Saturn Doom. The first thing I am doing is locating and naming functions.
  6. Erick194

    Dissecting Sega Saturn Doom

    what kind of architecture is the satrurn exe format? In psx it can always happen when a corruption happens in the memory of z_zone, here are some examples: But in a normal way a missing texture would look like this:
  7. Rest assured, I am working on reverse engineering of Doom64 for the real hardware as well. I will consider you for real hardware tests. ;)
  8. @riderr3 it would be interesting to create the [GEC] channel for discord, I will keep it in mind for this weekend.
  9. @intacowetrust thanks for that information from the sector CD Audio.
  10. @fenderc01 thanks for informing us about that audio error, the problem from what I see was already known by the creator of the mkpsxiso program, but that error exists in version 1.21 which is the one that I have modified, but that error was corrected later In version 1.23, I have updated the program and modified it so that I can generate the files (PSXCDABS.C and PSXCDABS.H). https://github.com/Erick194/PSXDOOM-RE/commit/a1d98ec6a5ebf75570dbfceef29e6a416bf9f2a1
  11. @riderr3 In good theory, new midis can be created, but I haven't created tools yet.
  12. @D88M3R I will start a new project with DZoom soon and correct certain errors. Hmm, don't program anything for the render software, since I didn't know that GZdoom 1.9 had it. sorry
  13. That really makes me happy, thanks again for identifying it.
  14. I still have to finish Final Doom, and you're not interested in Hexen and Quake 2 for PSX, it's something I plan to reverse in the future.
  15. I appreciate your comment, but something is certain, from now on your project is also important for me and we will both receive mutual help.
  16. @Quasar You're right, I just checked the p_shoot.gas and if that function exists, my question is if the code is well converted in my version, right now I will change the name.
  17. That is excellent, if so, I must change the name also to PA_DivlineSide.
  18. Exact, compilable and executable for the real hardware psx.
  19. It is not DZDoom, it is the original PSXDOOM.
  20. The current advantage of rebuilding Psx Doom, has around 58-56 kilobytes free that I can use for the vram, implement the Icon Of Sin, Archvile (if it really works), the WollSS and Keen. ;)
  21. @intacowetrust You are correct with everything you say, maybe Williams as I approach to consume more memory I leave it only in 11 blocks and not in 12, but it really can be used, here my interpretation of the code, I must say as I have already said time back, PsxDoom uses part of the Mortal Kombat 3 code and Vram is no exception. PSXDOOM VALLOC CODE.c
  22. It is a pleasure to help you, I have also made modifications of variable names of your suggestions too, the version that I will upload is the one interpreted by me, but I will make more changes of names and modifications once I upload it to me github, to save the progress of your changes in the names of your interpretations and merge them with my version ;)
  23. I must also apologize for not responding and update my threads, in addition to not answering PM's. I inform that the PsxDoom is already completely rebuilt, it is compilable with PSYQ and can be executed in real hardware, at this moment we are discarding and looking for possible errors in the real hardware, soon I will be publishing the code, stay tuned.
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