Chex Quest for Dreamcast!

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
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MetalGearRay
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Post by MetalGearRay » Wed Jul 31, 2002 8:40 pm

MetalGearRay wrote:[Good idea, but I don't feel the need to remove the wad. ]

Umm, what are you talking about?!?! :) I am not going to remove the WAD, just some of the graphic files and what not that belong to DOOM, actually I am not removing them, just blanking them out as they are not used, and as to not corrupt the WAD any by mistake.

Anyhow I am working on it now, dunno if I'll get through all of it tonight or not, but I have started so... :)
Argh... That's NOT what I meant. I meant that I didn't feel the need to remove the LINK to the original Chex Quest WAD. That's what I meant.
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Post by BlackAura » Thu Aug 01, 2002 9:35 am

Currently, just from hacking the binary, the wall of goo is stationary. The monsters still drop guns/ammo.

The gameplay fixes (like the dropping of clips and the moving wall of goo) are going to be in the DeHacked patch. It wouldn't be hard to get that working on the PC, and then I could (probably) get it to work on DoomDC.

Doom DC doesn't actually support this kind of stuff, but then again, Doom didn't either. :D I've currently got two ways of doing this stuff with DC DOOM.

Method 1
Apply all the patched to the normal DOOM.EXE, and then use a hex editor to copy those changes (or as many as possible) into DC DOOM's .BIN file. This does work pretty well sometimes. I might consider writing a DeHacked patcher for DoomDC as well, so that I can just use that. But I probably won't (see below for why)

Method 2
I've been working on another port of Doom, mostly because I couldn't get the source for the existing one to compile. With that, I can just make the same modifications that the guys who made Chex Quest made, and recompile it. Easy!

Future Method
When my source port becomes more advanced (like, has sound support), I'm going to add the ability to load DeHacked patches at runtime, so you can just jam a load of patched on the CD with Doom, and run them from there with ONE program (just like Doom Legacy). It already has a modloader (which looks absolute rubbish), and it works OK.

If anyone can get the original source to work, then I can give you my changes, because they're pretty minimal. My port runs Chex Quest perfectly, but without sound or music.
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Post by crt0 » Thu Aug 01, 2002 10:21 am

BlackAura: Care to share why the DoomDC source won't compile? PM me with any problems, I'll see if I can help you at all... it would be better to work with that code than start entirely over with the Linux code... what would be better than using that code would be starting with one of the enhanced code bases out there, but that's another story for another day... :)
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Post by MetalGearRay » Thu Aug 01, 2002 1:57 pm

I like Method 1 the best.
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Post by XDelusion » Sat Aug 03, 2002 1:34 am

For example BOOM source would rule! :)
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Post by BlackAura » Sat Aug 03, 2002 11:15 am

If anyone wants me to do it, I cound modify DeHacked so that you can use it to patch parts of DoomDC. That way, stuff like AliensTC or any other mod that requires a DeHacked patch would work fine (as long as it requires no new sounds, and you can merge it into an IWAD).

Apparently DoomDC compiles fine under KOS 1.1.5, so it must just be me using a newer version of KOS. Unless I can get a cleaned up version of the sound code, that's not going to appear anytime soon. I got the rest of it working now, so it's fully playable, but with no sound.

And then I start again. Why? I found a better version of the engine, with support for loading sprites/textures from a patch WAD, DeHacked patching, BOOM support, Hires graphics modes, and probably some other stuff too. So I'm starting again with that one as a base. Problem is that this one only comes as source for Linux and RiscOS (!), so it needs nearly as much porting work (maybe more) than the plain Linux source. I'm currently tidying up the source to make it easier to port to the DC, then I'm going to tie it to my older DC functions and see what happens...
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Post by goldberg28115 » Mon Aug 12, 2002 12:54 am

Has anyone had any luck getting Chex Quest 2 and 3 to work on the DC and if so can you put a link to a nero image to download so I can burn a copy.
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Post by BlackAura » Mon Aug 12, 2002 5:10 am

Working on it. I can get it working under my new Doom release easily. Just wait while I write the DeHacked patch for it...
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Post by goldberg28115 » Wed Aug 21, 2002 9:47 pm

Just curious how chex quest 2 and 3 are comming along?
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Post by XDelusion » Thu Aug 22, 2002 6:10 am

They should work, wanna test them? :)
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Post by WRAGGSTER » Thu Aug 22, 2002 9:29 am

sounds good to me :)
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Post by WRAGGSTER » Thu Aug 22, 2002 9:30 am

if ya make some images ill up them to DC Homebrew and promote ur work also
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Post by goldberg28115 » Thu Aug 22, 2002 10:46 am

if you are talking about using chex quest 2 and 3 with nxdoom, I tried it in the windows version and It would not run. I used the command
nxdoom -file chex2.wad and it gave me the error "DEH_LoadLump - Invalid DEH header".
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Post by XDelusion » Thu Aug 22, 2002 3:07 pm

Aghh, easy one! :)

That means it was using an old DEH system, all you need to do is open it up in DeHacked 3.x and re-save it. If I can download ChexQuest 2 and 3 in time, I'll do that and try them, if they seem ok to me, I'll put them on the page. Thankx for letting us know.
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Post by goldberg28115 » Thu Aug 22, 2002 4:49 pm

I could not get dehacked to open the chex quest 2 or 3 wad file. It said that they were not registered.
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Post by XDelusion » Thu Aug 22, 2002 10:10 pm

Ok, first off, I have never played 2 or 3 before, so I was assuming they were designed for DOOM, seeing as they are made for Chex Quest, that means we can not play them yet. Someone has to sit down and write up a DeH file that will allow Chex Quest to behave as it should, then we should be all ready. I am going to take a look at this, and see what I can come up with. I used to know how to make enemies stand in one posistion right off hand, but I forget now, as I recall, Aura said this needed to be done for the main boss. I'll go through my notes, and see what I can do. As for Chex Quest 2, it did not come with any Deh files, so I loaded it up in Wintex to see if there were any in it, and the only thing I found was a file called: DMXGUS, but I have no clue what it is all about, something about patching churches and stuff, as well as saving memory, does not look like Deh script at all. Actually I think it is just some sort of txt file. Anhow here it is in case you want to see it:

# DMXGUS.INI (gus1mx)
#
# 1024K patch mapping optimized for Doom!
# by Tom Klok <a344@mindlink.bc.ca> on May 21, 1994
#
# This revision dumps the synbrass patch (which I don't like very much --
# trumpet is nicer imo) and frees enough memory to load tremstr.
# Tremstr requires the 2.06a install, but as that's one major revision
# behind, everyone should have that by now.
# Sorry, the 256-768K mappings are still disgusting.
#
# Note the following patch mis-namings:
#
# 84 voxlead (should be charang)
# 102 ghostie (should be echovox)
#
# patch#, 256K, 512K, 768K, 1024K, filename
#
0,2,1,1,0,acpiano
1,2,1,1,0,britepno
2,2,1,1,0,synpiano
3,2,1,1,0,honky
4,2,1,1,0,epiano1
5,2,1,1,0,epiano2
6,2,1,1,6,hrpschrd
7,2,1,1,0,clavinet
8,12,12,12,10,celeste
9,12,12,12,10,glocken
10,12,12,12,10,musicbox
11,12,12,12,10,vibes
12,12,12,12,10,marimba
13,12,12,12,13,xylophon
14,12,12,12,13,tubebell
15,12,12,12,15,santur
16,2,16,16,19,homeorg
17,2,16,16,19,percorg
18,2,16,16,19,rockorg
19,2,16,16,19,church
20,2,16,16,19,reedorg
21,2,16,16,19,accordn
22,2,16,16,19,harmonca
23,2,16,16,19,concrtna
24,24,24,24,28,nyguitar
25,24,24,24,28,acguitar
26,24,24,24,28,jazzgtr
27,24,24,24,28,cleangtr
28,24,24,24,28,mutegtr
29,29,29,29,29,odguitar
30,29,30,30,30,distgtr
31,29,30,30,31,gtrharm
32,39,32,32,33,acbass
33,39,32,32,33,fngrbass
34,39,32,32,34,pickbass
35,39,32,32,33,fretless
36,39,36,36,36,slapbas1
37,39,36,36,36,slapbas2
38,39,36,36,38,synbass1
39,39,36,36,38,synbass2
40,40,40,40,40,violin
41,40,40,40,41,viola
42,40,42,42,42,cello
43,40,40,40,43,contraba
44,40,40,40,44,tremstr
45,40,40,40,45,pizzcato
46,24,24,46,46,harp
47,47,47,47,47,timpani
48,51,51,48,48,marcato
49,51,51,49,49,slowstr
50,51,51,48,50,synstr1
51,51,51,48,51,synstr2
52,52,52,52,52,choir
53,52,52,52,52,doo
54,52,52,52,52,voices
55,128,128,55,55,orchhit
56,56,56,56,56,trumpet
57,56,56,56,56,trombone
58,56,56,56,56,tuba
59,56,56,56,56,mutetrum
60,56,56,56,56,frenchrn
61,56,56,56,56,hitbrass
62,56,56,56,56,synbras1
63,56,56,56,56,synbras2
64,66,66,64,70,sprnosax
65,66,66,66,70,altosax
66,66,66,66,70,tenorsax
67,66,66,66,70,barisax
68,68,69,69,70,oboe
69,68,69,69,70,englhorn
70,68,69,69,70,bassoon
71,68,69,69,70,clarinet
72,73,73,73,72,piccolo
73,73,73,73,72,flute
74,73,73,73,72,recorder
75,73,73,73,75,woodflut
76,73,73,73,75,bottle
77,73,77,77,75,shakazul
78,73,73,73,72,whistle
79,73,73,73,79,ocarina
80,29,29,29,80,sqrwave
81,29,29,29,81,sawwave
82,73,73,29,82,calliope
83,73,73,29,29,chiflead
84,29,29,29,29,voxlead
85,52,52,29,29,voxlead
86,52,52,29,87,lead5th
87,52,52,29,87,basslead
88,52,52,88,87,fantasia
89,52,52,29,92,warmpad
90,52,52,29,92,polysyn
91,52,52,29,92,ghostie
92,52,52,29,92,bowglass
93,52,52,29,92,metalpad
94,52,52,29,94,halopad
95,52,52,29,94,sweeper
96,52,52,96,97,aurora
97,52,52,52,97,soundtrk
98,52,52,52,97,crystal
99,52,52,52,101,atmosphr
100,52,52,52,101,freshair
101,52,52,52,101,unicorn
102,52,102,102,101,ghostie
103,52,102,102,52,startrak
104,24,102,102,29,sitar
105,24,105,105,29,banjo
106,24,105,105,108,shamisen
107,24,105,105,108,koto
108,115,115,115,108,kalimba
109,24,69,105,70,bagpipes
110,24,42,42,40,fiddle
111,24,105,105,40,shannai
112,114,114,112,117,carillon
113,114,114,112,117,agogo
114,114,114,114,117,steeldrm
115,115,115,115,117,woodblk
116,115,117,117,117,taiko
117,115,117,117,117,toms
118,115,117,117,117,syntom
119,128,128,128,119,revcym
120,128,128,128,120,fx-fret
121,128,128,128,128,fx-blow
122,128,128,128,128,seashore
123,128,128,128,120,jungle
124,128,128,128,128,telephon
125,128,128,128,128,helicptr
126,128,128,126,128,applause
127,128,128,128,128,ringwhsl
128,128,128,128,128,blank
155,128,128,128,128,highq
156,128,128,128,128,slap
157,128,128,128,128,scratch1
158,128,128,128,128,scratch2
159,159,159,159,128,sticks
160,128,128,128,160,sqrclick
161,128,128,128,160,metclick
162,128,128,128,162,metbell
163,163,163,163,163,kick1
164,164,164,164,163,kick2
165,165,165,165,165,stickrim
166,166,166,166,168,snare1
167,167,167,167,167,claps
168,168,168,168,168,snare2
169,171,169,169,169,tomlo2
170,170,170,170,170,hihatcl
171,171,171,171,171,tomlo1
172,172,172,172,172,hihatpd
173,175,173,173,173,tommid2
174,174,174,174,174,hihatop
175,175,175,175,175,tommid1
176,178,176,176,176,tomhi2
177,181,179,179,177,cymcrsh1
178,178,178,178,178,tomhi1
179,181,179,179,179,cymride1
180,181,179,179,180,cymchina
181,181,179,179,179,cymbell
182,182,182,182,182,tamborin
183,181,179,179,179,cymsplsh
184,128,128,128,184,cowbell
185,181,179,179,179,cymcrsh2
186,128,128,128,186,vibslap
187,181,179,179,179,cymride2
188,178,188,188,178,bongohi
189,175,189,189,175,bongolo
190,175,190,190,175,congahi1
191,175,191,191,191,congahi2
192,171,191,191,171,congalo
193,128,128,128,128,timbaleh
194,128,128,128,128,timbalel
195,128,128,128,128,agogohi
196,128,128,128,128,agogolo
197,128,128,128,128,cabasa
198,128,198,198,128,maracas
199,128,128,128,128,whistle1
200,128,128,128,128,whistle2
201,128,128,128,128,guiro1
202,128,128,128,202,guiro2
203,128,128,128,128,clave
204,128,204,204,128,woodblk1
205,128,205,205,128,woodblk2
206,128,128,128,128,cuica1
207,128,128,128,207,cuica2
208,128,128,128,208,triangl1
209,128,128,128,128,triangl2
210,128,128,128,128,shaker
211,128,128,128,128,jingles
212,128,128,128,128,belltree
213,128,128,128,128,castinet
214,128,128,128,128,surdo1
215,128,128,128,128,surdo2
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Post by XDelusion » Thu Aug 22, 2002 10:13 pm

Oh ya, were you loading this with DOOM.wad or Chex.wad?
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Post by goldberg28115 » Thu Aug 22, 2002 10:22 pm

I am not really sure how to load the wad in the deh program. I usually just copy the wad to a cd with dcdoom on it and rename the wad to doom.wad
It worked when I did it with chex quest 1 but it wouldn't work with 2 and 3.
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Post by XDelusion » Thu Aug 22, 2002 10:51 pm

Oh ya, sorry about the confusion, DeHacked only loads up Deh files, I was thinking Chex Quest 2 came with one, anyhow, no DeHacked will not load wads, your not having troubles. :)
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Post by XDelusion » Thu Aug 22, 2002 11:37 pm

Ohh K, here is the deal. First off you can edit the Chex Quest WAD, but you can not load it as an iWAD to the editor, you would have to load it up as a Pwad, but that does not cause problems in the end, you can still lod it as your main wad file. Also as your iWAD for the editor you will need to use Ultimate DOOM, as that seems to be what Chex Quest is built upon.

I tried to create a DEH file that made the Baron stand still, but nothing seemed to work, I forget how that one is done, I'll try to get some help on that and post back when I have something, in the mean time, have fun editing. :)
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