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Dark Pulse

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Status Replies posted by Dark Pulse

  1. Writing this on your profile as to not be too off-topic, but here's a list of DS firmwares and the colours they show in case you're interested:

    15/06/2004 (Prototype): N/A (No PictoChat application)

    20/08/2004 (Prototype): N/A (No PictoChat application)

    05/10/2004 (First known retail DS firmware): N/A (PictoChat freezes)

    26/11/2004: Blue (#304179)

    28/02/2005: Green (#007900)

    06/06/2005: Yellow (#FBFB00)

    06/09/2005 (iQue firmware, so probably a fork of an earlier source version): Green (#007900)

    30/11/2005 (Prototype firmware for DS Lite): Magenta (#DB00EB)

    07/12/2005: Magenta (#DB00EB)

    26/01/2006 (Nintendo Zone Box firmware): N/A (No PictoChat application)

    05/02/2006 (First known retail DS Lite firmware): Magenta (#DB00EB)

    08/03/2006: Magenta (#DB00EB)

    26/04/2006: Magenta (#DB00EB)

    09/11/2006: Magenta (#DB00EB)

    1. Dark Pulse

      Dark Pulse

      Yeah. I remember my personal DS Lite was one of the magenta ones.

       

      That said, if there's multiple that provide the same color, obviously it's going to need more technical analysis to be able to tell which version is what. IIRC that's why they go off of the build dates now, and that is findable in the BIOS dumps.

  2. That Road Warriors promo was fucking grand - thanks for posting it!

    1. Dark Pulse

      Dark Pulse

      It was absolutely the best. :)

  3. The anti-doomkid

     

    liberationadult ‏‏‎ ‎

  4. The anti-doomkid

     

    liberationadult ‏‏‎ ‎

  5. I admit it - I wasn’t expecting it. But still, Frank makes a damn good avatar!

    1. Dark Pulse

      Dark Pulse

      I had to make sure I got one of him having a shit-eating grin. (I wanted a wink but that was a bit harder to find, the only one I could basically looped like ass and cut off right AT the wink.)

       

      Thank you for the birthday present (which was the actual, stealthy reason I did this change); enjoy it while it lasts, as I'm not going to keep it around to avoid people getting actually confused if they don't read who actually made the post. :)

  6. Hey wait a cotton-pickin' minute, you're not Doomkid! Nice try, Mr Pulse, but you can't fool me!

  7. Hey wait a cotton-pickin' minute, you're not Doomkid! Nice try, Mr Pulse, but you can't fool me!

  8. Hey wait a cotton-pickin' minute, you're not Doomkid! Nice try, Mr Pulse, but you can't fool me!

  9. He is the one that pulsates with darkness

    1. Dark Pulse

      Dark Pulse

      He is the one that degrades to amorphousness

  10. If you're having problems getting that PSX emulator running, don't hesitate to ping me. It's not too hard in the end, but it is slightly more involved than most older emulators which are basically "Load ROM and play."

     

    Meanwhile, back to me trying to rush this map to completion before the Beta 3 release!

    1. Dark Pulse

      Dark Pulse

      Well, assuming we keep to schedule, Beta 3 will release on Monday, so by that point, we'll have almost all the maps for the project completed, including all of yours barring Mephisto's Mausoleum. (Which, again, if GEC really can't handle it, I might take a crack at it.)

       

      Trying to get the word out to other Doomheads as well (such as Derek from Stop Skeletons From Fighting), so if nothing else, hopefully videos of it get uploaded to YouTube.

       

      (If you'd like to see one example of the sort of stuff we've done, here's my take on making E3M8: Dis a bit less of a cakewalk for the project.)

    2. (See 3 other replies to this status update)

  11. If you're having problems getting that PSX emulator running, don't hesitate to ping me. It's not too hard in the end, but it is slightly more involved than most older emulators which are basically "Load ROM and play."

     

    Meanwhile, back to me trying to rush this map to completion before the Beta 3 release!

    1. Dark Pulse

      Dark Pulse

      Hmm, well, the most basic way to break it down is this:

      1. Download RetroArch and extract it somewhere.
      2. Download the appropriate BIOS files for the PS1 - google up "Sony Playstation Bios" and from there just click the first link. You only really need SCPH5500.BIN, SCPH5501.BIN, and SCPH5502.BIN (which will cover all three major regions of PS1 discs). Make sure they're all named exactly those (you'll need to rename SCPH5501 to remove the dash in it). Put them inside RetroArch's system folder.
      3. Run RetroArch, and using the arrow keys/Enter/Backspace to navigate, head to Online Updater > Core Updater. From here there's a ton of cores for a ton of systems, but the ones you'd want to get are Sony - PlayStation (Beetle PSX HW) and Sony - PlayStation (Beetle PSX). There's other cores you could get here if you wanted to emulate something else, which naturally I'll leave to your tastes. They'll automatically download and extract themselves into RetroArch.
      4. Load Core, then load one of the Beetle PSX cores. If you got a remotely modern GPU, use the HW core; if not, just use regular Beetle PSX.
      5. Load Content. This will bring up a menu that works as a directory browser. Simply browse to your game (or in this case, the GEC PSX Doom disc images), and have it load the CUE. (It may ask you to confirm what core to run it with - again, use HW if you have a decent GPU, and the regular core if not).
      6. Assuming everything is set up right, after a few seconds, the game should load. Since you probably won't have it disabled, you'll likely see the PlayStation bootup logo sequence. (You can actually disable this in the core options.)
      7. Assuming the game loaded properly, you're now set to configure your controls. You can do that via the top menubar: Command > Menu Toggle to bring the main menu back up, then Settings (the gear icon) > Input, with the actual keypress bindings being done under User 1 Binds. (There's also a keybind you can do to do this without having to click that, in case you like playing fullscreen - you can configure this as well. The default would be L3+R3 - that is, pushing the thumbsticks in on a PS-style controller.)
      8. From here, you can basically quickly re-access the game next time simply by going to the History section in RetroArch. It looks like a clock. If you want to play a new game, you can basically begin from Step 5 - just navigate to wherever the game's CUE is, tell it what core to load it with, and off you go. (Beta 3 will be coming out probably on Monday, so you'll get experience doing this if you try Beta 2 before then.)

      The setup may be a bit daunting at first, but it's actually not too bad. The good thing about RetroArch versus using standalone emulators is basically the simplification of the process - rather than need to rebind and do all sorts of stuff for a whole bunch of emulators, you've got them collected under one umbrella.

       

      There's also a ton of options you can do to tweak the emulation, including the aforementioned CPU overclock (unless you enjoy PSX Doom chugging in bigger maps). You can get explanations for what the options do on the LibRetro doc page for the cores. From my experience, a setting of 300% seems to eliminate slowdown in all maps I've dealt with thus far.

       

      Not all of these work for Doom - for example, due to the way the renderer works, we can't actually increase the smoothness of the image since it's rendering a bunch of polygon "strips" - but they may benefit you in other games if you wind up playing those.

    2. (See 3 other replies to this status update)

  12. Hisui! What are you doing here?!

    1. Dark Pulse

      Dark Pulse

      Best feels besides Kohaku. But Kohaku don't have quite the same depth.

    2. (See 3 other replies to this status update)

  13. Hisui! What are you doing here?!

    1. Dark Pulse

      Dark Pulse

      I don't think Akiha-sama would approve of that impertinent attitude of yours.

    2. (See 3 other replies to this status update)

  14. Can someone teach me how to replicate this glitch in the classic Doom?:

    https://twitter.com/doom_txt/status/1058706743876710400

    1. Dark Pulse

      Dark Pulse

      Pretty much exactly as it says - make a floor with a height of -32768. Due to how Doom's math works, when you reach the bottom, your position then wraps around to +32767, which to Doom is the ceiling, and so you "fall" endlessly.

    2. (See 1 other reply to this status update)

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