In case anyone cares, I got Chex Quest 1 and 2 to work by replacing the Ultimate Doom Wad with the Chex Quest Wads. The second game seems to work flawlessly, but the first game has some graphical bugs and has crashed a few times.
Yes, hello. My DOOM port is not working! yes, yes, i read the instructions VERY CAREFULLY, but this is what happened: the ROM file was successfully created, however, when i booted it up on Project64 V 2.0, it freezes (or at least it acts like it does) at this screen: "64Doom by jnmartin84 https://code.google.com/p/64doom/ built on Oct 14 2014 at 22:17:31 Expansion Pak Found. Available memory: 8388608 bytes Checking for Mempak: no accessory inserted! IdentifyVersion DOOM1.WAD DOOM Shareware Startup v1.6074885503914606602 V_Init: allocate screens. M_LoadDefaults: Load system defaults. Z_Init: Init zone memory allocation daemon. W_Init: Init WADfiles." What do i do to get it to play?!?! Thanks in advance, and sorry i couldn't just add a picture.
@jnmartin84 This Doom Project is really cool! Great work. I like the fact that now I can have all Doom Games on one console. Doom64 is alos a nice game. Can I also play your roms on a Z64 copy station? Is there a HighRes Mode with Expansion Pak possible? When I watched the Videos two things came to mind. - Could you add an option to turn on the typical N64 filters? AA, Dithering maybe even a bit fog. This is only for the feel ond should be optional. I believe that if they would have made a direct port back then, they would have used these filters. Look at Hexen64. Yeah its blurry like hell but thats the N64 so therefore I would like to be able to turn thsi on - There are many Doom Ports out there and some claim to have the best Music. Would there be a chance to be able to swap music files?
64Doom only runs on real hardware or the MESS emulator. It will not run under Project64 or any other known/existing emulators no matter what you do.
64Doom renders in software directly to "video memory" , bypassing the use of the RDP to draw anything, or apply graphical filters. Adding those kind of filters or any hardware-assisted rendering is a technical impossibility given the current architecture of the project. A high-resolution software renderer is technically possible, but I will not be working on one. Nothing mentioned in your post will happen or change due to any work on my part, as I have officially finished working 64Doom as of the year 2014. I am going to write the same thing to you that I have to everyone else who has requested major changes: the full source code and everything you need to build a working ROM is available freely; have at it. I assume it should work on a Z64, as long as the Z64 supports 256 megabit ROM files. The Expansion Pak is required to run 64Doom due to the Doom engine needing a full 4 megabytes of RAM to itself and the Nintendo 64 using a unified memory architecture, with program variables, video framebuffers and audio sample buffers all residing in the same memory.
Sorry, I just now got around to watching your video. Very cool by the way . Just wanted to say, run on/off is triggered by pressing Z. I think there is a control map write-up on the 64Doom Google Code project page and also in a readme that should have come with the ROM builder. However, like a bone-head, the one thing I forgot to include... Z button! Glad that you seemed to enjoy it overall!
I still love watching this video. Hard to believe it is the same project. DOOM Nintendo 64 Port (Shareware WAD) | Early Bui…: http://youtu.be/MkI4elW730Q
I care, that's awesome. I always thought Chex Quest was super cool once I found out it was Doom-based. Kinda like how I think Super Noah's Ark 3D for SNES based on Wolf3D is an awesome F.U. to Nintendo. But I also hear the Chex Quest is actually fun to play, right?
Google has recently announced that they are shutting down the Google Code project. Due to this pending action, I have migrated the project to GitHub. 64Doom on GitHub can be found at: https://github.com/jnmartin84/64doom This is the official location to find all new updates to source code, binaries, builder toolkit and documentation. Thanks.
YES! Chex Quest is Amazing, I remember playing both the first and the second one for hours, I still think I've got the CD's at home somewhere, I'll have to look for them the next time I'm back!
Do you know if Chex Quest is freeware by any chance? If it is, could you send me a pointer to where I could get it? I'd love to try it out. Thanks! - Jason
Not sure if the first one was officially made free at some point, but CQ2 seems to have a free download from the start. Either way, there's a combo pack labeled "freeware" at tucows.com.
Chex Quest is indeed Freeware. http://www.abandonia.com/vbullet/showthread.php?t=17407 http://www.chexquest.org/index.php?topic=3922.0 Loved that game as a kid.
So, no one has yet altered the game to give it the standard N64 first person shooter control setup? A real shame, as I must only be one of many who can't play it using the current controls. I'd love to play the orginal Doom and Doom II on the N64, but until it's possible to use the C-Buttons for movement, Z for fire, A and B to scroll through the weapons, etc, then I can't do it. I've tried, but it just doesn't work for me, sadly.
Anyone still play this? I just restarted working my way through "Plutonia Experiment" recently. About half-way through and still find the occasional glitch that crashes the game with "I_Error" output. If anyone ever runs into this, be sure to file a bug over at the GitHub page: https://github.com/jnmartin84/64doom/ Thanks and hope you've all enjoyed playing this port as much as I enjoyed developing it.