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NeoRHDN - Hacks - Hack Information

32X Resurrection
Hack of DOOM
Description
This patch completely replaces the original engine, adding performance improvements and new features, as well as missing levels from the Jaguar port.

Changes:
- Includes levels that were omitted from the original release.
- Network support via the Zero Tolerance (aka Technopop) link cable.
- Splitscreen coop and deathmatch modes.
- The Cyberdemon and Spider Mastermind have been re-added to the game.
- New title screen that resembles the Saturn and PlayStation versions.
- The iconic screen melt effect for scene changes.
- Rendering has been spread across both SH2 processors for better speed.
- User input is processed at 30FPS, while game logic runs at 15FPS.
- Low (two pixel modes) 128x144, 128x160, 160x180 and three high detail 224x128, 256x144, 320x180 video modes.
- Anamorphic widescreen support for 16:9 screens.
- Mip-mapping for walls and flats.
- Improved visual fidelity (aka 'high color') mode.
- FM Synth soundtrack courtesy of Spoony Bard.
- Selecting between no music, VGM FM music, 32X+, or playing music from attached Sega CD (requires Sega CD in addition to 32X).
- Sound driver that uses the Sega CD hardware to offload sound mixing from the 32X.
- Stereo panning for game sounds.
- Controller hot plugging support.
- Save ram support - keeps track of finished levels, health, armor, weapons and ammo - eight save slots as well as an auto-save at the end of each level.
- Restores sprite directions from the Jaguar version as well as in-fighting between monsters.
- A new port of "Slough of Despair" and level fixes courtesy of Wavy.
- Spectres look the way they did in the original PC version.
- Jaguar Doom HUD assets.
- Three drawing modes: the regular sector based lighting (although it's better than the original Doom 32X in that sprites also use this lighting, no more 100% bright sprites!), "potato" mode which doesn't texture floors or ceilings for slightly better speed, or the original Doom fading light rendering (which is just a smidgen slower and looks a little muddy given the fifteen bit palette of the 32X).
- 'Always run' option.
- Anti-aliased automap with smooth scaling.
- Support for three-button and six-button pads, as well as the Sega mouse. You can choose how to map the primary three buttons in the menu.
- Verified as working on Kega Fusion 3.64, a Model 2 Genesis + Model 2 CD + launch 32X, a CDX + 32X, with a NeoFlash NeoMyth MD and the V1 Mega EverDrive, and also with Mega EverDrive Pro and MegaSD.
- Support for 32X+ (CDDA tracks from CUE files) on the MegaSD flashcart.
- Kill, item and secret counters on the automap.
- "Skinface" intermission screen background.
- Multi-region, supports both PAL and NTSC.

Changes in v3.1:
- Fixed sound initialization in RetroArch
- Fixed save RAM support on the MegaSD and some early Mega EverDrive models
- Fixed music on Refinery not looping properly
- Increased music playback speed by about 5%
- Changed sky texture on the "Tower of Babel" to match the original
- Slightly sped up the melting screen effect on PAL systems
- Music driver now precaches the entire VGM file in SegaCD word ram to reduce bus contention

Changes in v3.0a:
- Fixed issue that prevented the game from launching on the MegaSD
- Fixed the automap

Changes in v3.0:
- Added the iconic screen melt effect for scene changes
- Added both the Cyberdemon and Spider MasterMind bosses along with their respective maps
- Introduced mip-mapping for walls and flats. This is enabled when the highest details setting in the menu is selected
- The game now requires ROM bank switching support by flashcarts and emulators. Please note that degrees of compatibility across flashcarts and emulators may vary!
- [BETA] New sound driver that uses the Sega CD hardware to offload sound mixing from the 32X. This results in the game receiving an additional performance boost
- The number of onscreen sprites has been increased from 60 to 128
- Maps that have been superseded with CD and SMM encounters have been designated as secret levels
- Introduced a new Help screen to the main menu, which outlines the basic controls
- Added "cyberdemonspecial" and "spider mastermind special" DMAPINFO properties
- The menu cursor now has the same response time in both PAL and NTSC
- The intermission screen now also displays level completion time (in virtual NTSC time!)
- Greatly optimized PWM sound mixer
- Reduced the maximum number of simultaneously played sound effects to 6
- Decoupled stereo sound spatialization rate from PWM mixer, set it to 15Hz
- Changed Doomguy's face turning logic in the statusbar to more closely mimic the original game
- Bugfix: normal doors played the fast door sound upon closing
- Bugfix: weapon position was slightly off center in widescreen mode
- Fixed items not respawning properly in deathmatch
- Added support for sector type 17 (random flicker)
- Monsters can now use teleporters
- The ROM header now lists Sega CD and Sega Mouse as supported devices
- Various optimizations across the code

Changes in v2.2b:
- A re-upload as something went wrong during the build process for v2.2a.

Changes in v2.2a:
- Fixed weapon position being off-center at some screen resolutions.

Changes in v2.2:
- New exclusive port of the original map "Slough of Despair" (MAP18) by Wavy.
- Ported the "skinface" intermission background from the original game.
- Added support for playback of uncompressed 8-bit and IMA ADPCM-compressed 4-bit WAV files.
- The ZGM music file format has been upgraded to support PCM samples (reserved for future use) and is now part of SGDK's XGM toolset.
- Fixed bug in the sound mixer which resulted in stereo channels being swapped around occasionally.
- Added CD/32X+ volume slider to the audio menu.
- Tweaked MegaSD detection timeout - fixes compatibility issues with MD+ on the MegaEverdrive Pro.
- The status bar now displays the "mowdown" face upon taking damage from environmental hazards.
- The 252 pixels-wide screen mode has been widened to 256 pixels.
- Fixed spectre's position being off on the finale screen.
- The punch impact sound has been re-added to the game.
- A different tile is now used for the final text briefing background.
- Improved framerate in the menus.
- Added 100% completion color indication to the kills/items/secret counters on the automap.

=== SOURCE CODE ===

https://github.com/viciious/d32xr/


=== CREDITS ===

Resurrection
- Programming: Victor Luchits, Joseph Fenton
- Music: Spoony Bard https://www.youtube.com/c/spoonybard13
- Mapping: Wavy
- Additional support: MatteusBeus, TrekkiesUnite118, Barone

Calico DOOM
- Programming and reverse engineering: James Haley
- Additional code: Samuel Villarreal, Rebecca Heineman

Special thanks
- id Software
- Songbird Productions
- RetroRGB
Title32X Resurrection
GameDOOM
Released ByD32XR Team
CategoryImprovement
LicenseN/A
Patching InformationNo Special Requirements
GenreAction > Shooter
ModsG, S, L, T, GP, O
Patch Version3.1
Hack Release Date25 August 2023
ReadmeReadme File
Downloads23044
Last Modified2024-08-15 00:40:08
SourceView Source
YoutubeYoutube Video


Screenshots

Affiliates:


Acmlmboard v2.5.6+neo (2024-08-13)
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