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About lunaark
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Registered just to bump a seven year old thread
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Looking into the Acclaim liquidation further, I think the sound driver can be considered orphaned work. I have looked into the companies who purchased Acclaim's assets and none of them appear to have purchased any SNES games, and I presume that's why Randy was able to release the source code so easily. In the credits of the game, 2 people are mentioned who are known to have worked on music and driver coding, those 2 people being Bob Dayley and Paul Webb. VGMPF says it is likely that Bob Dayley did the actual writing of the sound driver. Given that presumably no company holds the rights to the driver code, it is likely Bob Dayley. This is Wikipedia's definition of orphaned work, so take it with a massive grain of salt, but if whoever wrote the sound driver is unable to be found, it is likely ok to release it. I am not a lawyer by any means so please take this very lightly, but I'm sure some legal professionals could figure this out. As for asset licensing, I presume Rebecca Heineman would be a good person to contact. She was able to release the assets for 3DO Doom, and this was done while iD was owned by Bethesda. Heineman is very easy to contact, as far as I know.
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create trace logs, i presume you're using that geiger snes9x debugger whatever it was? create trace logs for the 65816 and grep it against the source code, there is probably alot of stuff disabled in the repository. the defaults are listed as comments in the rlinc.i file
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Try changing the build flags to omit sound, and use the original makefiles
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maybe probably not
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SPMUS is included in the DOOM-FX repository, with binaries and source. Not sure if the tools are fully there. As for the other stuff, not sure either.
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PLAYA1 is one of the Doomguy sprites, you have to rip the WAD with ripdoom, then it'll automatically extract and organize all of the WAD data in raw lump format, as far as I can tell. This is probably the reason you got the "Error opening Display Picture!" on AROS as well, just run ripdoom on an IWAD, should theoretically work. Also, I'm pretty sure you won't be able to get music or sound in the game, as far as I can tell, there's no music driver source code. However, I might be wrong and it might export a compressed sound driver alongside the converted music, which would explain why there's unassembled SPC700 source code within the SPC RAM. If you wanna take a shot at converting music as well, I'm fairly certain the game actually uses BRR compressed rips of the GUS patches from the IWAD, even though alot of instruments are omitted, and as such most music uses different equivalent instruments, if you listen to a GUS recording of E1M2 the start sounds identical, except the samples are BRR compressed and it has that gaussian filtering the SNES plasters on. SPMUS and CONVGUS appear to handle this conversion.
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Also, to add to my earlier statements, try adding the -v flag when assembling for verbose operation, output might be a little more useful
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bumprev is not needed, as far as I can tell it simply bumps the revision number of a given module. Also, what's the issue with ripdoom, I know the binaries are borked, but is the source code able to be used? If you can rip the data from a Doom wad, try assembling with some modified build flags. Also, looking at the limited ACCESS documentation available LTEXT is just a string evaluated at link time, try placing a regular string with dc.b No clue why LTEXT wouldn't work though.
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Well, it'd probably be easier to build a ROM, given that Randy says ripdoom suffers archive rot, but I don't know. I presume ripdoom might be the better option if it could be made to work. Also, what's your UAE setup? What model Amiga should I use, what OS (such as AROS etc), and whatnot, I wanna try seeing what I can do, as I have had some limited success with old codebases in the past
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Will the game data be getting added? No clue how to use ripdoom and how to convert music, idk how to even set everything up, it's been ages since I've dabbled with amiga emulation
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I got curious and wanted to use the original random number table from the Doom executable, seeing as it is also a 256 byte array of 8-bit values. Turns out, the game already uses the original random table, you can even copy the entire contents of the randomtable.bin file and search for it in the doom executable. The even weirder part is that it's literally located at offset 0 in the ROM. I wonder if Randy reverse engineered the original DOS executable to any degree, and if he truly only used the unofficial doom specs and whatnot, or if ID gave him a little bit of engine documentation, as it was made explicitly clear that Randy and the team had direct communications with iD during this time. I also noticed that when watching footage of XBand deathmatch, that players seem to move pretty similar to how you would expect from vanilla doom, looks to be a similar amount of friction and whatnot, maybe my eyes are just fucking with me and I'm overanalyzing. Regardless, this is all super cool and I've been waiting for this for an incredibly long time. Also, I can't compile any of the C utilities under Linux, I figured they stuck to the standard library, but there appears to be a library from the SAS C compiler that is needed for all of them.
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There's still alot more to be released, quite a few source files are inexplicably missing (the random number table comes immediately to mind), the sound driver itself, various bits of source code, and of course the data. Given that Rebecca Heineman could fully release the 3DO port's source code with data, Randy could probably do the same. Probably just cleanup work, plus a few minor legal hoops for the data itself.
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Cacodemontube reached out to Randy, everything is ok on his end, he's just deciding which license to use.
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The Doom 2 downtown level backport, it was done by this reallly fucking shady company and the description was a huge list of game franchises in all caps
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oh no it is fuck cacodemontube also got a DMCA for one of their rom hack videos this isn't good at all on the bright side i've been creating a disassembly of the game that can be assembled with asar but it won't assemble atm bc i dont have everything mapped out properly