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gamegenie
05-31-2009, 08:41 PM
I thought 32X soundtrack of the 1st level was drastically reduced compared to the PC version, but is this belief wrong to some degree.

I just found this PC version of Doom and it sounds just like the 32X version.

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here's another Youtube clip of the PC version with the same sound played from the 32X version

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Then here's a comparison Doom clip that plays the PC, 32X, SNES, 3DO, and GBA This is where the enhanced level 1 sound track is used. Where does that version come into play with the PC version? Is there two versions of the PC version?

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Silanda
05-31-2009, 10:19 PM
The PC versions soundtrack is MIDI, back in the day if you had a Gravis Ultrasound it sounded great for the time. The recordings you show are the game playing back using standard Soundblaster/Adlib style FM. The 3DO version's soundtrack conquers all though, just a shame that that version of the game sucks.

The Coop
05-31-2009, 10:57 PM
The 32X version is comparable to the SoundBlaster version of the PC game's music. It just kind of bips and boops along, and doesn't add much to the game. It's a shame really, as we all know the Genesis could have made a better version of the soundtrack with its audio capabilities. However, the MIDI and Ultrasound music trounce the 32X tunes into the ground... as does the PC version of the game in general. Thanks to the severe cuts in animation and visuals, as well as the loss of the BFG 9000, enemies, and quite a few levels, the 32X version of the game is a sub-par to average port of a classic game. Sure, it was great if you'd never gotten to play Doom before, but the moment you took up the PC game, you found out just how much was left out.

I honestly think the choppy Saturn version turned out better overall, despite its many faults.



Oh, and regarding the tune you asked about, if my memory serves me well, it's off of the music CD Bobby Prince put out with slightly enhanced versions of the game's music. You can read about it here (http://doom.wikia.com/wiki/Doom_Music_%28album%29).

Chilly Willy
05-31-2009, 11:34 PM
The problem was trying to squeeze everything into 4 MB of cart space. It simply isn't possible. The 32X is capable of better audio, but it would take too much space. They didn't have enough space for most of the levels, much less better audio. DOOM 32X would have better as a CD, but they figured there wouldn't be that many people with both the 32X and the CD add-ons.

As it is, the existing DOOM 32X is more like a shareware demo of Doom than the full game.

gamegenie
06-01-2009, 12:01 AM
well this dispells the notion that the 32X version sounds inferior, when in fact it's PC perfect when comparing sound.

Any Doom experts know when id released that audio enhanced version of PC Doom?

Again Youtube clip 1 & 2 are both the PC version and if you click on it, people assume that's the 32X version when it's not.

The Coop
06-01-2009, 12:11 AM
As far as I know, there was no audio enhanced version of Doom. The music you got was determined by what soundcard you had, be it Adlib, Sound Blaster, MIDI, Ultrasound, or what have you (you chose it by going into the DOS setup file, and selecting your available soundcard). That music CD I mentioned was just that... a music CD. There's no game on it, and I'm almost 100% certain that's where the first version of the song is from in your third video.

Da_Shocker
06-01-2009, 12:24 AM
The problem was trying to squeeze everything into 4 MB of cart space. It simply isn't possible. The 32X is capable of better audio, but it would take too much space. They didn't have enough space for most of the levels, much less better audio. DOOM 32X would have better as a CD, but they figured there wouldn't be that many people with both the 32X and the CD add-ons.

As it is, the existing DOOM 32X is more like a shareware demo of Doom than the full game.

Actually it was 3 MB. but how come the SNES had all the levels and better sound in a 2 MB cart with whatever enancement chip they had in there.

17daysolderthannes
06-01-2009, 02:21 AM
God, GBA sounds like absolute shit! 3DO does rock something fierce. Why did they leave out the Playstation version aka "the best version", at least for consoles. The PSX Doom got a perfect 10 back in the day.

Aarzak
06-01-2009, 02:36 AM
Actually it was 3 MB. but how come the SNES had all the levels and better sound in a 2 MB cart with whatever enancement chip they had in there.

Because the 32X port was rushed to make the system's launch and the 1994 holiday season........which "Donkey Kong Country" almost single-handedly dominated.

Apart from the Playstation version (which was re-released as a "Greatest Hit"), I don't think any of the DOOM home ports sold well.

The Coop
06-01-2009, 02:46 AM
God, GBA sounds like absolute shit! 3DO does rock something fierce. Why did they leave out the Playstation version aka "the best version", at least for consoles. The PSX Doom got a perfect 10 back in the day.

Because that version has a completely different soundtrack. It was new stuff done just for it, so there's nothing to compare as far as "At Doom's Gate" is concerned.

Chilly Willy
06-01-2009, 04:43 AM
Actually it was 3 MB. but how come the SNES had all the levels and better sound in a 2 MB cart with whatever enancement chip they had in there.

Right - 3 MB. I keep forgetting that. :D

The SNES version fit the levels into 2MB by throwing out ALL the flats (floor and ceiling textures), compressing the sound effects, and doing their own music. Most people don't consider the sound effects on SNES Doom better, just the music. The music on the 32X version is the same as the original Doom.

By the way, SNES Doom is missing five levels: (using the PC level designations) E1M6, E2M2, E2M5, E2M7, and E3M5. In comparison, 32X Doom is missing E2M8, and all of E3. They probably could have had all the levels by going to 4MB on the cart.

kool kitty89
06-01-2009, 06:30 AM
And the SNES version also has poorer sound effects with some glitches as well. (often cutting out, maybe only one channel is dedicated to SFX?)
I think the lack of floor/ceiming textures may also have been to speed up the framerate a bit, though the 2 MB limit was imposed by the Super FX 2 chip only supporting 2 MB of address space for ROM. Als note that unlike the contemporary console ports, the SNES version was not based on the Jaguar code and thus includes some areas, and portions of levels that are otherwise left out, of course oher portions are modified or removed as well, and there's suppoed to be some censorship as well, despite the M rating. (I think there's an early 32x prototype that's a more direct port of the PC version, but it's horribly slow and they later switched to a version derived from the Jag, probably in part due to time restrictions)



well this dispells the notion that the 32X version sounds inferior, when in fact it's PC perfect when comparing sound.

Any Doom experts know when id released that audio enhanced version of PC Doom?

Again Youtube clip 1 & 2 are both the PC version and if you click on it, people assume that's the 32X version when it's not.

THere was no "upgraded" version, there was a windows 95 port, but all that did was switch to general midi as default. (and possibly lacked support for some of the earlier sound cards I think)
Even the Xbox version uses general midi, in fact pretty much identical in quality as what I've got with my PC's onboard sound. (the one in the 3rd, comparison video, apears to be using a pretty nice sound card for that recording, better than my PC's or an Xbox)
THe '95 version does have a distinctive sound, but this could simply be a change in soundcard, though they could have modified the midi arrangment slightly as well: http://www.youtube.com/watch?v=MYihOfDQ7Z4

And the Xbox Doom classic bonus in Doom 3: http://www.youtube.com/watch?v=ofdtXKNdZd4
(my PC's onboard sound hardware sounds almost identical)

The original DOS version supported a variety of sound devices for music, including general midi (wavetable synthesis), FM Synth Adlab or SoundBlaster, and a number of newer cards supporting wavetable systhesis of varying qualities. They don't seem to have supported Roland synthesizers, the same for Wolf3D, I wonder why.

I have no Idea whay you're saying the Adlib/Soundblaster FM synth version of Doom music is so poor. FM has its limitations, sure, but that's a pretty decent rendition there, but certainly doesn't deserve to be compared to the ear bleedingly horrid mess that is the 32x rendition.

Now, the PC FM synth is what the 32x version should have sounded like, granted thay may have had to compensate for fewer sound channels being available (6 FM instead of 9 on Adlib/SB -18-channels on later SB's). Of course you've got the 4-channel PSG to work with as well, and the possible use of the 32x PWM. (though with the SH2's monopolized you're limited on what you can do, simple drum beats, straight playback is fine, which is exactly what's done for the sound effects)

If you can't tell the difference, then I'm sorry, but you don't have a very good ear for music.


The XBL 360 version sounds aweful (better than the 32x mind you, but worse than the Jag version, which is worse than the Adlib/SB version IMO) http://www.youtube.com/watch?v=rRzyvLHuplg

Jag E1M1: http://www.youtube.com/watch?v=1bnYothe0Ag (which is mainly hurt by a poor choice of sample used for the main instrument)

The GBA remixed version is OK, bearing in mind it's using the same limited sound hardware of the original Game Boy (possibly with some limited PWM samples, though the PWM was also needed for the SFX)

GBA http://www.youtube.com/watch?v=fjUbUIYybsA&feature=related (note not used at E1M1, Imp's song is there instead, but Doom's gate remix is used later in the game)

Da_Shocker
06-01-2009, 08:33 AM
So really a 4MB cart and a more time and we would've gotten a much better port of Doom. While I use to hate Nintendo back in the day they never did release a game to early. They might miss the Christmas deadline but you got a game that was finished.

MN12BIRD
06-01-2009, 03:54 PM
God, GBA sounds like absolute shit! 3DO does rock something fierce. Why did they leave out the Playstation version aka "the best version", at least for consoles. The PSX Doom got a perfect 10 back in the day.

I actually like the music on the GBA. The drums sound amazing if you ask me.

But I hate the music in the PSX version. It's not the DooM music at all! DooM music is supposed to be fast, repetitive guitar riffs with the powerful drum beat in the background. The music in the PSX version is slow, atmospheric and dark music like this "demonic horror" music or something. Its like the Saturn version its just redbook PCM/CDA music so its not technically impressive at all. But that's not the point the point is it's not DooM's music. It does look good in that video though I'll give it that.

The 3DO version has the best music because its just the originals but re-done for CD audio. So its the same riffs we already know just that they sound realistic now. Too bad the 3DO version is smaller than the GBA screen and runs as slow as the SNES version too!

WildWillyWilson
06-01-2009, 03:59 PM
I actually like the music on the GBA. The drums sound amazing if you ask me.

But I hate the music in the PSX version. It's not the DooM music at all! DooM music is supposed to be fast, repetitive guitar riffs with the powerful drum beat in the background. The music in the PSX version is slow, atmospheric and dark music like this "demonic horror" music or something. Its like the Saturn version its just redbook PCM/CDA music so its not technically impressive at all. But that's not the point the point is it's not DooM's music. It does look good in that video though I'll give it that.

The 3DO version has the best music because its just the originals but re-done for CD audio. So its the same riffs we already know just that they sound realistic now. Too bad the 3DO version is smaller than the GBA screen and runs as slow as the SNES version too!

I LIKE the music in the psx version, picked it up the other day. Quite atmospheric and eerie though I appreciate it may not be true to Dooms roots! :)

TmEE
06-01-2009, 04:41 PM
I hate the ambient crap that is used in a lot of modern stuff..... I want fast highly melodic stuff :)

kool kitty89
06-01-2009, 04:52 PM
Do you think Halo got that right?

Also, have you considdered doing a rendition of Doom music (particularly E1M1/"At Doom's Gate") with your Mega Drive sound engine?

Chilly Willy
06-01-2009, 07:57 PM
So really a 4MB cart and a more time and we would've gotten a much better port of Doom. While I use to hate Nintendo back in the day they never did release a game to early. They might miss the Christmas deadline but you got a game that was finished.

Exactly. Doom 32X was merely "okay" when it could have been a contender for the best (console) version out.

kool kitty89
06-01-2009, 10:36 PM
Did the music really have anything to do with the size of the ROM, or was that just another casualty of russhed development and sloppy programming? I don't see how memory size would really efect the quality of the synthesized music. (save for maybe removing digitized audio samples) Rushed development would make a lot more sense, proper music should have utilized the PSG too, and maybe some percussion samples through the PWM. (for drums, symbols, etc, and not using the 2612 DAC so as to use all 6 FM channels)
In the SNES's case, they seem to have changed the selection of entire instruments to best use the systems's audio strengths.(in E1M1 the main instrument seems to be a chello for example) Though, if you notice the SNES music does seem to stumble at some points, not as fluid as the PC version. (and the SFX are glitchy as I mentioned earlier)

I assume the lack of detail/screen-size setting options was also a result of the rushed development, the same for lack of control customization.

Do you think the lack of floor/ceiling tectures in the SNES version, is mainly memory related, or also performance related? (to reduce load on the processor/make the game run faster)

Chilly Willy
06-01-2009, 11:16 PM
Did the music really have anything to do with the size of the ROM, or was that just another casualty of russhed development and sloppy programming? I don't see how memory size would really efect the quality of the synthesized music. (save for maybe removing digitized audio samples) Rushed development would make a lot more sense, proper music should have utilized the PSG too, and maybe some percussion samples through the PWM. (for drums, symbols, etc, and not using the 2612 DAC so as to use all 6 FM channels)
In the SNES's case, they seem to have changed the selection of entire instruments to best use the systems's audio strengths.(in E1M1 the main instrument seems to be a chello for example) Though, if you notice the SNES music does seem to stumble at some points, not as fluid as the PC version. (and the SFX are glitchy as I mentioned earlier)

Actually, I think the music was more due to the fact that SNES Doom used the FX2 than anything else. The FX2 was powerful enough to do the rendering needed, but that was it. With two SH2s, the 32X could both run the game AND generate the original music. SNES Doom had to go with more traditional SNES music.


I assume the lack of detail/screen-size setting options was also a result of the rushed development, the same for lack of control customization.

Somewhat. I imagine both SNES and 32X Doom could have run in high detail mode instead of low detail mode if they had devoted more time to optimization. Low detail is where you draw every other pixel horizontally instead of every pixel. So instead of 256 wide on the SNES, you get 128 wide (I'm ignoring the border with those values).

Being able to change the controls could be either lack of time or a lack of concern. There are plenty of games where the author doesn't really care if you don't like their chosen control scheme. For example, Wolf32X. You don't like how I chose the controls? It comes with the source... feel free to alter it. :p :D


Do you think the lack of floor/ceiling tectures in the SNES version, is mainly memory related, or also performance related? (to reduce load on the processor/make the game run faster)

Memory. Flats are 64x64 bytes, or 4 KB each. There are hundreds of them in Doom. Even if you use compression, that won't save much space. There simply isn't room in 2MB of rom for them. In fact, that's probably the MAIN difference in the size of the rom between the SNES and 32X versions - the flats.

kool kitty89
06-02-2009, 12:23 AM
I don't think the the Super FX chip could have added any audio capabilities if they wanted to, I don't think the interface supported it, at least not enhancing the onboard sound hardware. (probably added sound hardware on cart like some famicom and 7800 games) Though the SNES sound system is already pretty nice, including a dedicated DSP, except for a limited number of channels, which usually isn't too much of an issue in most cases. (though with doom the sound effects sounf a bit limited, like too many channels were dedicated to music)

And the added textures wouldn't have made the SNES version run any slower?

Chilly Willy
06-02-2009, 02:37 AM
I don't think the the Super FX chip could have added any audio capabilities if they wanted to, I don't think the interface supported it, at least not enhancing the onboard sound hardware. (probably added sound hardware on cart like some famicom and 7800 games) Though the SNES sound system is already pretty nice, including a dedicated DSP, except for a limited number of channels, which usually isn't too much of an issue in most cases. (though with doom the sound effects sounf a bit limited, like too many channels were dedicated to music)

If I remember correctly, the SNES uses ADPCM for samples, so the "quality" of sound on the SNES tends depend somewhat on how well samples were compressed. That's on top of issues like sample rate.

As to the sound effects, the old Doom code was much like the original Wolf3D code - it only played one sound effect at a time. If the current sound effect was a lower priority than the sound effect playing, it didn't play. So higher priority sound effects made the currently playing one cut off abruptly. That was one thing I did for the PSP version of Wolf3D (which Wolf32X is based on) - I rewrote the sound code to handle more than one sound effect at once. I had experience in that as I had done a similar thing for the Amiga conversion of Doom years back.


And the added textures wouldn't have made the SNES version run any slower?

Not much. The flats are actually rather quick to render - much faster than the wall or sprite textures. Even determining the segments doesn't add much time as much of the calculations for them come right out of the raycasting for the walls and sprites. You don't have multi-texturing or even transparency to worry about. It's not like it would double the time needed to render a level... maybe 10% tops. I'm just a little surprised that they didn't just go with one floor and one ceiling flat just to make it look at little better. Wolf3D has that option, and it doesn't effect the rendering time in a noticeable manner. One floor/ceiling flat is virtually the same speed as filling with a solid color, as both Wolf3D and SNES Doom do right now. If I can find a suitable ceiling and floor flat for Wolf3D, I might just enable that on the next release of Wolf32X.

Diosoth
06-02-2009, 08:47 AM
I picked up 32X Doom for 99 cents over the weekend. The music is bad but it's generally a better port than SNES Doom. SNES Doom lacked floor and wall textures and had that idiotic difficulty setting limiting you to what levels you could play. And it controls better.

One great advantage this version has is that there are no episodes. This means you don't lose all your weapons after level 8.

However, modern source ports such as ZDoom kill it.

32X version running via emulator
http://i269.photobucket.com/albums/jj72/diosoth/th_Doom32X.png (http://s269.photobucket.com/albums/jj72/diosoth/?action=view&current=Doom32X.png)

ZDoom running at 320 x 200 resolution, same as vanilla Doom
http://i269.photobucket.com/albums/jj72/diosoth/th_zdoom1.png (http://s269.photobucket.com/albums/jj72/diosoth/?action=view&current=zdoom1.png)

ZDoom running at high resolution
http://i269.photobucket.com/albums/jj72/diosoth/th_zdoom2.png (http://s269.photobucket.com/albums/jj72/diosoth/?action=view&current=zdoom2.png)

Da_Shocker
06-02-2009, 11:48 AM
WHat is ZDoom?

Diosoth
06-02-2009, 12:28 PM
ZDoom- modern Windows source port. Supports all old Doom games, Heretic, Hexen, Strife and others. (http://zdoom.org)

MilkManX
06-02-2009, 02:54 PM
Doom was the reason I got a 32X back in the day. Launch day that is!

Now at the time I was stoked. Later after I played through it I noticed a few things.

1.) No light sourcing.

2.) Severe Animation cuts on the monsters.

3.) Missing Levels

4.) BFG only usable with code?!

5.) Music was muffled.


Overall I liked it alot back then but when I got the PSX Doom I was much happier!

Another really cool version was the N64 version!

Diosoth
06-02-2009, 04:01 PM
Doom was the reason I got a 32X back in the day. Launch day that is!

Now at the time I was stoked. Later after I played through it I noticed a few things.

1.) No light sourcing.

2.) Severe Animation cuts on the monsters.

3.) Missing Levels

4.) BFG only usable with code?!

5.) Music was muffled.


Overall I liked it alot back then but when I got the PSX Doom I was much happier!

Another really cool version was the N64 version!

Speaking of Doom 64.... it's been ported to PC by Doom fan editors (http://www.doom2.net/~doomdepot/abs-download.html)

TmEE
06-02-2009, 04:06 PM
Also, have you considdered doing a rendition of Doom music (particularly E1M1/"At Doom's Gate") with your Mega Drive sound engine?

I have had thoughts of doing some Doom tunes on MD, but I've not had much will to deal with anything lately...

kool kitty89
06-02-2009, 04:32 PM
ZDoom- modern Windows source port. Supports all old Doom games, Heretic, Hexen, Strife and others. (http://zdoom.org)

Meh, if you want the real classic DOS Doom on a new OS, use DODBox, near perfect emulation (provided you've got a decent CPU and RAM, even my old 1.4 MHz Athlon XP 1600+ with 512 MB works OK). You also have the choice between a SoundBlaster 16 (wich is emulated almost perfectly) or General Midi (which DOSBox also supports, in my case using the onboard sound hardware), though you still have to use SB for the digitized sound effects. It also supports other SB compatible cards like Adlib, and supports Roland synthesizers, the real hardware, or an approximation that uses general midi.

If you want enhanced Doom, DooMLegacy is possibly the best, with enhanced game iengine, textures, lighting effects, and "mouse look." (though the latter will look odd at times due to the sprites being 8-sided with no vertical perspective change)

Chilly Willy
06-02-2009, 04:44 PM
I have had thoughts of doing some Doom tunes on MD, but I've not had much will to deal with anything lately...

What I'd like is a MUS/MIDI to <some MD music format> converter. It seems that most PC games (at least the ones you might possibly port to the MCD/32X) use MIDI or MUS for DOOM. MUS is like MIDI with some minor differences, and most Doom ports play the MUS music by converting it to MIDI, then playing the MIDI.

Diosoth
06-02-2009, 05:57 PM
Meh, if you want the real classic DOS Doom on a new OS, use DODBox, near perfect emulation (provided you've got a decent CPU and RAM, even my old 1.4 MHz Athlon XP 1600+ with 512 MB works OK). You also have the choice between a SoundBlaster 16 (wich is emulated almost perfectly) or General Midi (which DOSBox also supports, in my case using the onboard sound hardware), though you still have to use SB for the digitized sound effects. It also supports other SB compatible cards like Adlib, and supports Roland synthesizers, the real hardware, or an approximation that uses general midi.

If you want enhanced Doom, DooMLegacy is possibly the best, with enhanced game iengine, textures, lighting effects, and "mouse look." (though the latter will look odd at times due to the sprites being 8-sided with no vertical perspective change)

ZDoom has all of that. And most user levels are made with ZDoom features in mind. Plus you get cool mods like a fully functional port of all of Doom 3's weapons (http://www.youtube.com/watch?v=cn5YRLs2DoQ&feature=related) or Knee-Deep In ZDoom (http://www.youtube.com/watch?v=A6dai20t49w)

I coudn't care less for running vanilla Doom. I usually run the "Doom Enhanced" Zdoom mod anyway which adds light effects and blood stuff, with a lot of new death animations.

kool kitty89
06-02-2009, 07:15 PM
Oh crap, I just realized my LCD monitor won't work with DOSBox Doom in full screen, won't support anything below 640x480, I've been using a CRT for a while that had no issues, oh well, I'll be switching to my laptop soon anyway. (files have been transfered for a while now and my PC is pretty outdated as seen in my previous post and add to that a Radeon 9600, plus the hard drive's been acting up on and off for a while now)

I kind of prefer the low res retro feel, I was running it with the FM synth music a lot just for the different atmosphere you get. (note I've only got the shareware E1 version) Do any of the sourse ports offer anything but general midi?

The Coop
06-02-2009, 07:26 PM
Oh crap, I just realized my LCD monitor won't work with DOSBox Doom in full screen, won't support anything below 640x480, I've been using a CRT for a while that had no issues, oh well, I'll be switching to my laptop soon anyway. (files have been transfered for a while now and my PC is pretty outdated as seen in my previous post and add to that a Radeon 9600, plus the hard drive's been acting up on and off for a while now)

I kind of prefer the low res retro feel, I was running it with the FM synth music a lot just for the different atmosphere you get. (note I've only got the shareware E1 version) Do any of the sourse ports offer anything but general midi?

You can make adjustments to DOSBox so it runs at 640x480 fullscreen.

Fire up DOSBox, and type this in...

CONFIG -writeconf dosbox.conf

Hit return, then go to the config file you just made (it's where DOSBox is installed) and open it with the notepad application (right click on the file, "open with" and select "notepad"). In there, you'll find a line that reads "fullscreenresolution". Take out "original" and put in "640x480".

Chilly Willy
06-02-2009, 07:33 PM
And most user levels are made with ZDoom features in mind..

Actually, I've seen far more BOOM user levels than ZDoom ones. ZDoom is actually not very popular among the various source ports. Maybe five years it was, but not these days. If I had to guess, it would be like Doom Legacy, then PrBoom/PrBoom+/GLBoom, then Doomsday, then GZDoom (not the same thing as ZDoom), then maybe Skull Frag, then a whole bunch of various source ports (including ZDoom).

kool kitty89
06-03-2009, 05:08 PM
You can make adjustments to DOSBox so it runs at 640x480 fullscreen.

Fire up DOSBox, and type this in...

CONFIG -writeconf dosbox.conf

It was already set up for 800x600 for fullscreen, and opening dosbox prompt fullscreen works fine... Though I've been startng doom by draging and reopping doom.exe onto dosbox.exe, so perhaps this would override some of the settings... (actually I'm not sure if resolution was the problem, there's a peculiarity with these monitors, I can't rememebr exactly what, I was using this one a couple years ago, but I switched to the CRT and recently switched back -the CRT runs hot and power hungry and my little brother stopped using this LCD monitor -which I'd had previously)

Doom seems to work fine on the monitor with VDMSound, though I don't know if that corrects resolution for standard display settings. (VDMS doesn't seem to work well with doom; inconsistant slowdown not releated to processor limitaions... maybe RAM -I'll have to check that -though I can't use VDMS too much on XP due so errors with games requiring extended memory, and it won't work with vista, which my laptop has...)

The Coop
06-03-2009, 05:43 PM
It was already set up for 800x600 for fullscreen, and opening dosbox prompt fullscreen works fine... Though I've been startng doom by draging and reopping doom.exe onto dosbox.exe, so perhaps this would override some of the settings... (actually I'm not sure if resolution was the problem, there's a peculiarity with these monitors, I can't rememebr exactly what, I was using this one a couple years ago, but I switched to the CRT and recently switched back -the CRT runs hot and power hungry and my little brother stopped using this LCD monitor -which I'd had previously)

Doom seems to work fine on the monitor with VDMSound, though I don't know if that corrects resolution for standard display settings. (VDMS doesn't seem to work well with doom; inconsistant slowdown not releated to processor limitaions... maybe RAM -I'll have to check that -though I can't use VDMS too much on XP due so errors with games requiring extended memory, and it won't work with vista, which my laptop has...)

It might be. I'd suggest running Doom (and games it general) by actually typing its location into DOSBox like the old days, that way you're sure the settings are applied.

If you'd like, you can check out my DOSBox guide here (http://www.sega-16.com/forum/showthread.php?t=7531). It might help.

Martin
07-30-2009, 06:38 AM
My favourite Doom soundtrack was the one featured on the PlayStation version. Really eerie, and made Doom into a completely different game. Here's the music from the first level on it's own, and some gameplay from the same stage, to see how the music fits.

http://www.youtube.com/v/GV5UnANIj3c

http://www.youtube.com/v/ygglB2sFplc

PlayStation Doom had me scared a few times. It's ridiculous, as it's pretty much the exact same game (less scary even, since some monsters and other parts were taken out). Just goes to show that music really is half the experience. I have the PlayStation Doom and Final Doom soundtracks on my computer :D