ZDooM

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
cyberdemon2003
DCEmu Newbie
DCEmu Newbie
Posts: 4
https://www.artistsworkshop.eu/meble-kuchenne-na-wymiar-warszawa-gdzie-zamowic/
Joined: Wed Jun 23, 2004 12:51 pm
Has thanked: 0
Been thanked: 0

ZDooM

Post by cyberdemon2003 »

Has anyone ever heard of ZDooM? Would it be possible to port it to dc?
BlackAura
DC Developer
DC Developer
Posts: 9951
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

Yes, I've heard of it. I think it uses far too much memory for it to work on the Dreamcast.
cyberdemon2003
DCEmu Newbie
DCEmu Newbie
Posts: 4
Joined: Wed Jun 23, 2004 12:51 pm
Has thanked: 0
Been thanked: 0

Post by cyberdemon2003 »

oh :(
cyberdemon2003
DCEmu Newbie
DCEmu Newbie
Posts: 4
Joined: Wed Jun 23, 2004 12:51 pm
Has thanked: 0
Been thanked: 0

Post by cyberdemon2003 »

By the way, what are the specs on a DC anyway?
ace
Forum ace
Forum ace
Posts: 6297
Joined: Thu Dec 20, 2001 7:07 pm
Location: Canada.
Has thanked: 0
Been thanked: 0

Post by ace »

CPU: 128-Bit Hitachi SuperH4 RISC (360 Mips, 800MB/sec Data Throughput)
CPU speed: 200MHz
RAM: 26 Megabyte (16MB main/8MB video/2 MB sound)
Sound: 64 Voice Yamaha Super Intelligent Sound Processor (45MHz, 40Mips, 64 voices, 16-bit 48KHz, 3D audio support)
Graphics processor: NEC PowerVR Series II (100MHz, renders up to 3.5 million polygons/sec)
MIPS: 360 Mips
FLOPS: 1.4 Billion
Polygons per second: 3 Million
CD-ROM Drive: 12 speed Proprietary Yamaha GD-ROM (Gigabyte Disc)
Stores up to 1.2 Gigabytes.
Controller ports: 4
Dimensions: 189mm x 195mm x 76mm (7 7/16" x 7 11/16" x 3")
Weight: 1.9kg (4.4lbs)
Internal Modem
Broadband/Ethernet Capability
User avatar
Christuserloeser
Moderator
Moderator
Posts: 5948
Joined: Thu Aug 28, 2003 12:16 am
Location: DCEvolution.net
Has thanked: 10 times
Been thanked: 0
Contact:

Post by Christuserloeser »

:o Always impressive to see... This thing has power :!:
Insane homebrew collector.
User avatar
sYk0
DCEmu Freak
DCEmu Freak
Posts: 62
Joined: Sun Sep 19, 2004 8:52 am
Location: Michigan, United States
Has thanked: 0
Been thanked: 0
Contact:

Post by sYk0 »

actually, the dreamcast is more than powerful enough to run Zdoom
I am a human life form.
Download CHABSIGN here -- http://dreamscape.tty0.org/CHABSIGN.zip
Sign The SegaNet Petition: http://www.petitiononline.com/segaserv/
DCmad
Psychotic DCEmu
Psychotic DCEmu
Posts: 724
Joined: Sat Mar 02, 2002 3:22 pm
Location: Salvador - Bahia - Brasil
Has thanked: 0
Been thanked: 0

Post by DCmad »

What is zDoom?
I thought it was only a engine win32 friendly. What are the advantages in it?
Image
User avatar
DaMadFiddler
Team Screamcast
Team Screamcast
Posts: 7953
Joined: Fri Feb 06, 2004 7:17 am
Location: San Francisco, CA
Has thanked: 0
Been thanked: 0
Contact:

Post by DaMadFiddler »

...Besides, wouldn't hi-resolution geometry processing look kind of...I dunno, bad when mixed with low-res textures and sprites? I have zDoom, but I only play the version that uses 3D models to replace the sprites...because the other looks really bad and mismatched. And I don't think DC could really handle the full-poly mode too well.
User avatar
Morphv2
Insane DCEmu
Insane DCEmu
Posts: 230
Joined: Sun Sep 12, 2004 1:36 pm
Location: Someplace
Has thanked: 0
Been thanked: 0
Contact:

Post by Morphv2 »

The Dreamcast is a virtual powerhouse. It may not seem like much, but think about it. Dreamcast can handle a maximum of 3,000,000 texture mapped polygons onscreen @ once, and about 5,000,000 if they are plain polygons without textures.

Character models running on the Unreal 3 Engine on low resolution are about 5,000+ texture/normal mapped polygons. If a Dreamcast game were to utilize 10,000 texture/normal mapped polygons per character/enemy model, you could have 100 onscreen enemies all @ 10,000 mapped polys each and only draw 1,000,000 polys out of the Dreamcast. The rest could be used for level design and whatnot. There might be issues with CPU clockspeed, but there are always ways to work around that.

The only REAL thing keeping this from EVER happening is the Dreamcast's total and utter lack of sufficient RAM. With about 16 megs of normal RAM, 8 megs of video RAM, and 2 megs of sound RAM, that leaves you VERY little to work with. If the Dreamcast had had 32 megabytes instead of 16, 60% of most games PC games up til now could be effectively ported, with little to no loss of translation. But, alas, the unsolveable RAM issue will keep that dream from ever materializing.
BlackAura
DC Developer
DC Developer
Posts: 9951
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

Actually, that's per second, not per frame. It's more like 50,000 polygons per frame at 60 frames per second, and that's assuming that you're using virtually all of the CPU time to generate polygon data. The PVR chip itself could easily handle more opaque polygons than that, but tends to slow down a lot if you start using lots of blended polygons.
XDelusion
Psychotic MOD
Psychotic MOD
Posts: 915
Joined: Wed Oct 17, 2001 7:44 pm
Location: Ohio
Has thanked: 0
Been thanked: 0
Contact:

Post by XDelusion »

ZDOOM would be nice...

...we just got Legacy (in alpha) on the XBOX! :)

Also with ZDOOM, you now get Strife support as well. A recent addition to the ZDOOM legacy.
BlackAura
DC Developer
DC Developer
Posts: 9951
Joined: Sun Dec 30, 2001 9:02 am
Has thanked: 0
Been thanked: 1 time

Post by BlackAura »

Also with ZDOOM, you now get Strife support as well.
:o

They actually managed to pull that off? Nice.
User avatar
Nemesis
Psychotic DCEmu
Psychotic DCEmu
Posts: 608
Joined: Mon Aug 16, 2004 6:51 pm
Has thanked: 0
Been thanked: 0

Post by Nemesis »

ZDOOM Kicks serious ass!
Feel it, Don't think
Image
XDelusion
Psychotic MOD
Psychotic MOD
Posts: 915
Joined: Wed Oct 17, 2001 7:44 pm
Location: Ohio
Has thanked: 0
Been thanked: 0
Contact:

Post by XDelusion »

Yep, supports:

DOOM
Ultimate DOOM
DOOM II
DOOM Plutonia
DOOM Evolution
Heretic
Hexen
Strife

Think that covers them all. Its a pretty nice package, it runs in software mode, and actually looks VERY good despite that! There is devinatly enough MOD-ability to it to make any DEVer adicted in an instant. But alas, I'm a Legacy guy, so no projects planned form me, though I do admire the ability to use sloped floors in it...

...not to meintion the Monster Resource WAD.

http://forum.zdoom.org/viewtopic.php?t=2890

It's AMAZING!!!!!
Saiyan Eye
Mental DCEmu
Mental DCEmu
Posts: 377
Joined: Mon Nov 26, 2001 4:36 pm
Location: Decatur IL
Has thanked: 0
Been thanked: 0
Contact:

Post by Saiyan Eye »

Anyone tried edge?
--==--
Image
User avatar
Quzar
Dream Coder
Dream Coder
Posts: 7498
Joined: Wed Jul 31, 2002 12:14 am
Location: Miami, FL
Has thanked: 4 times
Been thanked: 10 times
Contact:

Post by Quzar »

When looking at that, i just realized that my laptop is lighter than my DC :o
"When you post fewer lines of text than your signature, consider not posting at all." - A Wise Man
Sonic-NKT
Insane DCEmu
Insane DCEmu
Posts: 156
Joined: Thu Jul 11, 2002 1:06 pm
Has thanked: 0
Been thanked: 0

Post by Sonic-NKT »

hmm..
sure its allready been discussed very often but, has no one got ever a rammod for dc working? solder a second chip into it...
this is on the gp32 "really" easy... and on the xbox its also possible.. ok both use common PC Ram, but cant you just take the ram out of a broken Dreamcast if you cant find it?
this would be really awesome for homebrew..
ok i think you would have to make a custom bios, so that software can use the ram, but that shouldnt be to hard, right?
User avatar
Quzar
Dream Coder
Dream Coder
Posts: 7498
Joined: Wed Jul 31, 2002 12:14 am
Location: Miami, FL
Has thanked: 4 times
Been thanked: 10 times
Contact:

Post by Quzar »

Sonic-NKT wrote:hmm..
sure its allready been discussed very often but, has no one got ever a rammod for dc working? solder a second chip into it...
this is on the gp32 "really" easy... and on the xbox its also possible.. ok both use common PC Ram, but cant you just take the ram out of a broken Dreamcast if you cant find it?
this would be really awesome for homebrew..
ok i think you would have to make a custom bios, so that software can use the ram, but that shouldnt be to hard, right?
search the forums to see the hundreds of topics where this has been discussed.

if it shouldnt be that hard, then do it.
"When you post fewer lines of text than your signature, consider not posting at all." - A Wise Man
XDelusion
Psychotic MOD
Psychotic MOD
Posts: 915
Joined: Wed Oct 17, 2001 7:44 pm
Location: Ohio
Has thanked: 0
Been thanked: 0
Contact:

Post by XDelusion »

you can hook RAM into a GP32?

Any links or info on this?
Post Reply