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Foxysen
12-25-2010, 10:02 AM
I wanted to make such thread to put all those Doom 32X Wad at one place. As also, to give feedback.

By using Saxman's Wad Convector (http://www.4shared.com/file/19817505...ad32x_110.html And thanks to SaxMan for this program) the things you can change in Doom 32X:
Change, add and delete levels. (You know, 15 free to choose slots, 1 for secret, 1 for final). Change, add and delete flats and patches. (Or how those textures called). Change sprites.
Level 3 always need to be in game or else the game will refuse to start levels.

Since this forum doesn't tolerate roms, files need to be an IPS patches.

Hacks:

I will put here only if authour will put his work in this thread.
3 Steps From The Hell (http://www.4shared.com/file/gFvgJI_H/3SFTH32x.html)


Anybody have Doom 32X projects?
I heard that some guy wanted to port Doom 2 maps in 32X. I wonder how he is doing.

Tony H
12-25-2010, 09:21 PM
I did some Doom 32x ROM hacking many years ago, and noticed an unusual level arrangement. They use levels 1 through 15 for the regular levels, then they skip levels 16 through 22, then level 23 is a continuation of one of the regular levels, and level 24 is the secret/hidden level.

Maybe levels 16 through 22 were originally for a different platform (PC?) and were removed for the 32x?

Chilly Willy
12-25-2010, 09:34 PM
I did some Doom 32x ROM hacking many years ago, and noticed an unusual level arrangement. They use levels 1 through 15 for the regular levels, then they skip levels 16 through 22, then level 23 is a continuation of one of the regular levels, and level 24 is the secret/hidden level.

Maybe levels 16 through 22 were originally for a different platform (PC?) and were removed for the 32x?

They were part of Jaguar Doom. In fact, the wad for Jaguar Doom was converted using that tool mentioned earlier so that the 32X has the same levels as the Jaguar version. It's linked in the thread over at SonicRetro.

Tony H
12-25-2010, 10:56 PM
They were part of Jaguar Doom. In fact, the wad for Jaguar Doom was converted using that tool mentioned earlier so that the 32X has the same levels as the Jaguar version. It's linked in the thread over at SonicRetro.

Thanks. Just played some of the Jaguar levels.

Nuxius
12-26-2010, 02:56 PM
Anybody have Doom 32X projects?
I heard that some guy wanted to port Doom 2 maps in 32X. I wonder how he is doing.
As far as I know, it is going nowhere. The last time I talked to the project leader, only maps 1-10 were (mostly) done. I finished the map design for MAP29: The Living End, and had some work done on MAP15: Industrial Zone, but that's about it.

I was also working on converting Episode 4 over, but I haven't worked on it in ages either.

http://img266.imageshack.us/img266/1081/d32xe4m2.png


Thanks. Just played some of the Jaguar levels.
Keep in mind that in order to play MAP20: Unholy Cathedral, you will need my edit of that map, as the original Jaguar version is to big for the 32X version to handle (and will crash the game). A link should be in Saxman's original thread here. I think romhacking.net has it as well.

Foxysen
12-27-2010, 06:08 AM
As far as I know, it is going nowhere. The last time I talked to the project leader, only maps 1-10 were (mostly) done. I finished the map design for MAP29: The Living End, and had some work done on MAP15: Industrial Zone, but that's about it.
I will be seriously amazed if somebody will sucessfully port one of those city-like levels from Doom 2. Does MAP15 actually worked on 32X?

I was also working on converting Episode 4 over, but I haven't worked on it in ages either.
Episode 4 had some "lively" (I don't know how to call them) places, so I am interested in it. Though, I hated that level with 4-sided teleport in center, because it had just too many lava.

Keep in mind that in order to play MAP20: Unholy Cathedral, you will need my edit of that map, as the original Jaguar version is to big for the 32X version to handle (and will crash the game). A link should be in Saxman's original thread here. I think romhacking.net has it as well.
I wonder, what cuts you had to make. I remeber being interesting in it, and compared Saxman's original and yours versions, but I didn't noticed anything.

Nuxius
12-29-2010, 03:46 PM
Does MAP15 actually worked on 32X?
Not without significant edits.


Though, I hated that level with 4-sided teleport in center, because it had just too many lava.Strange, that's most peoples (including my) favorite episode 4 level. It's E4M6: Against Thee Wickedly, BTW.


I wonder, what cuts you had to make. I remeber being interesting in it, and compared Saxman's original and yours versions, but I didn't noticed anything.Mostly those red details on the walls in the first hallway the two middle doors at the beginning of the map lead to.

Foxysen
01-06-2011, 04:59 AM
3 Steps From The Hell (http://www.4shared.com/file/gFvgJI_H/3SFTH32x.html)
It's a port of my Doom wad (Which is my first wad). Just for fun. Enjoy.
7 maps, which take slots from 09 to 15.

KnightWarrior
01-07-2011, 03:40 AM
How about Doom 2 Wads, would that work??

Foxysen
01-07-2011, 04:19 AM
If you mean to port all those monsters and SSG from Doom 2 into Doom 32X, then it can't be done with this tool.
Levels? Maybe, consider on what level you want to port. Not big for sure. All those city levels would need to be heavely edited. Also, Doom 32X don't even have all things and triggers (It doesn't have crushers) from original Doom, not saying about Doom 2.

saxman
01-09-2011, 03:55 AM
Awesome stuff! I found this topic by chance and was surprised my utility has been used since a year ago when I first released it.

KnightWarrior
01-09-2011, 04:26 AM
I mean just the Levels of Doom 2 & now Final Doom..Can it be done??

Foxysen
01-09-2011, 05:19 AM
Ok, I will quickly (Actually, slowly, have other things to do) copy levels in Doom 32X to see for what levels 32X have enough memory to play them. (I will edit this post)
I check only memory, nothing else.
Doom 2:
Map 01 - Works. I don't even need to check it, since this map already was ported in that Convector thread.
Map 02 - Works.
Map 03 - Works.
Map 04 - Works.
Map 05 - Works.
Map 06 - Failed at 49016. Normally, it shows such huge numbers when the problem lies with want "difficult" sectors. It works if delete all "light" sectors in first room. Though, I plasma tested next room and after a while it Failed at 128. (or 152, I forgot) (What normally means "Too much things") Should have deleted a little more things.
Map 07 - Works.
Map 08 - Works.
Map 09 - Works.
Map 10 - Failed at 44760. After joining some sectors, it Failed at 152. I had to delete 2/3 of all things on map to make it work.
Map 11 - Works. (Also, mappers forgot a Cell Charge outside of map, hehe.)
Map 12 - Works.
Map 13 - Failed at 57656. Delete all sectors from second from top, left house + delete something else and you will get Failed at 156. Some more things deleting and it works.
Map 14 - Failed at 6344. After joining steps in stairs and getting rid of that full of 1x1 sectors place, it Failed at 79736. And no matter what I delete, I can't make it work.
Map 15 - Failed at 115016. Hey, Nuxius, can you show me that level? I am amazed.
Map 16 - Works.
Map 17 - Failed at 87744. After deleting central part it Failed at 152. After deleting right part (Sectors and things) of map, it worked.
Map 18 - Works.
Map 19 - Failed at 85368. After dleting outside sectors and after going into rage-random sectors deleting it Failed at 152. After deleting things where sectors were already deleted, it worked. (But there was almost nothing left from map, hehehe)
Map 20 - Failed at 152. Worked after joining all sectors in central room.
Map 21 - Works.
Map 22 - Works.
Map 23 - Works.
Map 24 - Failed at 6760. After deleting top-right sectors, it Failed at 152. After deleting "outside" sectors it worked. But after a while of shooting Plasma it Failed at 152. Should have deleted a little more things.
Map 25 - Works.
Map 26 - Works.
Map 27 - Failed at 152. Worked after deleting some sector-trap and joining all sectors in some rooms.
Map 28 - Works.
Map 29 - Failed on 6632. After deleting central-"outside" sector it Failed at 152. After joining steps in stairs, it worked.
Map 30 - Works. (No wonders it works.)
Map 31 - Works.
Map 32 - Works.

Can somebody, like SaxMan or Chilly Willy tell me how this memory actully works?

saxman
01-09-2011, 03:18 PM
I don't know much about memory management in DOOM, but I know that depending on how many lines, sectors, etc. are in view at any given point will determine how much memory is required. You've probably heard about how limited the memory allocation is on the 32X port -- 96KB to be exact. MAP03 from DOOM II actually will run out of memory if you stand in the right spot of the large open area at the beginning of the map right after the elevator.

To make a map work without issues, my suggestion would be reducing the number of linedefs, and of course ensure that ceilings aren't greater than 512 in height (that's a limit grandfathered in from the original DOOM code that was changed when DOOM II was released).

At the end of the day, if a map is large and complex, it probably needs some tweaking before it's 32X-ready. This would include at least half of all maps in each DOOM II episode (Hell on Earth, TNT, Plutonia).

Chilly Willy
01-09-2011, 03:49 PM
On both the Jaguar and 32X (which use the same code base), some things are left in rom, and others have to be loaded into ram. For example, the sound effects are left in rom, and decompressed on the fly when played; on the other hand, things have to have their struct in ram as info about the thing (location, direction, animation state, etc) has to be able to change. So things use ram - the more things, the more ram is used.

Foxysen
01-10-2011, 04:11 AM
To make a map work without issues, my suggestion would be reducing the number of linedefs
Hm, I though that the number of sectors is more imporant for memory, than the number of linedefs.

things have to have their struct in ram as info about the thing (location, direction, animation state, etc) has to be able to change
Question here: I put 2 things: Head on stick and head on stick (both have 1 frame), Head on stick and candelabra (1 frame too), Head on stick and red torch (Torch have 3 frames, if I remember correctly), Candelabra and red torch. In memory requiring, will it go this way: Hos and Hos < Hos and C < Hos and RT = C and RT. Or is it different?

Foxysen
01-11-2011, 03:38 AM
I guess, that question was so ridiculous that no one answered.
And now, let's try to port Doom 2 and Final Doom?
I am interested in porting TNT (or evolution). Liked some maps.
Now, Doom 2. Since it was taken already, I am not sure if to begin my own porting or not. Though it "went to nowhere", I am still not sure.

Oh, and almost forgot: What do you want to see, ports which will use textures from original Wads or ports which will use textures from Doom 32X?

If somebody cares.

Yfrid
01-11-2011, 04:13 AM
i'd like a lot to play a port of doom II on my 32x!

saxman
01-11-2011, 02:43 PM
Honestly, I don't really even understand the question you are asking regarding the frames and things. I think you're asking about memory requirements for each object, but truthfully I don't know that answer. It could be that they all use the same amount of memory, or perhaps objects with multiple frames use more. It could go either way. I haven't looked into DOOM's memory management to see how it stores things.

I'd like to see DOOM II. Include as many textures as you can, but note you won't be able to use them all! You also will almost certainly have to cut some levels (preferably some of the later, larger, and harder to port levels). You can use my response file for DM2CONV to help in porting:

http://www.romhacking.net/utils/769/

Obviously you will need to find a copy of DM2CONV. It's available here:

http://www.doomworld.com/idgames/index.php?id=3898

If you decide to port anything, may the force be with you!

Yfrid
01-12-2011, 06:45 AM
about larger ones, would be possible to split them in multiple levels?

Foxysen
01-13-2011, 11:42 AM
about larger ones, would be possible to split them in multiple levels?
I hardly remember any (Or there isn't any at all) straigh-forward type of levels in Doom 2. Almost all of them require you go through all corners of level, gaining keys and opening doors. So, if to look from the side "As close in gameplay to original as possible" then I am errr... not sure.

...

http://img148.imageshack.us/img148/964/dtr005.png
Ok, it's too early to show any screen, but at least now you know that the first level is ready. Nothing was cut. (Oh, obviously)
(Fun fact: Doom 32X hates any patch (textures for walls) with the name STEP2 and screws them up)

saxman
01-13-2011, 01:06 PM
I hardly remember any (Or there isn't any at all) straigh-forward type of levels in Doom 2. Almost all of them require you go through all corners of level, gaining keys and opening doors. So, if to look from the side "As close in gameplay to original as possible" then I am errr... not sure.

...

http://img148.imageshack.us/img148/964/dtr005.png
Ok, it's too early to show any screen, but at least now you know that the first level is ready. Nothing was cut. (Oh, obviously)
(Fun fact: Doom 32X hates any patch (textures for walls) with the name STEP2 and screws them up)

I don't know I am so found of the way the railing was replaced with pillars. I like the way id Software changed the maps for the Jag/32X ports -- take a look at MAP01 for example -- they raise the floor and lower the ceiling. Same with MAP03. I think it looks cleaner than the approach you have taken with the Entryway map. Just a suggestion.

Also I haven't looked, but I imagine STEP2 probably messes up due to the "tuty-fruity" issue, which basically screws up wall textures that aren't a certain size. For example, 72 pixels in height is sure to show garbage in the texture. This is due to the optimization technique the DOOM engine uses to draw textures. If the texture isn't 64 pixels, it will assume 96 pixels is the actual height, and so on. (I don't know if those are the actual numbers, but I'm using them for purposes of explaination). In other words, it expects the texture to be bigger than it is, so it starts drawing extra crap that wasn't meant to be drawn.

Foxysen
01-14-2011, 08:02 AM
I don't know I am so found of the way the railing was replaced with pillars. I like the way id Software changed the maps for the Jag/32X ports -- take a look at MAP01 for example -- they raise the floor and lower the ceiling. Same with MAP03. I think it looks cleaner than the approach you have taken with the Entryway map. Just a suggestion.
I though to make it this way at first, but then I had a though "That just too generic and also you can make these pillars without any real drop of framerate. After all, in later more memory requiring maps you won't get anything like this.". But I better stick to cleaner style, indeed.
And I finally noticed the reason why STEP2 patch screwed up. Doom 32X already had a flat with same name.

Nuxius
01-16-2011, 04:43 PM
about larger ones, would be possible to split them in multiple levels?GBA Doom II did some maps this way (MAP15 and MAP24 iirc). I didn't care for that method very much though, as it screwed with the gameplay of those maps too much.

I personally think simplifying the maps is better, as although that changes the gameplay somewhat as well, it's nowhere near as much as cutting a map in half does. Sure it might look better, but gameplay>graphics, I always say.

I don't think you should cut out parts like the Jaguar version did though, as that pushes it back into screwing up the gameplay again. PSX Doom MAP25 is a perfect example of how to simplify a map without screwing it's gameplay up, IMO. As a matter of fact, I used that map as a basis for the 32X version of the same map for my Ultimate Doom mapset I was screwing around with there for a while.


And I finally noticed the reason why STEP2 patch screwed up. Doom 32X already had a flat with same name.
Yeah, unlike PC Doom, the Jaguar port (and consequently the 32X port as well) can't handle a texture and a flat with the same name. I imagine that was one of the parts of the code that got streamlined out to make it fit onto the confined spaces of a cart.

doomguy
01-16-2011, 06:51 PM
Im for splitting the largest maps as too much would need to be done to have them fit and i think it would change it even more, so long as its done right of course.

Xeniczone
01-17-2011, 04:05 PM
Hate to just jump into the conversation here, but wasn't someone working on redoing the audio for the 32X so it sounds a lot better.

Would the WAD files be the place to inject these sounds at or is the engine just broken for sounds?

Chilly Willy
01-17-2011, 05:05 PM
Hate to just jump into the conversation here, but wasn't someone working on redoing the audio for the 32X so it sounds a lot better.

Would the WAD files be the place to inject these sounds at or is the engine just broken for sounds?

Sound effects are fine... you mean the music, which most people seem to detest. It's not really great, but it's hardly bad either. I think Saxman was looking into replacing the music, but I don't know how far he got on that.

And no, the music won't be in the wad file. It normally is on Doom for the PC, but the consoles use music specific to the console, so none of them have the music in the wad file.

saxman
01-18-2011, 01:43 AM
Here's what I have written in my hacking notes available on RomHacking.net:


0x005C16 -- List of voice pointers (each voice is 0x27 bytes)
0x005E96 -- E1M1 bass

0x006EA2 -- Song pointers (starting at song #0; E1M1 is #1)
data: xx (yyyy) -- xx tells how many yyyy's there are
yyyy is a pointer to an FM track

0x00776F -- E1M1 main melody
0x007C9F -- E1M1 bass
0x01083D -- E1M1 beat

data: 00-5F -- Note
data: 60-7F -- Controllers
controller: 6B xx -- Play track xx
data: 80-BF -- Note sustain time (lower = quicker)
data: C0-FF -- Note interval (lower = quicker)

DOOM uses GEMS. Not a great deal is known about the GEMS music formatting, but knowing how to locate the data is obviously very important.

One issue with the DOOM 32X music is the voice data. If someone thinks they can make better voices, you have the voice table right there. I don't know the format of the voices, but maybe someone would be interested in watching what YM2612 registers get changed with each byte changed in a voice. That'd be the way to figure it out.

Another issue with the music is more songs have two or three tracks, and that's it. These were very quick and dirty song conversions. There are more channels that could be used to make the songs more full. If someone figures out the sequencing format for GEMS beyond what I've attempted there in my notes, feel free to hack away!

STONEDSTONER
01-08-2013, 08:14 PM
Would be awesome if Heretic or Hexen were ported

mic
01-10-2013, 04:39 AM
Hate to just jump into the conversation here, but wasn't someone working on redoing the audio for the 32X so it sounds a lot better.Sound effects are fine... you mean the music, which most people seem to detest.

I for one believe that the DOOM soundtrack (or DOOM II, since that's my favorite in the series) would sound absolutely awesome on the YM2612 if done right. As far as maps go, I like the "No rest for the living" mod that was included in the XBLA version of DOOM II.

STONEDSTONER
01-21-2013, 09:09 AM
So does anyone have any custom map roms they would care to post link for? 3 Steps From The Hell link is dead

thanks