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Everything posted by Immorpher

  1. Happy 24th birthday to Doom 64! Merciless Edition II is a modification of the reverse engineered Doom 64 source code, with the goal of adding new features and accessibility options. The primary focus on compatibility is Nintendo 64 hardware, but it works on emulators too. Some of the features include, texture filtering modes, extended brightness, dithering, colored HUD, automap stats, optimizations, bug fixes, and more! On top of that it has a new "Be Merciless" difficulty mode which makes the monsters more aggressive and unpredictable, but gives the players a boost in terms of ammo and weapon switching. Intended for an overall more violent experience. Download Links: GitHub: https://github.com/Immorpher/Doom-64-Merciless-Edition/releases/ ROMhacking.net: https://www.romhacking.net/hacks/5850/ Installation Instructions (not like a WAD!): N64 Demonstration Video with Timestamps in the Description: Screen Shots: Full Feature List: Known Issues: Frequently Asked Questions: Credits and Other Links: Most importantly... let them taste their guts!
  2. That can be done! Then the digital left and right shall be turn. Basically swapping the inputs.
  3. Here is a preview of the next update which lets you look and aim vertically on the N64. There's some graphics bugs due to sector rendering (read description), but perhaps I can figure it out by looking at Doom 64 EX code.
  4. Immorpher

    Doom64 25th Anniversary COMMUNITY Map Jam

    I am not sure if its the same as Doom 2, but you can do crushers or self-teleporation to kill the player and set up a script for a level exit. In particular @AtomicFrog and @Ryath (aka scwiba) have made them in Doom 64. Once I learn myself, I will update this document on how I do it: https://docs.google.com/document/d/1h7bbxzU1xEHg2gSbi_GDlV1VOqTQpzfecNon5Q_wv5w/
  5. Immorpher

    Doom64 25th Anniversary COMMUNITY Map Jam

    You are more than welcome to! This is my first time as well!
  6. Immorpher

    Doom64 25th Anniversary COMMUNITY Map Jam

    Not until the final map at least, because of how the remaster loses demon keys upon death. But the finale map should have it since the player will be entering it with 3 keys. We haven't decided yet on what the finale will be or who will map it!
  7. Immorpher

    Doom64 25th Anniversary COMMUNITY Map Jam

    Indeed you can! It will be awesome to have your map!
  8. Immorpher

    Doom64 25th Anniversary COMMUNITY Map Jam

    As opposed to the Retribution / CE adaptations, as they were under consideration too.
  9. Immorpher

    Doom64 25th Anniversary COMMUNITY Map Jam

    I will be submitting a map for this as well and learning how to map for Doom 64! As I learn, I and the co-organizers are writing this guide to help others: https://docs.google.com/document/d/1h7bbxzU1xEHg2gSbi_GDlV1VOqTQpzfecNon5Q_wv5w/ If you are familiar with Doom Builder, it's not much different, it just now has gradient lighting on by default. The guide above explains how to set it up and getting some macro scripting going as well. We're here to help, whether this is your first map (like me), or super experienced like @Ryath (aka scwiba)! Here's a preview of a map I have been working on: https://youtu.be/WfnvHlNHSrM
  10. Samuel Villareal, also known as Kaiser, is the guy who lead the programming for the Doom 64 Remaster! Unfortunately they haven't been ported for the remaster. They do show up elsewhere... 0) Ya the originally appeared in Doom 64 Absolution 1) Footman ported them to Doom 64 EX as well 2) They exist in Doom 64 Retribution for GZDoom 3) Which means they also appear in Doom 64 CE 4) Also Atomic Frog has remixed some of them for Doom 64: Reloaded for Doom 64 EX You can find them on this sheet as "Outcast Levels" and "Redemption Denied": https://docs.google.com/spreadsheets/d/1kgPXUDuxEaCN6nxVsWiY2lBy9XM-e9er2Z2D67azgC0/
  11. Yes it should automatically install on the bethesda version too, but we didn't have anyone to officially test it. So hopefully it works right away for you, and if not let me know and I can see what might be going on.
  12. Immorpher

    Doom 64 90's Press Archive

    Here is a Doom 64 90's press archive that I have collected in chronological order! From William's Entertainment thinking about putting Doom on the N64. To rumors of "Ultra Doom" and screen shots showing pyramids in the game. To its release and game critics trying to figure the game out. And also rumors of a sequel going by its early title of Doom: Absolution, which work would be instead shifted to Quake 64. Follow along month by month here: https://www.dropbox.com/sh/z151ztcuzrawaq7/AAAtbtujiavO2cWdcUgyYDaya?dl=0 I have tried to keep track where I originally found these scans when I could, but some were just files passed along from person to person. Here are some of the places where I found them (or were passed along): Doom 64 Discord: https://discord.gg/Ktxz8nz Nintendo64ever: http://www.nintendo64ever.com/Tests-Nintendo-64-Game,86,Doom-64,1.html Abandonware Magazines: https://www.abandonware-magazines.org/ Kaiser: https://doom64ex.wordpress.com/2012/01/05/rare-doom64-magazine-scans/ Reset Era: https://www.resetera.com/threads/doom-64-ot-no-absolution.176039/page-10/ RetroMags: https://www.retromags.com/ If there is anything I missed, or if some of the scans come from a source I did not list, please let me know! And I will update it.
  13. Immorpher

    Doom 64 90's Press Archive

    With help from Orbweaver Studios (devs of Cthon), the Authorized Guide to Doom 64 by Brady Games has been added to the archive! Some interesting notes... The "unmaker" is referred to as the "laser weapon." This was covered on another Doomworld post, but press from that era does not call the weapon as the "unmaker", rather there is always some usage of "laser." The guide was made on "I Own Doom" difficulty as opposed to the harder "Watch Me Die." Back then analog stick controllers were pretty new and there were no standards set in terms of playing FPS games with them. So it's expected a reasonable human would not attempt the hardest difficulty in 1997. But as covered in the last Doom Master Wadazine, button layouts for Doom 64 got pretty optimized over the years, making "Watch Me Die" a fun challenge. Get it here: https://www.dropbox.com/sh/2hktyibigwogo8y/AAA4Dp9GR9VWZoDD3ZDJ-aCaa?dl=0
  14. Wooo new patch out! And for anyone who missed it in the last Doom Master Wadazine, here's the poster for the UnMaking!
  15. Immorpher

    WAD Patching for the Doom 64 Remaster

    The promise of WAD patching has come to fruition! Scwiba's The UnMaking for the Doom 64 Remaster has been released which uses this method to load custom assets. I have updated the first post to be more descriptive with some discoveries which speed up the process. Here's a list of some of the updates. 1) Floating IPS (FLIPS) patcher is much faster when generating patches than Beat patcher. FLIPS can generate patches under a minute, which would take Beat patcher almost a half hour. 2) Game Pass has a slightly different WAD than the Steam and Bethesda.net version. Its only a few bytes different and both WADs will run in any of the Remaster releases. I wonder what was changed? 3) Phredreeke figured out how to bundle a .bat script with FLIPS to automatically apply patches with a double click. It looks for the Steam registry key to find the Doom 64 location, thus Doom 64 doesn't have to be in a specific directory. I expanded it to also look for the Bethesda.net and Game Pass versions as well.
  16. When loading PWADs into the Remaster, it can crash and become unstable when custom assets (textures, sounds, and music) are used with maps. However by editing the Doom 64 IWAD you can use custom assets with your maps and mods. Then you can generate a patch from your edited Doom 64 IWAD to share your mod without distributing any copyrighted content. Applying patches is pretty common in the ROM hacking community and online tools exist to do this (so people don't need to download a patching program). Also ".bat" files can be made (thanks to phredreeke) which can install patch with just a double click for many players! More details on WAD patching, installing patches, and making patches are discussed below. For a great example of what WAD patching offers for modability, I suggest looking at Scwiba's The UnMaking: ReMade - https://www.doomworld.com/forum/topic/125606/ Demonstration Video of Scwiba's The UnMaking - ReMade: How To Install A WAD Patch Why WAD Patches? How To Make Your Own WAD Patch Special thanks to the Doom 64 Discord for discussing the concept with me: https://discord.gg/Ktxz8nz
  17. Immorpher


    I never played Doom 64 through with mouse look nor jump! This should be fun and its good knowing I wont accidentally break the game.
  18. Thought I would spam this win... Dreadful on the D64 discord got UnMaking running on the Nintendo Switch!!
  19. For everyone who wants to play this on the Remaster, a beta version is out now which includes bonus maps! Here is a poster for your enjoyment!
  20. As far as I know from talking with them, this port doesn't have demo functionality but I could be mis-remembering things.
  21. I would say about one or two difficulty levels higher than the original. So I would adjust your difficulty based upon that! Oh and for anyone who doesn't have the Steam version of Doom 64 to play this, it's on sale for pretty cheap ($1.50 in the US) at the moment! https://store.steampowered.com/app/1148590/
  22. For a sneak peak at some of the action, here is a music video featuring a new track I made for the UnMaking: ReMade! Just as the UnMaking conversion started about a year ago, this track was started about the same time. It was the beginning of my efforts to learn how to compose ambient music using the Doom 64 soundset in MIDI. It's definitely unusual, but perhaps unusual in the way the UnMaking is!
  23. Immorpher

    Your doom head-canons?

    It is suspiciously like that isn't it? I have wondered if the cacodemons started off as pain elementals. But as the arch-vile and revenant got cut, they needed a tougher enemy. So they used that previous pain elemental as the cacodemon and decided to make an amped up new version of the pain elemental, which is the horror we have now.
  24. Decino definitely has great taste! I used his strategy videos on his extreme difficulty playthroughs of Doom 64 to help my skills go to the next level!
  25. Immorpher

    DeadTech Community Project (BV2 update!)

    We've fixed most of the bugs people have found, just another one to tackle before an updated beta is out. :)