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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    That L+R thing isn't really a valid thing to do anymore. I have newer builds that haven't been posted here if you are interested. I can give you links when I get home.
     
  3. Borman

    Borman Digital Games Curator

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    Sure thing :)
     
  4. jnmartin84

    jnmartin84 Robust Member

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    Last edited: Jul 24, 2014
  5. adimifus

    adimifus <B>Site Supporter 2013</B><BR><B>Site Supporter 20

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    It's not a bug. That's just how shareware Doom is-- only weapons up to and including the rocket launcher were available, even if cheating.
     
  6. jnmartin84

    jnmartin84 Robust Member

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    I had a feeling that may be the case. Thanks for the info.
     
  7. jnmartin84

    jnmartin84 Robust Member

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    The exit room in Doom 2, Level 8 pisses me off so bad. That, and the room with the Cyberdemon still makes me jump when I open the door. 20 years later.
     
  8. Borman

    Borman Digital Games Curator

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  9. pwl

    pwl You don't need a reason to help someone

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    I hate the exit room too, Running across as the platforms fall in to the goo is hard. I like the room with the Cyberdemon you can get the monster to fight each other and do half the work for you.

    Hopefully I'll get the money for a Everdrive soon and get to play this Doom port, I'm really looking forward to it. I watched the youtube video you've done some awesome work well done.
     
  10. jnmartin84

    jnmartin84 Robust Member

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    I didn't go fast enough after I started through the door, and the platform went down and I fell off of it. Couldn't get back up to the next one because I don't have a way to toggle noclip code. Couldn't die because I had god mode on. Couldn't restart from the beginning of the level, so I just gave up on my whole game. -_-
     
  11. jnmartin84

    jnmartin84 Robust Member

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  12. Conker2012

    Conker2012 Intrepid Member

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    Jnmartin84, thank you so much for all of your work on Doom for the N64 (what do you intend to call the finished game, by the way? Doom N64, Doom 32 (was Doom on the PC 32-bit?), Original Doom, or have you not yet given it a name?). I've been playing it on my Everdrive 64 + N64 (PAL) and it's great (and great to see an old friend now playable on the N64), but I do have a request: Please can you add a control option that gives the following controls, as I can't get used to using the D-Pad controls? If possible, I'd like:

    Analogue stick Left and Right = Turn left and right (with user definable sensitivity, please)
    Analogue stick Up and Down = Forward and backward (partially forward or backwards tilt on the stick = walk, full forwards or backwards = run)

    C Left = Strafe left
    C Right = Strafe right
    C Up = Forward
    C Down = Backwards

    Z = Fire

    A = Weapon forwards cycle
    B = Weapon backwards cycle

    Left Shoulder Button = Map
    Right Shoulder Button = Open Door/Use

    D-Pad Up = Set movement speed to run (this only applies to movement by the C buttons)
    D-Pad Down = Set movement speed to walk (this only applies to movement by the C buttons)

    D-Pad Left = Call up Weapon menu*
    D-Pad Right = Call up Weapon menu*




    * The problem with cycling weapons is that you end up spending ages (well, seconds, but it seems like ages when you're under attack!) trying to select the right weapon, so if you added a Weapon menu then that could solve this problem. I suggest that when the D-Pad Left or D-Pad Right is pressed, then the game pauses, and the Weapon menu appears. This lists all available weapons (so not the weapons that you don't yet have, and not any weapon for which you have zero ammuinition), including your fist (or the chainsaw if you have it), and you can select a weapon by moving up or down (with the analogue stick, the D-Pad, or the C Buttons), and press A to select the weapon you choose. When you press A, then the game un-pauses, and your Doom marine readies the chosen weapon as normal. On the Weapon Menu, if the player presses B, then the game un-pauses but you keep the same weapon as you had when you entered the weapon menu, as B acts as a Cancel button.

    Please consider adding these controls, as I think they would make the game much more enjoyable. And thanks again for all of the work you are putting into this.
     
  13. jnmartin84

    jnmartin84 Robust Member

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    I was planning on doing an analog-centric control mapping. I'm not sure about that weapon menu though, that is a lot of extra work that won't go toward finishing the outstanding missing features.
     
  14. Conker2012

    Conker2012 Intrepid Member

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    OK, mate. Thanks.
     
  15. jnmartin84

    jnmartin84 Robust Member

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    http://www.mediafire.com/download/zpm2wt7zc6u3gfm/doom_20140728_0122.7z

    This build fixes the palette issue at start-up (switched from using graphics_make_color in I_SetPalette to manually bit-shifting and or-ing the color components), defaults to high detail mode and the largest screen size with status bar still visible (screenblocks 9). Also corrected the function pointers for low-detail mode as fuzz columns were being drawn with the high detail function previously, leading to some weird artifacts.
     
    Last edited: Jul 27, 2014
  16. JWRHarding

    JWRHarding Newly Registered

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    Hi! I am very excited by your project.
    I get this when I'm trying to run it on an emulator.
    I use Jacob's plugins.
    DOOM264.jpg
     
  17. sanni

    sanni Intrepid Member

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    You're messing around with the wrong emulator. Project64 can't run homebrew very well.
     
  18. jnmartin84

    jnmartin84 Robust Member

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    Last edited: Aug 6, 2014
  19. jnmartin84

    jnmartin84 Robust Member

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    I found out that this thread was linked to over on the Doomworld forums. Until my account gets approved by an admin/mod over there, I cannot post to set the record straight on a few things they are saying there.

    1) The first reason all builds to date are the shareware game is because that is the only data set that is legal to redistribute for free.
    2) The second reason is that I have not fully worked out the process for allowing builds from a built bin file yet.
    3) The source code is actually backed up, "in the cloud" even. There are more copies than just the working copy on my desktop computer. If something happens to it, it won't be lost to history.
     
  20. jnmartin84

    jnmartin84 Robust Member

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    I've made a bug-fix that lets the intro music play at the title screen now. Next published build will have that working.
     
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