Author Topic: The original Doom is coming to the N64...  (Read 264098 times)

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Offline Nightrnr

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Re: The original Doom is coming to the N64...
« Reply #840 on: March 15, 2018, 10:55 PM »
Yeah, I know about the backup option, I'm either lazy or don't like to mess with it for a game I'd play more casual/arcade style anyways. Will give it a 2nd look if/when I put DoomII/Final Doom episodes on it.

As for the save bug:
On the older working commit, it will load a save from the main menu, but freezes up if you try to load a save after a game is already started, forcing you to reset before you can load again.
from github:
Quote
There is a known bug where if you save a game, start a New Game from the Doom menu, then try to load your saved game, the game crashes. Loading games from the initial Doom main menu works fine however (reset the console after starting a new game if you wish to re-load your last saved game instead).

Maybe it's fine for fresh saves if you haven't started a new game (loaded from a save from the start), but I haven't tried that. In any case, if you start a new game, you WILL be resetting before you can load a save.
...supposed to be fixed in the newer commit???

Offline fabio_rosendo

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Re: The original Doom is coming to the N64...
« Reply #841 on: March 25, 2018, 06:42 PM »
I have created a patch uploaded to my GitHub fork which should fix your issues with make_doom.sh: https://github.com/networkfusion/64doom/tree/make_doom-patch

I have also created a pull request, so hopefully it will make it into the official repo soon...
Thanks man, for the fixed version, you only forgot to put the "doom.bin" file in the folder.
After copy "doom.bin" to your fixed "Tools" folder, everything works fine.  8)
.
But i did not see any inprovement from the 2015 version, worst, i find it more laggy and the controls less responsible than before.
The Gamma correction was changed, and the game is now so bright that distort the original Doom dark feeling.
.
So............. i still stick with 2015 version.
« Last Edit: March 25, 2018, 06:43 PM by fabio_rosendo »

Offline Kerr Avon

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Re: The original Doom is coming to the N64...
« Reply #842 on: March 27, 2018, 08:17 PM »
Yeah, I know about the backup option, I'm either lazy or don't like to mess with it for a game I'd play more casual/arcade style anyways. Will give it a 2nd look if/when I put DoomII/Final Doom episodes on it.

As for the save bug:
On the older working commit, it will load a save from the main menu, but freezes up if you try to load a save after a game is already started, forcing you to reset before you can load again.
from github:
Quote
There is a known bug where if you save a game, start a New Game from the Doom menu, then try to load your saved game, the game crashes. Loading games from the initial Doom main menu works fine however (reset the console after starting a new game if you wish to re-load your last saved game instead).

Maybe it's fine for fresh saves if you haven't started a new game (loaded from a save from the start), but I haven't tried that. In any case, if you start a new game, you WILL be resetting before you can load a save.
...supposed to be fixed in the newer commit???

I see, thanks mate.

Offline Asaki

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Re: The original Doom is coming to the N64...
« Reply #843 on: May 13, 2018, 05:48 AM »
It basically involved rewriting a majority of the player handling code in the Doom engine that assumed a single player only for a given instance of the engine. LOTS of work.

Oh yeah, I'm sure it would be tons of work =) I mean, it would be cool, but probably not worth the effort for such a niche audience.

Offline swaaye

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Re: The original Doom is coming to the N64...
« Reply #844 on: July 20, 2019, 07:36 AM »
From what I can tell nobody ever fixed that make_doom.sh problem with line breaks.  I just downloaded the 64Doom Builder toolkit and it still doesn't work.

I loaded make_doom.sh up in PSPad and changed the text encoding from DOS to Unix and that fixed it. ROMs built on Win10 without issue now.
« Last Edit: July 20, 2019, 07:37 AM by swaaye »

Offline SaturnX

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Re: The original Doom is coming to the N64...
« Reply #845 on: July 20, 2019, 11:41 PM »
From what I can tell nobody ever fixed that make_doom.sh problem with line breaks.  I just downloaded the 64Doom Builder toolkit and it still doesn't work.

I loaded make_doom.sh up in PSPad and changed the text encoding from DOS to Unix and that fixed it. ROMs built on Win10 without issue now.

Thanks! Compiled Ultimate Doom, Doom II, TNT, and Plutonia under Windows 7 perfectly.

Really wish the work on porting Wolfenstein onto the N64 was done.. it was one of my favourites growing up.

Offline Immorpher

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Re: The original Doom is coming to the N64...
« Reply #846 on: February 17, 2020, 07:54 PM »
There has been a lot of recent updates focusing on performance enhancements to this. Its facebook group has been discussing them: https://www.facebook.com/groups/1126473367484734/1839137262885004/

I tried it out and it's working quite well!
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Offline Kerr Avon

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Re: The original Doom is coming to the N64...
« Reply #847 on: February 17, 2020, 11:18 PM »
There has been a lot of recent updates focusing on performance enhancements to this. Its facebook group has been discussing them: https://www.facebook.com/groups/1126473367484734/1839137262885004/

I tried it out and it's working quite well!

I don't use Facebook, so I can't access the page. Are the controls in the new build of Doom altered to use the traditional N64 first person shooter controls, such as [Z] for fire, etc?

Offline Immorpher

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Re: The original Doom is coming to the N64...
« Reply #848 on: February 20, 2020, 05:44 AM »
Not yet! It's still A and B for shooting and opening with L and R for strafing. But he has been pretty responsive so its a feature I can ask.
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Offline Kerr Avon

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Re: The original Doom is coming to the N64...
« Reply #849 on: February 20, 2020, 02:33 PM »
Yes, please request the ability to change the controls, that would be fantastic. Personally I always use the 1.2 control style from Goldeneye and Perfect Dark (which is also the default control method in the Turok games), i.e.



During the game, the C buttons are used to Move forward (C-Up), Move backwards (C-down), strafe left (C-Left) and strafe right (C-Right). But on menus, C-Up moves up in the menu, and C-Down moves down.

The analogue stick turns left and right, and also moves forwards and backwards (to please the people who like (from Goldeneye and Perfect Dark)  the 1.1 style controls, and also those who prefer 1.2 style controls)

Z = Shoot

A = (in game) Previous Weapon / (in menu) ENTER (i.e. choose highlighted option)

B = (in game) Next Weapon / (in menu) ESCAPE

Left Shoulder Button = Map

Right Shoulder Button = Open

D-Pad Up = (on menu) up / (in game) = Always Run

D-Pad Down = (on menu) down / (in game) = Always Walk

D-Pad Right = (on menu) ENTER / (in game) = ? [Whatever is needed*]

D-Pad Left = (on menu) ESCAPE / (in game) = ? [Whatever is needed*]

START = (on menu) ESCAPE / (in game) ESCAPE (i.e. bring up menu)


and it would be *fantastic* if, if the player holds down the A button in game, then the game pauses and a weapon wheel comes up, listing all the weapons (and the fist, if the player doesn't have the chainsaw), allowing the user to select the weapon to be used. Whenever the player stops holding down A, then the weapon wheels disappears and the game resumes, and if the player had highlighted a weapon before releasing the A button, then that weapon would be chosen when the game resumes,

Offline Immorpher

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Re: The original Doom is coming to the N64...
« Reply #850 on: February 20, 2020, 05:27 PM »
A weapon wheel probably would be tricky for the particular doom port. I know GZDoom has functions to achieve it, but it would require a bit more work for the older Doom, I can still mention it though. I passed the message on about different control schemes, and possibly being able to set buttons yourself! I will give an update on the response.

Here's what I do for Doom 64, which would be nice to do on 64Doom:
Analogue = turn
C buttons = forward, back, strafe left/right
Z = shoot
L and R = switch weapons
A and B = map and open
D-pad = all the other stuff

But I use the brawler 64 controller which makes it easy to access L+R+Z without changing grip.
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Offline Immorpher

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Re: The original Doom is coming to the N64...
« Reply #851 on: February 20, 2020, 08:18 PM »
I got a reply! Basically having different controller schemes is at the bottom of his list at the moment. With his daily updates, it seems like he is focused on graphics and performance updates at the moment. So we shouldn't hold our breaths on different button configurations.
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Offline CrashOveride

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Re: The original Doom is coming to the N64...
« Reply #852 on: February 21, 2020, 04:29 AM »
where is he posting these changes?

Offline Immorpher

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Re: The original Doom is coming to the N64...
« Reply #853 on: February 21, 2020, 06:41 AM »
where is he posting these changes?

He has been doing it on a facebook group for the project: https://www.facebook.com/groups/1126473367484734/

I think it ended up being a convenient place for him to communicate, post WIP images, and host rom files.
Dark ambient horror utilizing a completely-original synthesizer on YouTube, Bandcamp, and Facebook.