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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 |
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