Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About Randy87

  • Rank
    Junior Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Randy87

    Compiling on Windows 10

    Here's a set for 37 so I don't have to keep these files around for 2 years. :) https://www.mediafire.com/file/y6qgui8y7sxku0v/hdhomerun37.7z/file
  2. Randy87

    Compiling on Windows 10

    Does this work? https://www.mediafire.com/file/cqbs8ab8i4hcxis/hdhomerun.7z/file
  3. Here's something from my old doom 2 notes. Player 2: 76DDE (Default 60h) Player 3: 76DE6 (Default 40h) Player 4: 76DE9 (Default 20h) Start range to translate: 76DCB (Default 70h) End range to translate: 76DD0 (Default 7Fh) I can get doom addresses if you need them.
  4. Randy87

    Things about Doom you just found out

    Southern line is unconnected.
  5. Randy87

    Weirdest/Rarest games that you own?

    Crush! Deluxe, Ripper, Rexblade, Cyclones, Civnet, Fucking Brink... Edit: Also Weird Dreams and Ed Hunter
  6. Randy87

    Doomguy's hands (weapon sprites)

    rhand.7z Right handed with and without Scuba Steve's gloves.
  7. Randy87

    Doom 64 for Doom II - /idgames link is up

    Whacked allows you to remove/blank a frame's code pointer. I don't think dehacked ever supported this, but would allow you to load a deh patch from whacked with it. A quick test shows this to crash vanilla doom. Edit: I haven't actually looked at D64D2, just throwing this out as something that can cause a crash from dehacked.
  8. Randy87

    Things about Doom you just found out

    Revenant punching?
  9. Randy87

    gurgle.wad - My first WAD (v2)

    Just played v1 (didn't see v2). A few bugs here and there, but was overall quite enjoyable with a unique style. I thought at first that every map might be like e1m1. I'm glad it picked up the pace and thew some surprises at me later. I was very happy to grab the super shotty. Pretty good for a first wad. I liked the red key rocket launcher armory with window in map03 and the small shotgunner trap in map04 surprised me good.
  10. Randy87

    (Poll) Your favorite Doom source port?

    Over the years I've seen a lot of PrBoom screenshots and bits of youtube videos and I've had a question about them for a long time. Do PrBoom players actually play with the default overbright washed out gamma setting, do they turn it up for screenshots/videos, do they not know you can change it?
  11. Randy87

    GBA Doom 2 Map Converter

    I'm working on getting a base up for the community to take over. I need to rewrite the graphics ripping code. What a nuisance. Still not sure whats up. I need to find the interface graphics and sounds. I might put together the switches and animated textures. I'll slap in some static DECORATEs for all the objects and let the community take over from there.
  12. Randy87

    GBA Doom 2 Map Converter

    The map format is clearly close to Doom's with some extra stuff layered on. I assume they started development of the engine for Doom and later realized they wanted DN3D support. The vertices and the lines referencing them make that clear. It is nothing like DN3D. Each enemy has it's own frame table that is VERY close to Doom's. The only thing similar to DN3D is maybe the thing types referencing the sprites. DNA is more like DN3D ported as a Doom mod than it is DN3D internally. It's also obvious since none of DN3D's maps are present. These are all hand made in this Doomish map format. Porting these maps to DN3D would be tedious and it lacks some features needed. I think the most viable solution would be a GZDoom mod. It support slopes and scripting. Ripping the maps and graphics would be the first step, both of which we can already do. I haven't looked, but I assume the frame tables are there and the same form as GBAD2. DECORATE could mimic these. Scripting? I don't know anything about it, but it's usage looks light and could be manually rewritten. However, DNA kinda sucks. Maps seem linear and rather bright and there are only 19 of them. I have no personal interest in porting these maps around. I will help out where I can if someone does decide to work on it though. Just PM me.
  13. Randy87

    GBA Doom 2 Map Converter

    New Info. A cursory examination of the Duke Nukem Advance levels shows them to be identical to Doom 2 GBA's. Looks like the engine was hybrid and meant to support both games in a common format. That would explain a lot of the extra/unknown fields. I'm looking at the map geometry in slade right now.