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Mittens0407

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About Mittens0407

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  1. Mittens0407

    Doom 32X Resurrection

    To anyone playing D32xr v3.1 on a Mega Everdrive x3, could you send a photo of the system information window on your Everdrive? It looks like this: I'm currently troubleshooting my x3's issues with D32xR, so any info about x3s that work with this port would be very much appreciated.
  2. Mittens0407

    Doom 32X Resurrection

    I think this is it. Doom (E) (32X) Resurrection v1.5.rar
  3. Mittens0407

    Doom 32X Resurrection

    Cool update. Only issue is weapon sprites that aren't centered correctly in some of the resolution modes.
  4. Mittens0407

    Doom 32X Resurrection [split derail]

    Is a spreadsheet entirely necessary? The 32x community is a small pond with not a lot of fish (more of an irradiated puddle really), and I don't see how a laughably biased comparison is useful. The parts about missing levels/episodes are pointless because Delta isn't a single ROM, it's 5 separate romhacks with a single episode each. "Improved music"? You changed 1 instrument in the E1M1 song. All the other songs sound identical to the original version. If you're comparing the two, why not mention the stuff in Resurrection like the restored directional sprites, lighting, high res modes, infighting, anamorphic widescreen, CD audio, mouse support, or the improved frame rate among other things?. This comparison seems to only be focused on content, which is probably very easy to include if you're simply splitting the game up into five separate ROMs. If this is for people who want to play Doom 32x, why are less than half of the Delta ROMs "confirmed" in the spreadsheet to work on real hardware? In the comparison, you list D32xR as the best version "If you are planning on playing on real hardware...". So what does that mean for Delta then? If it's best played in an emulator as implied, why not just play the PC version at that point? Calling Delta the most "PC-accurate experience" is incorrect when looking at any aspect other than the maps. This isn't a comparison, it's marketing.
  5. Mittens0407

    32X Resurrection: Slough of Despair

    The PS1 and Saturn maps from Doom 1 were ripped from the Jaguar port, and I can't find any footage of Slough of Despair in either version.
  6. Mittens0407

    32X Resurrection: Slough of Despair

    Would this be just the PC map, or cut down similar to other maps in the console ports?
  7. Mittens0407

    Doom 32X Resurrection

    Dunno how useful this is for this project or if it's news to you but there's been this new sound driver developed for Genesis development called Fractal https://gitlab.com/Natsumi/Fractal-Sound, it's supposedly lightweight and supports multiPCM. It has conversion support for Furnace https://github.com/tildearrow/furnace, which is a free alternative to/fully compatible with Deflemask (the program Spoony used to create the VGMs in D32xr). There's probably a solution that's better for D32xr already but it's just something I thought would be of interest.
  8. Mittens0407

    Doom 32X Resurrection

    Just a bit of a nitpick, but is there any reason why the map screen is horizontally squished (or would it be vertically stretched)? It's been like this for a while, but it just makes things slightly disorienting when viewing the map. It also results in the map scrolling at double speed when moving vertically. Also, in co-op or deathmatch, a player is able to "pause the game" while another player has already opened the pause screen. This second pause usually removes the blue tint, but keeps the text onscreen, and unpausing in this state requires both players to press start. If you get out though, there is a chance that this can make the first player pause inoperable (it will tint the screen blue and pause the game, but it wont bring up the menu). In most cases I've found that the second player pause still works, though its possible it could happen the other way around.
  9. Mittens0407

    Doom 32X Resurrection

    Good point, it's probably not helpful to report issues with experimental builds on the main thread (issues you most likely already know about). I'm just very surprised with how well it runs. I remember Motocross Championship having a split screen mode that ran pretty badly, and that didn't seem nearly as intensive as something like Doom, so something like this amazes me. I'll make sure to report anything else on the Github from now on.
  10. Mittens0407

    Doom 32X Resurrection

    A slight issue with the new co-op mode. I was playing with someone when he accidentally got telefragged by me in E2M1. When the special death animation ended, his character portrait disappeared. A bit of testing confirmed that this happens to both players if they get killed in this way. The really odd part was when we finished that level and started E2M2, as the game somehow switched to deathmatch mode and spawned him in the corresponding deathmatch spawn. I don't know if this is tied to the first issue or it's just coincidence.
  11. Mittens0407

    Doom 32X Resurrection

    Holy moly
  12. Mittens0407

    Doom 32X Resurrection

    That makes sense. Still looks very good though. The only texture that seems to really suffer with the reduced colour though is the red bricks texture, though that was also the case with the original 32x version
  13. Mittens0407

    Doom 32X Resurrection

    This port is excellent. My only suggestion is setting the fullscreen and high detail modes at max as default on startup, as it already runs better than the Jaguar port with those cranked up anyways :D
  14. Mittens0407

    Doom 32X Resurrection

    At the higher framerate settings, I've noticed that while the enemy attack rate increases, the fire rate of the player stays the same (it may be tied to the animation or something?). This may explain the demo desync issue on the GitHub, though I'm not sure. A really odd issue I had was with the VGM track for e1m7 (Demons on the Prey). The main melody just seems to be stuck on the same note until it changes key (it's a bit hard to explain but you'll definitely hear it). This could just be a one-off thing or maybe it's just a symptom of a larger problem concerning VGM playback. Also e1m8 and e1m9 have the wrong music playing, but that's a minor issue. I changed doom32x-build from this: # Insert VGM into content.json tail -n +9401 ../d32xr/content/content.json | head -n -7 > VGM.json head doomCombine/content.json -n -2 > content-head.json tail doomCombine/content.json -n -2 > content-tail.json cat content-head.json VGM.json content-tail.json > doomCombine/content.json to this: # Use the D32XR content.json cp ../d32xr/content/content.json doomCombine/content.json And I'm given this error: FileNotFoundError: [Errno 2] No such file or directory: 'doomCombine/files/demo1'
  15. Mittens0407

    Doom 32X Resurrection

    Got it running on real hardware and it works great. The map screen is a bit jank, but to my knowledge, that is derived from the Jaguar port, so it's no fault of your own. I'm impressed with the new lighting and the speed of the game as a whole, but I have noticed that when the framerate is set to unlimited, the game logic seems to speed up as well. To help others build this, I've created these scripts https://drive.google.com/drive/folders/1Rflu0foJi8Nyqoi7MELQn0wroi5-ArIV?usp=sharing. doom32x-clean deletes the entire dev environment, in case you need to start from scratch doom32x-devkit builds Chillys Sega devkit doom32x-build does all the wad magic (you're gonna need to find ROMs of the 32x and Jaguar versions yourself) and then builds the final ROM
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