This is unrelated to my utility, but I thought this was interesting: http://www.4shared.com/file/189525118/8e32...D32X_music.html Just a little experiment with music. Each level is given it's own song. The reason for this is I discovered some unused tracks in the ROM. Level 10 -- Title Level 11 -- Victory Level 12 -- Intermission (version 1) Level 13 -- Intermission (version 2) The two intermission tunes get layered together in the game. Level 14 does that. Also, the playlist found in the ROM has 21 entries (excluding the zero entry which is there only because level "1" is the first level, not level 0.) If you exclude the two Jag-specific maps and MAP20 which crashes the game, that would make 21 maps. That's me speculating a bit, but it appears the 32X version was going to have 21 levels.
Minor update to the WAD converter -- http://www.4shared.com/file/190290264/ceba...wad32x_100.html Version 1.00 features checksum and ROM size corrections to ensure it will work on real hardware. If the file is bigger than 4MB, it will still save, but will warn you about the size. This update should solve any issues people have had with not being able to get their imports working in an emulator. Also included is the source code.
Question Sax RE the "working on real hardware" - are there any flashcarts that actually support 4MB ROMs? My Megacart only does 3MB (the other 1MB being taken up by the cart's menus and etc)
Has anyone tried editing the "DOOM RR" prototypes from drx's release? Those were compiled after the original release, so... On a sidenote, I wonder if it'd be possible to replace GEMS with a different sound engine... one that doesn't sound so damn bad.
I am making way to better sound in Doom32X... it all comes down to me finishing my music file converter and someone figuring out sound things (and then coming up with something that fits both sides regarding licensing of my sound system).
I updated my notes just now: http://www.4shared.com/file/188795040/6033...m32x_notes.html You'll find all sorts of sound and music related stuff in there. I don't know how much of it you already know, but hopefully it will help you out! And I must say, GEMS isn't the problem either. The problem is the music ports just weren't very good. That's it. That's the only problem with the music in the game. It's not a hardware or software issue. Also, King InuYasha took the source code included in my v1.00 release of my converter and released a binary for Unix -- http://www.4shared.com/file/190539089/7b13...wad32x_101.html
http://www.4shared.com/file/192955239/c20a...M_Spinball.html Just for fun to see if it would work -- Spinball music in DOOM! It wasn't a hard hack, it was all a matter of knowing the addresses (which I got from a post Mikel made.) And for those who haven't seen this -- http://forums.sonicretro.org/index.php?sho...892&hl=GEMS It's information on the GEMS driver. This of course could open the door to making better music for DOOM.
I would say that just rip the GEMS out and give it SMPS or something... me and Chilly have had quite some talks around music in Doom........
hahahaha, that's really cool - a lot of Spinball's music works really well in Doom. Were the missing channels from the music a result of the port or due to system limitations?
System limitations: The original MIDIs used 8 channels thus the music can't fit all on the YM2612. Then again, I doubt it would be difficult to get better results than the final result of the port (A couple of instruments would be passable on the PSG, for example).
No, actually it's due to the DAC samples not being ported over. I didn't know quite how to do it and didn't spend enough time researching it to figure it out. It probably could be done though, I see no reason why it couldn't. Oh, and porting SMPS would be a big plus for sure, but GEMS has an AWESOME dev-kit. Plus, I don't know how you'd switch over to SMPS with parts of the DOOM code depending on GEMS. I don't know how it's all intertwined, but you'd have to have a way to play the songs.
As much as I could run GEMS on my PC, it was rather user hostile setup... nicely documented but still hostile... GEMS had a good idea behind it, but the execution is not exactly great... I'll be waiting for Chilly's Doom and make sure it's got good music with it
Version 1.10 is now available -- http://www.4shared.com/file/198175058/d230...wad32x_110.html I am not expecting to have any newer releases unless something major changes, like supporting Genesis-native 4bpp graphics editing or something like that. Until then, here's what's new with this latest release: This release was aimed at trying to make both imports and exports look correctly when played. For example, the ASH01 texture actually shows in 32X maps played through the PC version of DOOM now, and likewise, walls with incorrect texture names will now display ASH01 (as they should) in the 32X port since texture names are now sorted in ABC order. COLORMAP conversions now work, so you don't have to delete that lump when playing the 32X data through the PC port. My program's isn't designed to be perfect, but it is designed to try and make porting data back and forth as painless as possible. This version also imports WAD exports from v0.99 and v1.00 of my program using the _32X_ lump as a way to guide it to ensuring backwards compatibility. This isn't a major release, but I felt it was worth making as I feel these were some vital issues that needed to be solved. And as with the previous release, the source code to this version is included in the zip file.
Here's something to make porting maps to the 32X MUCH easier (effortless in many cases): http://www.4shared.com/file/200725236/6bc2...d2conv_32x.html It's a response file for D2CONV. If you don't have D2CONV, I have uploaded a copy of it here: http://www.4shared.com/file/200725078/eb920589/dm2cnv32.html Just run D2CONV from the command prompt using the following arguments: "D2CONV.EXE [in file] [out file] @32x.txt" Obviously, you should replace "in file" and "out file" with the appropriate file names. My response file will change any unsupported thing numbers to those that are supported by DOOM 32X. It also changes any unavailable floor textures to those used by DOOM 32X. Sector types 11 and 17 are changed too since they're not supported. What my response file does NOT do is modify linedef types or wall textures. These do not cause DOOM 32X to crash in any way. Unavailable wall textures are changed to ASH01 automatically by DOOM 32X. Unsupported linedef types may be a problem in certain maps (e.g. fast opening/closing doors don't function in DOOM 32X.) The response file can always be improved. If you want to add to it, feel free to do so.