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Dark Pulse

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About Dark Pulse

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    Come get some grains, friend.

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  1. Gary Glitter. If you know why, I don't think I need to say any more.
  2. Dark Pulse

    It's new name is..

    I already got both my shots, but shit like this is exactly what I was worried about. People need to remember what we trained the vaccines (and thus, our immune systems) to recognize is the spike. Different spike? System just may allow it through. It's literally a trojan horse at that point. None of us who got the shot are vaccinated against the virus, just the spike. South Africa had an absolutely atrocious rate of vaccination (less than 1 in 3 - 27%, IIRC), so while more industrialized and rich countries will generally see less of a blow from it (assuming the current vaccines do provide some protection), basically COVID is going to turn into a pandemic of the unvaccinated, and until those people get shots too, or natural immunity finally kicks in enough, that will be more people that it can infect and more chances it can try to mutate. It's definitely worrying. But we'll see how bad they say it is. Apparently the vaccine corporations will have a better idea in roughly two weeks.
  3. Erick could probably do that, but that'd be up to him. Again, none of the actual mappers are capable of building the entire Master Edition ISO, we just have a cut-down version. And all that stuff like the analog controls would only apply going forward, meaning that we're still mostly stuck with a now roughly two-year-old toolchain.
  4. Dark Pulse

    Common phrases that are nonsensical

    Gotta throw this in here, of course.
  5. It means that's up to Erick. We can fix the maps; Erick is the only one who could assemble a complete Master Edition build.
  6. Yes, that's normal. The Dualshock didn't exist then, so the gamepad must be set purely to digital. It can't read the Dualshock. Not sure if that can be changed. That's something they'd have to clarify.
  7. Dark Pulse

    Have you music critiqued / Critique music

    Something I did while screwing around with MIDIs...
  8. Dark Pulse

    Chocolate Doom Widescreen?

    I know it's been answered already, but just in case anyone stumbles on this thread in the future: The whole point of Chocolate Doom is to replicate Doom 1.9 as faithfully as possible on modern hardware, so that means stuff like sticking to the original resolution (or scales of that resolution), all the vanilla limitations (and bugs), etc. If you're looking for something that has 16:9 resolutions, modern effects, or even raises limits, Chocolate Doom is not your port of choice.
  9. Dark Pulse

    What are your favorite memories with MS DOS?

    Intentionally misreading DOSSHELL as DOS HELL, of course.
  10. Dark Pulse

    nostalgic console port

    Naturally, and I'd advise that either way, of course. PSX Doom was pretty clever in that it had detailed files for a level that loaded only the textures it needed and only the sprites it needed. The downside, though, is that load times were a lot longer. Theoretically having more stuff in RAM could mean faster load times, as then the only stuff being swapped in and out is the actual map's geometry data, but at the same time, I don't know if it'd be possible to keep a copy of all sprite and texture assets in RAM. Doom II technically only required 4 MB of RAM, but it really recommended 8 MB. Maybe you could give it a shot and see? Assuming you can use both the system RAM and the 4 MB RAM cart at the same time, that'd be 6 MB of RAM. It's not 8 MB, but it might be enough with some finagling. Keep the sprites in the 4 MB of cart RAM, and the level data and textures in the 2 MB of fast system RAM to minimize load times.
  11. Dark Pulse

    nostalgic console port

    I admit that I don't know as much of the Saturn architecture, but I've darn well experienced a 2x CD-ROM drive. That's what the PS1 also had, after all, and I'm well aware of the limitations - 300 msec just to seek to the area, even longer to begin reading it, and since it's a 2x drive, 300 KB/sec read - at best, if all the data is totally sequential, which is almost never the case. Cartridge-based systems can avoid all of this nonsense because access time is on the scale of 70-100 nanoseconds (several orders of magnitude faster) and the transfer speed is limited by whatever bus width the cartridge has (generally speaking, several MB/sec at a minimum). Don't get me wrong, I understand the benefit of an Action Replay with the RAM expansion. Throw in 4 MB of RAM along with the 2 MB the system has, and that's certainly enough to do the original Doom perfectly and probably Doom II as well with a bit of clever switching around. (Kaiser mentioned how in Doom 64 nearly everything - sprites, textures, and flats - are paged in and out depending on what's in view, so basically set up the renderer to draw only what it needs to for that frame, and as soon as it's gone, strike it - and that's on a system with only 4 MB of RAM since Doom 64 didn't take advantage of the Memory Pak to double its RAM to 8 MB, but admittedly, Doom 64 cut some monster types - but for cart space reasons, not RAM ones.) The thing is it still immediately classes the game as a have/have-not - if you design it with the cart in mind, you make your project not work without it, and these carts are already almost 30 years old and not getting any younger, and unless someone has stepped up to make new devices, these will eventually all fail, making the game no longer work. But doing it allows you to have maps much closer, if not identical, to the PC originals. Designing it around the base system means you'd be forced to cut down levels similar to the PS1 version, but the flip side is they will "just work" on a Saturn with or without the RAM cart. But then it means the added bonuses of the RAM cart become pointless for the most part. Maybe there's some way to create two sets of the maps, have the game detect if a RAM cart is present, and if it is, load up the full-fat version of the maps - otherwise, load and run the reduced ones.
  12. Dark Pulse

    John Carmack's biggest mistakes?

    That wasn't quite it. It had nothing to do with not running on x86 processors, it had to do with that game consoles of the time didn't have enough horsepower (unlike x86) to prevent affine texture warping. The Saturn/PS1, as I'm sure you know, had absolutely no hardware for perspective-correct texture mapping, and the processors were obviously not exactly powerful enough to do this in software. Jim Bagley's engine was fast, but it didn't handle the warping - Carmack nixed it on that basis. (On the PS1, this was solved by breaking up the rendering into 1px polygonal strips - this definitely prevented the warping, but it absolutely murdered the graphics engine because it really is drawing a LOT more polys than most PS1 games do, every frame, and the of course there's overdraw and the like for far view distances on top of that; hence the occasionally lousy framerate.) To be fair, Carmack did mea culpa on this years later and said that in hindsight, he should've seen how Jim could've solved this problem rather than force him to render like how the PC renderer did, but he was concerned with the presentation of the game, and to him, having no affine texture swim was a big deal for Doom's good name.
  13. Dark Pulse

    nostalgic console port

    Er? I thought the Saturn had 1.5 MB of VRAM and 2 MB of RAM. That said, I'm not entirely sure about requiring a RAM expansion cart for it. I mean, it'd definitely help, as long as it's fast enough, but I got no idea how fast it'd be compared to the system RAM. EDIT: Found a source. Even if that's megabits, you're still talking the ability to transfer 4-5 MB/sec off the RAM cart. That's probably plenty fast enough. The thing is, as I said, that'd split maps into haves and have-nots - you could boost the monster variety with a RAM cart, but then people without one would be forced to play cut-down versions of maps, etc.
  14. Dark Pulse

    Worst way to die in any doom game

    Nice autoaim on that pillar. As for me, dying to a Lost Soul that I never heard because it went halfway across the fricking map. Jumpscares me all the time.
  15. Dark Pulse

    nostalgic console port

    And again, you're gonna have different people with different opinions. Plenty of people will defend the 32X port, maybe some with the Saturn, and obviously a few with the SNES. The only one that virtually everyone agrees is awful is the 3DO. Great soundtrack, everything else is a shambles, as would be expected when you hand it off to a single dev, with no knowledge of the engine, and a ten-week deadline to produce the port. Technically, if you're looking for "awesome port" even the PS1 port - near-universally considered the best contemporary port - has plenty of issues, with some missing levels, and framerate that is usually 20 FPS at best (and can dip down to single digits in some Final Doom maps). If that's your logic, you have no business touching a port of Doom before the OG XBox one.
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