Doom for Nintendo 64

Discussion in 'Nintendo Game Development' started by jnmartin84, Jul 3, 2014.

  1. jnmartin84

    jnmartin84 Robust Member

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    So, it turns out that it doesn't freeze when you make selections at menus or finish a level. It just takes 10-15 seconds to read resources from the ROM and set up the next level/screen.
     
  2. jnmartin84

    jnmartin84 Robust Member

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    0093.png
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    Last edited: Jul 5, 2014
  3. Borman

    Borman Digital Games Curator

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  4. kuze

    kuze Peppy Member

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    Awesome work! Will definitely be following your progress. It's great to see some new n64 homebrew.
     
  5. jnmartin84

    jnmartin84 Robust Member

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    This has been my my dream ever since I first played Doom 64 and learned to program. I want to get the sound working next, implement controller mapping like I did for my in-progress Wolf 3D port, add 640x480 high-res, then save games. I plan on bundling a bin file with all of the tools needed for anyone to take their WAD files and create a working V64 file.
     
  6. kuze

    kuze Peppy Member

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    That's quite the undertaking! Any plans of implementing mod support like brutal doom?
     
  7. jnmartin84

    jnmartin84 Robust Member

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    Probably not but I will be releasing source code as soon as I get it more feature complete.
     
  8. Conker2012

    Conker2012 Intrepid Member

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    Wow! This is going to be *fantastic*. To be honest, jnmartin84, I've not bothered with your Wolfenstein port, as I've never liked Wolf 3D. But, like many people, I consider Doom to be an absolute classic game. And great though the N64 version might be, being able to play the original on it too will be amazing.

    But please, make the finished product able to play

    Ultimate Doom,
    Doom 2,
    Final Doom (or the two episodes, Evilution and the Plutonia Experiment, separately).

    Either from a menu, so that when you load Doom.z64 then you are given the option to choose which of the above to load, or (maybe better) that four different roms are produced, say called;

    Doom -

    Doom - Ultimate Doom.z64
    Doom - Doom 2.z64
    Doom - Evilution.z64
    Doom - Plutonia Experiment.z64

    and please make each rom save to a different place on the memory card, so that for example, the player can play both "Doom - Doom 2.z64" and "Doom - Plutonia Experiment.z64" without the saves getting confused. And since the N64 doesn't have a keyboard, to name the save games, perhaps name the save games according to time played since the beginning of the game (game time), i.e.;

    Doom 1 - 00:11:23
    Doom 1 - 00:56:01

    Evolution - 01:23:54


    etc.


    Also, I know that game mods that change the graphics and more complex things (such as better A.I. and more advanced level geometry) are probably out of the question due to the N64's limited RAM, but will mods that only change the level layout and enemy placement (such as the fantastic Doomed 2 Die, for Doom 2 - http://www.linux.sh/doom.shtml ) work, or will the N64's hardware prevent that too? It would be a great bonus if these mods would work, but as long as Ultimate Doom, Doom 2, and the two Final Doom episodes work, then that will be enough.

    I'll be following this thread *very* keenly! And BTW, thanks for the hardwork you're putting into this, and into any N64-related code. It's a real shame that the N64 homebrew is scene is almost extinct, and when the original Doom appears on the N64, then hopefully it will encourage more people to write for the N64.
     
  9. jnmartin84

    jnmartin84 Robust Member

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    I'm going for authenticity to the original and not much more, as that is what I wanted. It was an easy port to get up and running, so if other people want that kinda stuff they can do it.

    It only plays Ultimate Doom right now because I commented out a bunch of code when debugging.
     
  10. jnmartin84

    jnmartin84 Robust Member

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    Anyone have a flash cart and want to grab some video footage of playing it on a real system? I'm wondering how accurate MESS is with regard to how slow it is to start/init the gameplay, and if I have the right conversion for Doom time tics, which effects smoothness and speed of gameplay.
     
  11. Borman

    Borman Digital Games Curator

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    I could give it a go if you would like. Send me a PM with a built rom if you can :)
     
    Last edited: Jul 6, 2014
  12. jnmartin84

    jnmartin84 Robust Member

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    I will send you a copy as soon as I get back home to my computer.
     
  13. Borman

    Borman Digital Games Curator

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  14. Borman

    Borman Digital Games Curator

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    Uploading some video now. It works pretty well right now, Im impressed. One bug I keep running into is that the movement controls get locked on a certain button, leading the character to move around on its own. Fixable by tapping buttons, but figured you would like to know.

    Video! https://www.youtube.com/watch?v=MkI4elW730Q
     
    Last edited: Jul 6, 2014
  15. jnmartin84

    jnmartin84 Robust Member

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    Yes, I am aware of that control issue. I haven't been able to get it where it isn't way too sensitive to presses yet. Working on it.
     
  16. jnmartin84

    jnmartin84 Robust Member

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    Borman,

    Thanks for the video. How did you capture it?

    Also, what kind of cartridge are you using to run it? NeoMyth or something? I don't know much about running homebrew on a real system.
     
    Last edited: Jul 6, 2014
  17. Borman

    Borman Digital Games Curator

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    Just a cheap composite capture card. Im not happy with my RGB converter so I didnt use that, though it may have looked better. Youtube wasnt too kind with the video this time around hah.
     
  18. jnmartin84

    jnmartin84 Robust Member

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    Thanks for the reply. I am trying a build with different controller handling code. Hopefully it works a little better.

    By the way, did it feel as slow when you were playing it as it looks in the video?
     
    Last edited: Jul 6, 2014
  19. Borman

    Borman Digital Games Curator

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    Yeah, thats how it ran, figured that was just how it was.
     
  20. jnmartin84

    jnmartin84 Robust Member

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    It doesn't feel nearly as slow moving around in MESS. I may need to do a lot more optimization.
     
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