Doom for Nintendo 64

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

  1. Borman

    Borman Digital Games Curator

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  2. jnmartin84

    jnmartin84 Robust Member

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    Just watched the Smash Bros video, it is a good reference point for video quality and speed. What kind of cart are you running Doom from? I am trying to figure out what kind of cart to get to continue my development work.
     
  3. Borman

    Borman Digital Games Curator

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    Im using an Everdrive64. Ill hook up to my other capture card with RGB quick, video usually ends up being a bit dark though.
     
  4. jnmartin84

    jnmartin84 Robust Member

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    Did I mention that you need an Expansion Pak to run this on real hardware? I should have...
     
  5. Borman

    Borman Digital Games Curator

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    Mine has one so no worries
     
  6. jnmartin84

    jnmartin84 Robust Member

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    0106.png

    I just played a little more. E2M1. Seems a lot faster/smoother in MESS than in your video.

    My system isn't very powerful by any stretch of the imagination. Athlon 64 X2 Dual Core Processor 6000+ (3.0GHz), 4 GB RAM. I built it 5 or 6 years ago and most of the parts were already old at the time. I can't imagine MESS would be giving me better-than-native-hardware performance, but maybe however unlikely it is, that is actually the case?
     
    Last edited: Jul 6, 2014
  7. Borman

    Borman Digital Games Curator

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    It is what it is on real hardware hah, nothing I can do to tweak it really :p Have another video getting ready, but its dark as heck since the SCART to HDMI converter I have is awful
     
  8. jnmartin84

    jnmartin84 Robust Member

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    Hmm. Are you running on an NTSC system or a PAL system?
     
  9. Borman

    Borman Digital Games Curator

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  10. jnmartin84

    jnmartin84 Robust Member

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    Ok, just trying to think of anything of consequence that could affect results. :-/
     
    Last edited: Jul 6, 2014
  11. jnmartin84

    jnmartin84 Robust Member

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  12. jnmartin84

    jnmartin84 Robust Member

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    I am saddened by how long it takes to load on real hardware and how slow the game-play is. :( I need to get a dev cart immediately. I will save some money aside from my next two months paychecks and pick one up when I can so I can better optimize my code.
     
  13. Borman

    Borman Digital Games Curator

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  14. jnmartin84

    jnmartin84 Robust Member

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    Thanks! Borman has been very generous, taking time to test a few builds for me and do some video captures. I made a one-line tweak to Doom time tic computation code, and the game is playing a lot faster/smoother now. That is what is seen in the aforementioned video.

    The current code I am writing is an input event queuing system, which should fix the messed-up controls or at least vastly improve them.
     
  15. jnmartin84

    jnmartin84 Robust Member

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    Please note that the game screen size is not fixed; that is to say, there is no hard-coded requirement for the screen to have that border around it. You can change the game screen size in the Options menu, from tiny postage-stamp sized up through full-screen with no menu. Neither end of the scale seem to make much difference performance-wise, so it is down to personal preference at that point.
     
  16. jnmartin84

    jnmartin84 Robust Member

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    Fixed the controls. Now adding more key maps to the controller so it is more playable.
     
  17. jnmartin84

    jnmartin84 Robust Member

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    Just a bump for a new build update. Added a graphical loading screen instead of the console with disk load indicator that caused some seizure-inducing double buffer swapping. Controls are as in previous post. Can actually use menus and whatnot now.
     
  18. jnmartin84

    jnmartin84 Robust Member

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    I will also add that I just got done play-testing it with Doom II. It takes a lot longer to load up but it works as well.
     
  19. jnmartin84

    jnmartin84 Robust Member

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    Would anyone with the ability to play on real hardware and capture video like to sign on to be a regular play-tester/QA person for this? I am now getting into the "new feature" phase of development and could use regular updates on how it works on a real console until I can acquire a flash cart of my own. I can provide a script and toolset for you to build a working ROM with whatever WAD files you legally possess.
     
  20. jnmartin84

    jnmartin84 Robust Member

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    Doom II running on "Doom for Nintendo 64" source port:

     
    Last edited by a moderator: May 25, 2015
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