This is because the MegaSD has problems when trying to access its Sega CD stuff when using the 32X. In order to play 32X-CD games with it, you need a gender changing adapter and to have the MegaSD plugged into the EXT port on the Genesis with the 32X in the cartridge port. Terraonion only sold those gender changing parts for like 1 month on twitter so they're super hard to get. I would bet this would work fine if you ran it that way. If you want to use Sega CD hardware while using the 32X, you need this thing. The last time I saw one of these come up for sale, it was on ebay where it went north of $1000. Dumb dumb dumb. EDIT: That said, it's all just passive wiring in a few resistors, you can see the traces on the board and they released pics. So... like, it's not at all hard to clone: Incidentally, ChillyWilly is who got me into porting Doom to the Dreamcast. He also helped me a ton with Blast Processing/Direct Color DMA. Is there anything he can't do?
Man I took a second viewing of the video, and it somehow looks more impressive than the first time I saw it because I was so tired. I should try this game. My bad. I knew the story, although I was just making a joke. I apologize for that not being clear enough (or at all actually).
I didn't mean to imply I was singling you out, I hope it didn't come across that way. I mentioned I had seen it said a bunch lately, which is why I wanted to respond to it. Your post was just a springing off point, I'd imagine most people here would be more mindful of the devil in the details vs, say, twitter.
Pretty sure Mario 64 had the same resolution as this (320x240), aside from the letterboxing. My experience was the exact opposite of yours. I expected it to be a nigh unplayable tech demo that made huge concessions. Instead I got a surprisingly faithful and playable port. I disagree, I think it's a pretty good experience, and would have been well-received had it been released as an official commercial game in '95. CRT TVs would also have smoothed the visuals, making it look less pixelated (just like they did for 3d games on N64, PS1 and such). I think we're just spoiled by modern hardware.
I already said this in my thread, but I'm not a fan of how Sonic steers in this. It feels too weak to efficiently move around curves for me without using the camera buttons. Maybe have the turning be more like 2.1's? Still impressive, either way.
This is so inspiring it almost makes me want to get into 32X homebrew. You could have just put Sonic in DOOM like it was the Christmas demo, but that barely anything structural from the modern game had to be compromised is absurd. It's valuable to see what was possible- with some smaller rooms and maybe a few fewer objects, a real 3D platformer on the 32X could actually have passed as a commercial product. Outstanding work, guys!
Update on the PAL situation and anyone experiencing sound issues: Our PAL guy was testing while using the entire tower of power (i.e; a Sega CD was also present). Doom 32X Resurrection supports offloading sound onto the Sega CD sound chip. This is the default setting when a Sega CD is available. Since SRB32X does *not* actually support this despite the option to do so, the result is no sound. Go into the sound options when select "PWM" to resolve the issue. So, things may in fact work as they should on PAL (other than the slower gameplay). This also means sound might work correctly in Ares (though I haven't had the chance to test this myself, so if someone else does, please let us know how it goes). We will be making some sort of patch to resolve this so that everyone will have sound right out of the box, and I will post here when that's available.
Just wanted to point out again -- if you can disable the Sega CD sound stuff, i'll very likely work on a MegaSD.
I have been having a bunch of fun with this, even despite the suboptimal playing experience : I have been playing in 50Hz, mostly because it seems to stutter less. The framerate goes pretty low in the open areas and the controls suffer a lot from that. I do hope there are ways to get some improvements on that front ~ I also notice a delay between percussion and other bits in music (both 50 and 60Hz), which I suppose comes from the samples getting mixed into a buffer but the music bits happening without the mixing+playback delay being taken into account. I hope this can be fixed, I really really love the music and the people who worked on it have done a great job ~ In any case this is absolutely wonderful and appeared just in time for enjoying my slightly improved 32X lol
On another rant, it's so cool that we have this, yet remains so frustrating that there's still not yet a good hacking scene for Chaotix. We could do so much as a community to improve that game, even just a basic QoL patch that adjusts level layouts a bit and makes single player possible, or entire new layouts. 32x Chaotix and 3D Blast Saturn are the 2 titles I want to see improved or ported the most. Even the emulation for the latter still has problems... Glad we're at least getting deep understandings of the hardware, though.
I've been doing stuff with Chaotix for the past 3 years now in my free time. The problem is that, well, there's not much to show or tell at the moment. I've got a little level renderer written, I can render an entire chaotix level straight from the cart, and I've been digging through stuff. But... shits hard, yo. Oh man this got TmEE to come out of the wood work?! Where have you been buddy! Please don't be a stranger!
I don't doubt it's a pain, but I'm glad to hear you've made steady progress. Keep it up. I've already documented the levels and can think of subtle ways to fix them if a proper tool is ever released, and I've spent a good deal of time working on CD related level tweaks now to have ideas eventually.
I have a level editing tool for PC, if you dig through the projects screenshots topic I posted some pics of it a few times throughout the years. Can edit tiles, blocks, chunks, collision tiles, etc. Pretty redundant with MM's level editing tool, though. The hard part of it all is the actual game code. I am familiar with SH4 assembly, I use it to do fast math on the dreamcast, but SH2 assembly is different. The entire FPU core of the SH4 that I work with is absent on the SH2. And the setup of the 32X itself is radically different from the Dreamcast which is where I know this stuff from.
Hahaha, a lot has happened such as move to Norway to live with the GF and going to school to learn Norwegian. I have been mostly doing hardware things, mostly around PC related stuff but I'm getting back into console stuff and have some exciting things to show in not so far future (depending on how much longer I will have to fight some issues) ~