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Vic

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  1. Vic

    Doom 32X Resurrection

    Make sure the tools are globally available from the command line, meaning they are in PATH and copy&paste the commands as per above..
  2. Vic

    Doom 32X Resurrection

    They are part of the coreutils package on most Unix systems. There are also ports of CoreUtils for windows out there: https://gnuwin32.sourceforge.net/packages/coreutils.htm They are also included with Git for Windows It is!
  3. Vic

    Doom 32X Resurrection

    Thanks! The glitchy Mt. Erebus wall is a known issue. Hopefully Wavy or someone will get around to fixing it at some point... P.S. Say hello to your wife Incontinentia for me.
  4. Vic

    Doom 32X Resurrection

    You can extract the D32XR WAD from the ROM using the following command: dd if=D32XR.32x of=D32XR.wad skip=172 bs=1024 conv=notrunc Now you can open that file in SLADE but it won't be able to update the file without breaking stuff. The currently recommended way to manage WAD resource for D32XR is by using the "wacode" python script from https://github.com/viciious/wadcode: python wadcode decompile --big-endian D32XR.wad D32XR This will produce a directory D32XR with individual lumps and files, which you can modify and compile back using the reverse process: python wadcode compile --big-endian D32XR D32XR.wad There's also a whole bunch of other tools that facilitate working with D32XR-compatible assets in that repository: - img2jagobj that converts an image file to JagDoom graphical asset - patch2jagobj that converts a Doom patch to JagDoom graphical asset - raw2jagsnd - converts raw PCM samples to JagDoom sound - texture1 - converts the TEXTURE1 lump from/to a JSON file You can the import the modified WAD back into the ROM using dd: dd if=D32XR.32x of=D32XR_.temp count=172 bs=1024 conv=notrunc cat D32XR.wad >>D32XR_.temp dd if=D32XR_.temp of=D32XR_.32x bs=512K conv=sync rm D32XR_.temp Now adding new maps is a more complicated process, I'm sure Wavy can elaborate on that :)
  5. Vic

    Doom 32X Resurrection

    There's no intention to port the original PC maps except for maybe the boss maps.
  6. Vic

    Doom 32X Resurrection

    For those of you who've downloaded v2.2a, please head over to RHDN as I had to re-upload the patch - something went horribly wrong during the build process of the ROM which rendered the game unplayable :( Sorry for the inconvenience guys!
  7. Vic

    Doom 32X Resurrection

    This has been remedied in v2.2a: https://www.romhacking.net/hacks/6269/
  8. Vic

    Doom 32X Resurrection

    v2.2 is now available at RHDH. Changes in this update are: New exclusive port of the original map "Slough of Despair" (MAP18) by Wavy. Ported the "skinface" intermission background from the original game. Added support for playback of uncompressed 8-bit and IMA ADPCM-compressed 4-bit WAV files. The ZGM music file format has been upgraded to support PCM samples (reserved for future use) and is now part of SGDK's XGM toolset. Fixed bug in the sound mixer which resulted in stereo channels being swapped around occasionally. Added CD/32X+ volume slider to the audio menu. Tweaked MegaSD detection timeout - fixes compatibility issues with MD+ on the MegaEverdrive Pro. The status bar now displays the "mowdown" face upon taking damage from environmental hazards. The 252 pixels-wide screen mode has been widened to 256 pixels. Fixed spectre's position being off on the finale screen. The punch impact sound has been re-added to the game. A different tile is now used for the final text briefing background. Improved framerate in the menus. Added 100% completion color indication to the kills/items/secret counters on the automap.
  9. Vic

    Doom 32X Resurrection

    I've written a short paper on how Doom 32X Resurrection renderer works. Hopefully I'll be able to cover topics if time permits. https://github.com/viciious/d32xr/wiki/Engine-optimizations,-part-1
  10. Vic

    Doom 32X Resurrection

    How do you even do such things?! What kind of equipment and/or software do you use?
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