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Revenant

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  1. Revenant

    The amazing "identify that Doom song" thread.

    D_DDTBLU is Stevie Nicks - "Edge of Seventeen" D_THEDA2 is an arrangement of the ingame music from the Windows version of Chip's Challenge D_DOOM2 is Duran Duran - "Hungry Like the Wolf" D_MESSG2 is Ram Jam - "Black Betty" and at least a couple of others that I recognize but am too tired to name right now
  2. Revenant

    SNES Doom source released under GPLv3

    Nope, as far as I can tell the addressing logic in the sd2snes GSU core is basically the same as the real thing.
  3. Revenant

    SNES Doom source released under GPLv3

    The GSU-2 only has 21 ROM address lines, so 2MB is the maximum that it's physically able to address.
  4. Revenant

    SNES Doom source released under GPLv3

    https://revenant1.net/crap/snesdoom/ Wiki-style outlines of all of the SNES Doom maps, along with an adapted version of drawmaps.py for generating them (based on the US ROM). Pending some more information about the things/objects structure, I can later on spit out some tables of thing statistics with wiki markup, etc.
  5. Revenant

    SNES Doom source released under GPLv3

    Right, I meant specifically in E1M1's case as an example. Dividing the value by 2 seems to get the same texture order as in WallList: 04 = BIGDOOR2 06 = BIGDOOR7 08 = BROWN1 etc. SKY1 and SKY2 (i.e. 00 and 02) don't show up correctly, but I'm guessing that's just due to sky textures expecting to be drawn differently.
  6. Revenant

    SNES Doom source released under GPLv3

    I believe all (or most, possibly excluding bsproot) of the 16-bit pointers are relative to the start of the 64kb bank that either the BSP or sector structs are in, e.g.: E1M1 BSP: 589ED4 E1M1 lines: 58C270 E1M1 vertices: 58BB38 (after adding the _RLVertexes offset) From what I can tell, the first four bytes of the linedef structure are 16-bit absolute pointers to the line's first and second vertices in RAM, starting with the address of _RLVertexes, which is where they're stored in RAM at map load time. For example, at 58C270 there are pointers to 703BB6 and 703BBA, which are vertices #0 and 1 (assuming a vertex is 4 bytes). Likewise for E3M1, for example: E3M1 BSP: 52CF59 E3M1 lines: 52E0C5 E3M1 vertices: 52DD1D
  7. Revenant

    SNES Doom source released under GPLv3

    Keep in mind, as well, that "vanilla compatible" doesn't imply "SNES Doom compatible". You'll have to at least get rid of all midtextures on 2-sided lines, for example, since the SNES version's renderer doesn't support them.
  8. Revenant

    SNES Doom source released under GPLv3

    It's a weird setup, but that's how the GSU architecture actually works - since there's multiple-byte instructions but only a 1-byte pipeline, there are actually dedicated instructions for setting the source/destination registers of the following instruction(s), since it's otherwise not really possible to encode the register numbers directly into the instruction like you'd see in a "normal" RISC architecture. (In other words - "move r0, r9" and such are just common (dis)assembler shorthand, not an actual single instruction that the GSU can execute "atomically")
  9. Revenant

    SNES Doom source released under GPLv3

    Just be sure to set "SuperFX bus" as the breakpoint source, and the rest is the same as setting regular CPU breakpoints. Keep in mind that the breakpoints use CPU addresses rather than raw ROM offsets.
  10. Revenant

    The amazing "identify that Doom song" thread.

    Metallica - Creeping Death Sir Mix-A-Lot - Baby Got Back
  11. https://github.com/RandalLinden/DOOM-FX Randy Linden has posted the original SNES Doom source to GitHub today. The actual game assets (graphics, maps, etc) aren't included, but there's still plenty of interesting material in here, including (of course) the actual SuperFX renderer code as well as XBAND multiplayer support.
  12. Revenant

    Cacowards 2020 Mentionation Thread

    One more vote for Three Is A Crowd. Definitely some of the most creative vanilla stuff I've seen in quite a while.
  13. E3M7 is Kate Bush - Army Dreamers
  14. Revenant

    The amazing "identify that Doom song" thread.

    MTA is Music Technology Associates, which had some connection to Midisoft. The same readme I found the "Dance Party" credits in also credits this one (as GMBIGC*.MID) to the same author, Tracy Hurst.
  15. Nice, seems like that did the trick. This should probably be done for the other lowerable teleporter in E2M1 as well (the one leading to the plasma secret); I noticed with the randomizer it's still possible to get stuck there if you teleport to that spot without lowering it first.
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