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About Kroc

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  1. Textures from BREW! This is an incredible landmark; that version of DOOM RPG was practically lost to time, and nearly impossible to actually emulate / play!
  2. Kroc

    SNES Doom source released under GPLv3

    Since any mod is less likely to be run on an original cart than on an Everdrive or emulator, the question is: what do they support? I've heard that some emulators can see a larger address space from the FX2 that original hardware.
  3. Totally correct, I got muddled there. The 24-bit mode was not used often for this very reason, a single screen buffer would take up most of the VRAM!
  4. Are you sure this is the case? In the PSX VRAM screenshot below we can see that the status, flats & textures are narrower than the screen buffers (e.g. compare Doom-guys face in the rendered frame, vs in the status textures). On a PSX, textures that appear narrower indicate that they are stored at a lower bit-rate. VRAM is always 1024px wide (at 8bpp), so images in lower bit-rates appear narrower. The emulator is correcting the colour in the VRAM dump for you, otherwise they would appear discoloured due to two 4-bit pixels being interpreted as one 8-bit pixel. Perhaps another approach to saving VRAM without altering the vertical-strips rendering would be to store sprites as vertical strips without the leading/trailing transparent pixels and have those vertical offsets provided by a table in RAM.
  5. Are the monster sprites stored as-is; that is, with lots of wasted transparent space around them? I can see why the Cyberdemon would occupy so much room if that's the case. If I had to attempt to rectify this, I would split the monster sprites into 8x8 tiles and omit the entirely transparent parts, re-assembling the monsters on-screen as a tilemap of 8x8 sprites (the PSX's sprite blitting is very fast)
  6. Kroc

    [EPISODE 4 RELEASED!!!!] Doom 32x: Delta

    Could you use the MegaCD to stream the 3DO soundtrack, to do something about the... questionable... 32x music. (Or convince BlastProcessed to do a new soundtrack!)
  7. Kroc

    Extreme Source Porting V2.0

    At this point, it would not surprise me if it were possible to port DOOM to pure shader code and run thousands of instances at once, all on the GPU.
  8. Oh hey, this is where that Minecraft map for Multiverse came from! I really enjoyed that, can't wait for a whole megawad!
  9. Kroc

    Why gzDoom doesnt autoupdate?

    Please no. Compatibility with some maps sometimes breaks between versions and there's always new bugs. In the case of DOOM WADs in particular, you want to stick to a version that's known to work with that WAD; there's just too much history attached and that's very unlike most other modern software!
  10. That's so incredibly smooth for a 386, wow!
  11. This is absolutely amazing! I love newer software running better on old hardware. How well does it run on a real 386 vs even a basic 486?
  12. Kroc

    SNES Doom source released under GPLv3

    -- edit: MVG video was already posted ---
  13. Kroc

    [Poll] Simple poll for PrBoom+ users

    Also, I think it's important to say that to a lot of developers and payers, PrBoom+ 2514 is basically the de-facto standard of "boom compatibility" which has been aided greatly by its speed, stability and the fact that it's remained unchanged for so long and yet hasn't needed updating for every new operating system release. If developers were to move to a GZDoom-like version of PrBoom+ that changes and breaks back/forward-compat all the time, this would be a great loss to players and the community. I am very, very tired of the constant maintenance burden GZDoom places on PortaDOOM.
  14. Kroc

    [Poll] Simple poll for PrBoom+ users

    I'm on a laptop with integrated graphics and there's just no other port when it comes to rendering speed. It can chew through massive maps with no slowdown 👍
  15. "Dead Simples", it's all Map07's :P