Doom Dreamcast release...

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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Doom Dreamcast release...

Post by BlackAura »

Hey! I've just released a beta version of my Dreamcast port of Doom. It's based partly on the original source, partly on DoomDC, and it supports mods and DeHacked patches! Also included is a Windows version, for testing mods/debugging.

It's currently on a dodgy AngelFire site, HERE. Can somebody please mirror this?

Any comments?
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Post by XDelusion »

Lemme ask Wag, he'll prolly let me mirror it on my DOOM section on his site, and I'll also put it on my other mirror on Angelfire as well.

Sux that Angel fire had to steal 20Mb of our space away though. :/

Anyhow I can not wait to get this up and running, hopefully my DC is fixed now, I have to see what you have done with DeHacked!!!!!!!!!!!!!!!!!! :) If the Quake conversion works, I'll crap my pants! :)
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Post by XDelusion »

archduke
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Post by archduke »

okay i'm drooling already :D
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Post by MetalGearRay »

Wow! This is cool! I'm going to burn it tommorow morning.
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WOW!

Post by BobBorakovitz »

WOW! Awesome!
Thanx so much! It runs excellent!
Can't wait for keyboard support (I can't use analog stick) :cry:
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Post by BlackAura »

I could try 'borrowing' the keyboard/mouse support from DoomDC, if you like. The code's about 99% compatable anyway.

I'm currently working on fixing the DeHacked support (it has a few unfinished bits, notably text replacement). If anyone finds any mods that don't work / don't work properly, tell me so I can fix them. I've personally tried Star Wars, Batman, Aliens, Strain, All Hell is Breaking Loose, Hell Revealed and a load of small weapon/enemy mods and they all work nearly perfectly.

One problem we're likely to have right now is that some TCs use more than 2MB of sounds, and that will fill the DC's Sound RAM up, causing a crash. Usually those ones have sounds sampled at 22KHz, and Doom's sounds were at 11KHz. You can tell if they are, because they sound really low-pitched (even under the Windows version). I'll fix that later.
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Post by archduke »

Keyboard support would be great! thanx!
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Post by WRAGGSTER »

ive contacted BrewBoy and he will have it up on DCHomebrew tonight.

Black aura if your gonna release new versions of this and want hosting of sorts pm me and ill talk with ya ;)
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Post by WRAGGSTER »

the files are now on http://homebrew.dcemulation.org/

check it out

xdelusion ur uploads sont seem to work for me?
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Post by XDelusion »

I use Opera and they are working for me, both sites.
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Post by WRAGGSTER »

weird not working for me on IE :roll:
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Post by XDelusion »

...but I released it!!!! :)
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Post by BobBorakovitz »

[quote]I could try 'borrowing' the keyboard/mouse support from DoomDC, if you like. The code's about 99% compatable anyway. [/quote]

Thank you so much, I would enjoy that much better!!!!

You Rock!
I'm going mod-hunting right now!
:D :D
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Post by BlackAura »

Hey, all! I've managed to fix most of the DeHacked support now. Cheats work, changine the player stuff works, and text replacement works now. Still a few more messages to add support for, but it works. Boom DeHacked extensions (BEX file) support is on it's way too, which allows a better way of changing code pointers. Does anyone else agree that the modloader screen looks total rubbish? I might do something about that too. That's what comes from hacking it together in 20 minutes :wink:

Non DeHacked related stuff - TNT Evilution and Plutonia Experiment are detected and the appropriate level names/intermissions are now used. The type of a WAD file loaded with the -iwad command is worked out automatically, and can distinguish between shareware, registered, ultimate, Doom 2, TNT and Plutonia Experimentm and will select the game mode automatically. Minor bugfixes also.

Also, I've tried Mordeth and Eternity - both work fine.

When I get the keyboard stuff to actually compile, I'll release another beta. Until then...
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Post by Cam0 »

does this release have any music?
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Post by BobBorakovitz »

no music yet, but trust me, it is really, really good!!!!!!!
The WolfenDooms work 100%!!!!!!! Awesome!

The updates sound incredible, BlackAura, keep up the
excellent work, man!
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Post by polochon »

Yes that release is great, only left the music and a way to type some textwith the pad for saving on VMU .

BTW thanks to blackaura and crt0
Le site sur l'?mulation dreamcast en fran?ais c'est http://www.dcreload.fr.st

oggy aka polochon ;)
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Post by doragasu »

First of all, thanks for your excellent work, BlackAura!!! And now, a question, are the graphics of this port improved, compared to other ports? (for example, does it have filtered textures or high resolution video modes?).
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Post by mrinsulto »

i got a ?

i got doom right, and i got mods to work perfectly and such, this is for pc doom.

then i got some more versions of doom, inluding the star wars doom.

none of those worked, cuz there not wad files or not usable wad files.

my ? is how would i apply or create wad files with these files so i can use them?
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