WadArchive Posted April 16, 2020 (edited) I do have two Saturn's, a link cable and a few copies of Doom (US and NZ). A potential problem is the Saturn's are from different regions, one from Japan and one from the US. The Japanese one is hard modded so will be fine with a copy. I will need to see if I still have my second action replay. If I get a chance this weekend I will give it a go Edited April 16, 2020 by WadArchive : english 1 Share this post Link to post
WadArchive Posted April 17, 2020 Run into a couple of problems, turns out I have 4 saturns in various states. 1 US, 1 JP and 2 NZ (one has no psu). The US one might be faulty, it is one I repaired as it had a blown power supply (someone put 240v in it and bang) and it seems to freeze when a disc in it. However the working NZ console only boots the games sometimes and other times it freezes so it could be a crap disc. Will try burning a copy when I have time. Both the US and JP console will boot to the action replay but are you sure the codes are correct? It says they are invalid. On 4/16/2020 at 4:02 AM, Mattfrie1 said: 1604A2B0 0001 OR 1604A2B0 0002 The other issue is one of my action replays is actually a 'Gamers Cart' (https://ppcenter.webou.net/satcart/#gamers) that is based off of Pseudo Saturn Kai and this doesn't allow custom action replay codes. sigh. If I can get the code working I can at least try multiplayer against a PAL copy but it may not like that 0 Share this post Link to post
Mattfrie1 Posted April 17, 2020 The codes are working alright on my end. Perhaps try entering in a 0 for the first digit in the code instead? I had to create a new game entry in my Action Replay Plus for Doom as it wasn't included in the device's memory along with a master code for any memory modifications to work. The master code can be found here: https://www.consoledatabase.com/cheats/segasaturn/doom/ 0 Share this post Link to post
WadArchive Posted April 18, 2020 I was able to get the code to work however it doesn't connect. I was using a PAL and an JP console with the US and PAL copies of the game. I do think it was trying to do something as the PAL console would freeze when trying to start multiplayer. However I don't think mixing regions will help. I will need to get another console or try to fix my US console. Also I think my drives are finally starting to die, it was getting more and more difficult to boot some of the discs :( 3 Share this post Link to post
Wesker Posted April 19, 2020 Mixing regions definitely don't help. Some time ago I attempted linking up my original copies of the European version and the Japanese version, and the multiplayer game didn't even start. I had to make separate European/Japanese burned copies in order to have working multiplayer games with either version. In this case I suppose it will be necessary to test the codes with two North American versions. 1 Share this post Link to post
Mattfrie1 Posted June 2, 2020 So I've been messing around with Saturn Doom lately via emulation and figured I'd put together a video of several interesting memory corruptions via editing hex values. Most interesting is that the player's sprites appear to still be loaded into memory at all times and the increase in the game's frame rate when not much of the level is rendered on screen. 8 Share this post Link to post
Gerardo194 Posted June 2, 2020 Wow, it reminds me too much what I used to do with Snes Doom back in 2009. 0 Share this post Link to post
taufan99 Posted June 3, 2020 So theoretically, it is possible to overclock the port's FPS if we mess up with the memory's hex values cleverly (and tidily)? 0 Share this post Link to post
Dark Pulse Posted June 3, 2020 (edited) 2 hours ago, InDOOMnesia said: So theoretically, it is possible to overclock the port's FPS if we mess up with the memory's hex values cleverly (and tidily)? No, because that's not how overclocking works. The only way adjusting the framecap would speed things up is if there was tons of extra horsepower to spare that wasn't being tapped, and considering how clunky the Saturn version is, that's most definitely not the case. Worse, a higher framecap may make for a more variable framerate - it's a lot better to have it, say, locked at 30 and have the worst areas dip into the teens than it would be to have the best areas go up to 60 and the worst are still in the teens. To get extra performance you'd have to get the clockspeeds of the SH2 processor higher - i.e; overclock them. That's not something you can do in RAM or with a code change, that would be an actual hardware hack (or altering the emulated system's CPU clockspeeds) - what you're suggesting is basically like saying "Make the program tell my CPU to go faster." Doesn't work that way (at least, certainly didn't in the 90s). And that might cause some other bugs in the code to show up (like how in PSX Doom's case the gravity gets much stronger when the framerate is faster). Edited June 3, 2020 by Dark Pulse 0 Share this post Link to post
Shadow Hog Posted June 4, 2020 Also the Saturn's architecture relies heavily on intercommunication between multiple such processors, so you'd not only have to OC or replace all of those, but make sure they sync up at appropriate times, or else end up in data races or worse. 0 Share this post Link to post
Mattfrie1 Posted July 6, 2020 I've just recently completed a dual playthrough of both Saturn Doom and PSX Doom, and kept a few notes about any anomalies, bugs, or other interesting facts that I encountered in Saturn Doom that haven't been well documented yet: - There's a bug with the sound effects in-game that will rarely cause the wrong sound effect to play for an action. I've only encountered this twice in my playthrough and the bug only seems to trigger if either a weapon like the chainsaw was recently used or if a lot of sound effects are playing all at once. Sound effects in Saturn Doom are written consecutively to one of the sound channels and then left in that channel until it is overwritten when that channel comes back up in the rotation. I'm guessing that when a lot of sounds are being played at once the sound engine will "forget" to write the new sound effect to a channel and will mistakenly play whatever sound was there beforehand. - As a side note, both Doom and Revolution X (The only other Saturn game programmed by Jim Bagley) share the same Sega sound driver as confirmed in a hex editor. Admittedly most Saturn games use Sega's sound driver, but comparing Doom's sound driver with Revolution X's was the only game I tested that had an exact match. I've also encountered the same sound effect bug in Revolution X, where it occurs much more frequently. - This one has been hiding in plain sight for a while now. The alcoves in the yellow key room on MAP14 are textured incorrectly in the Saturn version, displaying two unrelated repeating textures with large black spaces in between them. See image below for a comparison of the two ports. - The Saturn version has a tendency to clip sprites incorrectly near walls, with enemies appearing to be floating in front of walls. The picture of the imp below at Containment Area showcases a more extreme occurrence of this bug. - Similar to the floor rendering error discussed in the PsyDoom thread, Saturn Doom will occasionally not draw flats correctly if far enough away from them. This leaves holes in the floor or ceiling where you can see the sky through them. The two examples in the pictures below show this occurring at both Twilight Descends and Perfect Hatred. - In this interview Jim Bagley makes mention of how he used his own custom WAD tools when working on the port. While all the WADs from PSX Doom are the same, this could be an explanation for why JIMSDOOM.WAD is larger in size than PSXDOOM.WAD if different compression is being used. 11 Share this post Link to post
Dark Pulse Posted July 7, 2020 The mistextured stuff is strange. Was it not properly replaced? It's clearly not an issue of "not in the Saturn WAD" since... well, it's right outside that little alcove. 1 Share this post Link to post
ludicrous_peridot Posted September 19, 2020 With regards to the mysterious SKY20, SKY21, if one were to manipulate the files on the disk to show them in place of another asset, they would probably discover these are not quite sky textures. Also, the game seems to have an asset of a modernized version of ID logo (i.e. more modern than the one shown on game title screen), that I think it does not show to the player. Spoiler 9 Share this post Link to post
taufan99 Posted September 19, 2020 @ludicrous_peridot Whoa, this is news to me! Is one of the guys Jim Bagley himself? 0 Share this post Link to post
Mattfrie1 Posted September 19, 2020 The guy in the top picture is Jim Bagley. I'm assuming the 2nd picture is of Alan Webb, who is also listed as a programmer on this port. The id logo also never features in gameplay. Awesome discovery @ludicrous_peridot. 4 Share this post Link to post
Dark Pulse Posted September 19, 2020 7 hours ago, Mattfrie1 said: The guy in the top picture is Jim Bagley. All together now: "Jim had a fucking sweet mullet." 3 Share this post Link to post
ludicrous_peridot Posted September 26, 2020 Heya. Was at last able to produce STATS contents as a set of agreeable resources, and would like to ask if anyone has ever encountered XDEATH mugshot animations on Saturn? Doesn't seem to be on the sheet. 0 Share this post Link to post
Mattfrie1 Posted September 26, 2020 I'm a bit rusty on Doom jargon, but if you mean the exploding head animation from when the player gets gibbed then no I've never seen it in Saturn Doom. It exists on the Saturn disc with the rest of the PSX Doom resources in JIMSDOOM.WAD, but of course those resources are ignored in-game. 2 Share this post Link to post
ludicrous_peridot Posted September 27, 2020 (edited) Thanks, @Mattfrie1, and pardon the "jargon", this was exactly my question. I am sharing couple of scripts I've written for SCR and CHR file conversion in hopes that they will be useful. These have been authored and tested with WinPython targeting python 3.8.2 and have PyPNG as prerequisite. Some details for running them are in the below spoiler. Spoiler First ensure you have python. I'm not a python expert, so assuming that any recent Python 3 version will work. E.g. I have: >python --version Python 3.8.2 Then install PyPNG if you don't have it yet: >pip install pypng To convert to PNG use the following commands: >python chrtools.py convert INPUT.CHR INPUT.MAP INPUT.PAL OUTPUT.PNG >python scrtools.py convert INPUT.SCR INPUT.PAL OUTPUT.PNG To convert PNG to game formats use the following commands: >python chrtools.png restore INPUT.PNG OUTPUT.CHR OUTPUT.MAP OUTPUT.PAL >python scrtools.png restore INPUT.PNG OUTPUT.SCR OUTPUT.PAL The conversion runs both ways, so one can change the game files with it, below is a test I ran. Be warned that conversion to SCR and CHR from PNG has not been thoroughly tested, but converting to PNG, editing with Paint dotNet and converting back seems to work. EDIT: Also did a dump of text strings from the executable - mostly for HUD messages, but it also seems to have list of textures/patches, so may be useful. tools.zip Edited September 27, 2020 by ludicrous_peridot : Updated zip with an additional tool 3 Share this post Link to post
ludicrous_peridot Posted September 27, 2020 Strings of Saturn below: Spoiler Strings 0SCRS\ SKYS\ MAPS7\ MAPS6\ MAPS5\ MAPS4\ MAPS3\ MAPS2\ MAPS1\ MAPS0\ LEGALS RALOGO GTLOGO DEMO1.LMP DEMO2.LMP DEMO3.LMP DEMO4.LMP demo.lmp BRS1 POB2 POB1 HDB6 HDB5 HDB4 HDB3 HDB2 HDB1 TRE2 POL6 POL3 GOR1 TRED TGRN TBLU CEYE COL5 TLP2 TLMP DED6 DED5 DED4 DED3 DED2 DED1 HANL BLCH HANC SMRT SMGT SMBT FSKU ELEC TRE1 CBRA CAND COL6 COL4 COL3 COL2 COL1 SMIT GOR5 GOR4 GOR3 GOR2 POL1 POL4 POL5 POL2 SMT2 COLU SGN2 SHOT PLAS LAUN CSAW MGUN BFUG BPAK SBOX SHEL CELP CELL BROK ROCK AMMO CLIP PVIS PMAP SUIT MEGA PINS PSTR PINV SOUL MEDI STIM YSKU RSKU BSKU YKEY RKEY BKEY BON2 BON1 FCAN BEXP BAR1 ARM2 ARM1 PAIN CYBR APBX APLS BSPI SPID SKUL BOS2 BOSS HEAD SARG CPOS FATT MANF SKEL FBXP FATB SPOS POSS PLAY IFOG TFOG BFE2 BFE1 BFS1 MISL PLSE PLSS BAL7 BAL2 BAL1 PUFF BLUD BFGF BFGG PLSF PLSG SAWG MISF MISG CHGF CHGG SHT2 SHTF PISF PISG PUNG SHTG TROO vO& vO& a#A b3O& a#A XYou need a blue key. You need a yellow key. You need a red key. vO& P_NewChaseDir: called with no target a#A LO& P_GiveAmmo: bad type %i aBqhTI!B aSA T@p You pick up a health bonus. You pick up an armor bonus. Supercharge! Mega Sphere! Picked up a clip. Picked up a box of bullets. Picked up a rocket. Picked up a box of rockets. Picked up an energy cell. Picked up an energy cell pack. Picked up 4 shotgun shells. Picked up a box of shells. You got the backpack! You got the BFG9000! Oh, yes. You got the chaingun! A chainsaw! Find some meat! You got the rocket launcher! You got the plasma gun! You got the shotgun! You got the super shotgun! You pick up the armor. You got the MegaArmor! You pick up a blue keycard. You pick up a yellow keycard. You pick up a red keycard. You pick up a blue skull key. You pick up a yellow skull key. You pick up a red skull key. You pick up a stimpack. You pick up a medikit that you REALLY need! You pick up a medikit. Invulnerability! Berserk! Partial Invisibility! Radiation Shielding Suit Computer Area Map Light Amplification Goggles tO& A!`C0\ C0\aCA! b"1( vO& lO& P_SpawnMapThing: Unknown doomednum %d at (%d, %d) Rg vO& 7!B P_AddActivePlat: no more plats! P_RemoveActivePlat: can't find plat! d3O& o$ d3O& P_LoadVertexes: lump > 64K P_LoadSegs: lump > 64K P_LoadSubsectors: lump > 64K P_LoadSectors: lump > 64K F_SKY s.CHR s.MAP P_LoadNodes: lump > 64K P_LoadThings: lump > 64K P_LoadThings: doomednum:%d >= 4096 P_LoadLineDefs: lump > 64K P_LoadSideDefs: lump > 64K P_LoadLeafs: lump > 64K P_LoadLeafs: leaf/subsector inconsistancy P_LoadLeafs: vertex out of range P_LoadLeafs: seg out of range P_GroupLines: miscounted 0@P_CacheSprites: Unknown doomednum %d P_CacheSprites: invalid sprite number %i MAP%d.WAD P_SetupLevel: %s not found MAPTEX%d.IMG MAPSPR%d.IMG P_SetupLevel: not enough free memory %d P_SaveBlock: Unknown user P_LoadBlocks: Data Failure CacheSprite: invalid sprite lump %d PA_CrossSubsector: ss %i with numss = %i PS_CrossSubsector: ss %i with numss = %i TP_PlayerInSpecialSector: unknown special %i Map All Lines ON. Map All Lines OFF. Map All Things ON. Map All Things OFF. All Powerful Mode ON. All Powerful Mode OFF. Lots Of Goodies! RECONNECT PAD DEMO RO& 5O& 4 Na#A LR_Subsector: ss %i with numss = %i lT_START T_END TEXTURE1 F_START F_END 2 S_START S_END SPRITE1 LIGHTS PLAYPAL.PAL PFrontZClip: Point Overflow FrontZClip: exceeded max new vertexes LeftEdgeClip: exceeded max new vertexes LeftEdgeClip: Point Overflow RightEdgeClip: exceeded max new vertexes RightEdgeClip: Point Overflow JIMSDOOM.WAD IWAD W_Init: invalid main IWAD id W_GetNumForName: %s not found! W_LumpLength: %i >= numlumps W_ReadLump: %i >= numlumps F0W_CacheLumpNum: %i >= numlumps cache miss on lump %i W_OpenMapWad: invalid map IWAD id xW_MapLumpLength: %i out of range W_ReadMapLump: lump %d out of range OpenFile: Too many open files! Cannot open %s BO& f#O& 0WriteFile: error writing %d of %d bytes JZ_Malloc: failed allocation on %i Z_Malloc: an owner is required for purgable blocks Z_Free: freed a pointer without ZONEID q !1O& F0Z_CheckHeap: zone size changed Z_CheckHeap: block size does not touch the next block Z_CheckHeap: next block doesn't have proper back link G\Z_ChangeTag: freed a pointer without ZONEID Z_ChangeTag: an owner is required for purgable blocks W Texture Cache Overflow RECONNECT PAD DEMO NET ERROR p"r UlTITLE FIRE.PAL PLAYPAL.PAL 9! xPress Start ATTEMPTING CONNECT PRESS START ABORT Game Mode Ultimate Doom Doom II Level %d Difficulty Options ID Software Programming : John Carmack John Romero David Taylor Micheal Arrash John Cash Original music & sfx : Aubrey Hodges Art : Adrian Carmack Kevin Cloud Design : Sandy Petersen American Mcgee Shawn Green Support : Biz : Jay Wilbur Mike Wilson Biz Assistant : Donna Jackson Special Thanks : Aaron Seeler btRage Software Jimmy Bagley Alan Webb Ian Rickard Music & Sfx : Kev Bruce Steve Lord Production : John Heap Director : Paul Finnegan Thanks to : Scott Johnson Simon Street Also Thanks to all staff at Sega Europe for help and support during production. 2O& d%s.PAL s.CHR s.MAP Rage Special Credits Thanks to :- Jacqui Henderson for support. for co-programming. for producing. Sega Special Credits Ed Hollingshead for tech. support. John NG for 3rd party help. Tamar Tahsin for the hardware. hINTERPIC.CHR INTERPIC.MAP jb4jh SKY20 lyjvm SKY21 Password B C D F G H J K L M N P Q R S T V W X Y Z 0 1 2 3 4 5 6 7 8 9 ! Invalid Password dConfiguration Default s2.SCR 2ST_Init: initial texture cache foulup ST_Init: final texture cache foulup O& Press Fire LEVEL %d:%s D!O& PAUSED warp to level %d Finished Kills Items Secrets Entering Password you him Frags Our Hero The Cyberdemon The Spider Mastermind Mancubus Revenant Pain Elemental Arachnotron Baron Of Hell Hell Knight Cacodemon Lost Soul Demon Imp Heavy Weapon Dude Shotgun Guy Zombieman MAPSPR60.IMG BOSSBACK lINTERPIC.CHR INTERPIC.MAP Cast Of Characters Options eCO& SDDRVT.TSK DOOMMAP.BIN DOOMTONE.BIN 2O& eT%X %X %X d.%03d d.%03d d.%03d d.%03d MAPS0 MAPS1 MAPS2 MAPS3 MAPS4 MAPS5 MAPS6 MAPS7 SKYS SCRS INTERPIC.CHR INTERPIC.MAP STATS.CHR STATS.MAP D$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$0TD$ dND D D dND D dND! dOD)dOD D D dOD)dOD D dOD)dOD! D!D)dO D!D) dOD!D!D!D!D!D!D!D!D!D!D!D!D!D! CC m1, 2O& 0O& fCO& fSO& eCO& 0O& e#O& RJ!"TK m1, d3O& tT$r Heap and stack collision Memory allocation statistics %s free: %d used: Total in use: %d, total free: %d null} a#A a#A 0123456789abcdef 0123456789ABCDEF a#A 0,a a#A a#A Infinity NaN oV- null} a#A 8 I h#F G%D aCbCA b,4& b,4& F0l@+t@ 0\@+`C|.$,"* (8B6@4>2<NXLVJTHRdpbn`l^j@@ 0\@+`C|.$,"* (8B6@4>2<NXLVJTHRdpbn`l^j@ @ H H K K B B eQ$Q 7`7 gr@@@ AAA HHH AAA AAA AAA HHH HHH HHH b!!! A'` p"A&p A'` EE5\"['!# FF"k aCA acA p@ GFS_SBL Version 2.10 1996-02-01 CD001 tX`B q ! q ! QB`# TK'B rL"BqP!R C@) b)b- C@@ 9J: 9AK 9/p 8Qp 7d5 2DT 9J: 9!" H H H H H H H H H H I I BLOOD1 BLOOD3 BSLIME01 BSLIME04 CSLIME01 CSLIME04 ENERG01 ENERG04 LAVA01 LAVA04 WATER01 WATER04 SLIME01 SLIME03 BFALL1 BFALL4 ENERGY01 ENERGY04 FIRE01 FIRE02 FLAME01 FLAME03 LAVWAL01 LAVWAL03 SFALL1 SFALL4 SLIM01 SLIM04 TVSNOW01 TVSNOW03 WARN01 WARN02 SW1BMET SW2BMET SW1BRICK SW2BRICK SW1BRNZ SW2BRNZ SW1BROWN SW2BROWN SW1MARB SW2MARB SW1MET SW2MET SW1METAL SW2METAL SW1NEW02 SW2NEW02 SW1NEW03 SW2NEW03 SW1NEW04 SW2NEW04 SW1NEW05 SW2NEW05 SW1NEW06 SW2NEW06 SW1NEW10 SW2NEW10 SW1NEW11 SW2NEW11 SW1NEW13 SW2NEW13 SW1NEW14 SW2NEW14 SW1NEW20 SW2NEW20 SW1NEW25 SW2NEW25 SW1NEW26 SW2NEW26 SW1NEW28 SW2NEW28 SW1NEW29 SW2NEW29 SW1NEW30 SW2NEW30 SW1NEW31 SW2NEW31 SW1NEW32 SW2NEW32 SW1NEW33 SW2NEW33 SW1NEW34 SW2NEW34 SW1NEW35 SW2NEW35 SW1NEW36 SW2NEW36 SW1NEW39 SW2NEW39 SW1NEW40 SW2NEW40 SW1NEW41 SW2NEW41 SW1NEW42 SW2NEW42 SW1NEW45 SW2NEW45 SW1NEW46 SW2NEW46 SW1NEW47 SW2NEW47 SW1NEW51 SW2NEW51 SW1NEW57 SW2NEW57 SW1NEW60 SW2NEW60 SW1NEW63 SW2NEW63 SW1NEW65 SW2NEW65 SW1NEW66 SW2NEW66 SW1NEW68 SW2NEW68 SW1NEW69 SW2NEW69 SW1NEW70 SW2NEW70 SW1RED SW2RED SW1RUST SW2RUST SW1SKULL SW2SKULL SW1STAR SW2STAR SW1STEEL SW2STEEL B5# Q|U p p 8` 5UT Single Player Cooperative Deathmatch I am a Wimp Not Too Rough Hurt Me Plenty Ultra Violence bcdfghjklmnpqrstvwxyz0123456789!Attack Use Strafe On Speed Strafe Left Strafe Right Cycle Weapon Toggle Map Hangar Plant Toxin Refinery Command Control Phobos Lab Central Processing Computer Station Phobos Anomaly Deimos Anomaly Containment Area Refinery Deimos Lab Command Center Halls of the Damned Spawning Vats Hell Gate Hell Keep Pandemonium House of Pain Unholy Cathedral Mt. Erebus Limbo Tower Of Babel Hell Beneath Perfect Hatred Sever The Wicked Unruly Evil Unto The Cruel Twilight Descends Threshold of Pain Entryway Underhalls The Gantlet The Focus The Waste Tunnels The Crusher Dead Simple Tricks And Traps The Pit Refueling Base O of Destruction! The Factory The Inmost Dens Suburbs Tenements The Courtyard The Citadel Nirvana The Catacombs Barrels of Fun Bloodfalls The Abandoned Mines Monster Condo Redemption Denied Fortress of Mystery The Military Base The Marshes The Mansion Club Doom you have won! your victory enabled humankind to evacuate earth and escape the nightmare. but then earth control pinpoints the source of the alien invasion. you are their only hope. you painfully get up and return to the fray. you did it! by turning the evil of the horrors of hell in upon itself you have destroyed the power of the demons. their dreadful invasion has been stopped cold! now you can retire to a lifetime of frivolity. congratulations! Music Volume Sound Volume Password Configuration Main Menu Restart Level Stereo Sound Mono Sound !"#$ 0 Share this post Link to post
ludicrous_peridot Posted September 27, 2020 On 7/6/2020 at 8:23 PM, Mattfrie1 said: - This one has been hiding in plain sight for a while now. The alcoves in the yellow key room on MAP14 are textured incorrectly in the Saturn version, displaying two unrelated repeating textures with large black spaces in between them. See image below for a comparison of the two ports. I've been playing around with Team GEC's tools for PSX modding and found out that PSXMAP.EXE can decode Saturn maps just fine to be subsequently loaded into GZDoom Builder GEC Edition. So I took this opportunity to check how exported MAP14 would work on GZDoom and it looks like it's textured fine. Probably a bug in the MAPTEX14.IMG file for the level specific to the Saturn version, while the map itself is indeed a copy of the PSX one? 5 Share this post Link to post
Mattfrie1 Posted September 27, 2020 @ludicrous_peridot Just ran a check of both WAD and TEX files for Map 14 across both versions. The Saturn files are exact matches to those on the PSX disc, so I'm assuming that it must be some kind of an issue with the renderer on the Saturn. 0 Share this post Link to post
ludicrous_peridot Posted September 28, 2020 Interesting, @Mattfrie1. One other small thing I am wondering about is how Club Doom compares across the consoles? E.g. does it always show Williams logo? 0 Share this post Link to post
Mattfrie1 Posted September 29, 2020 @ludicrous_peridot Nope, there's no Williams logo outside of Club Doom, although the image still remains in the overall WAD. Instead it just displays a black patch where the logo should be. Check out about 10 seconds into this video: Just for the fun of it I checked both WAD and TEX files for Club Doom between ports, and again there are no differences between the files. Looking at both maps in SLADE shows identical information as well, with the Saturn port still referencing WMSWALL for that sidedef. 2 Share this post Link to post
Dexiaz Posted September 30, 2020 On 9/27/2020 at 5:13 PM, ludicrous_peridot said: tools.zip I'd like to test them, but I didn't find a working emulator. I do remember emulation works pretty bad back in the days (just a black screen), but I thought it was fixed in 2020. 0 Share this post Link to post
Mattfrie1 Posted October 3, 2020 @Deⓧiaz Bizhawk is pretty good with Saturn emulation if you want to give it a try. It's worked with almost every game I've thrown at it. 0 Share this post Link to post
Dexiaz Posted October 4, 2020 Uh, yes, thx, @ludicrous_peridot PMd me about Bizhawk. BTW, it didn't worked for me. But it doesn't really matter, I wanted to replace sprites, thise tools doesn't allow this, they are created for GFX modding 0 Share this post Link to post
Dark Pulse Posted October 4, 2020 (edited) I've been a few years out of the Saturn emulation game, but last I checked the gold standard was SSF. Of course, it also needed a BIOS to operate (like most Saturn emulators). Is that still the case? EDIT: Apparently so, though it's since been overshadowed by Mednafen (which means commandline unless you get a frontend or do it via Retroarch), and there's also a recommendation for Kronos (which is based on a fork of good ol' Yabause called YabaSanshiro/uoYabause). Bizhawk's core is, FWIW, based on Mednafen. 0 Share this post Link to post
Use Posted October 22, 2020 I know this isn't Doom related or if it has been mentioned here as I don't hang around but I found this recently and was really impressed. This thing is just screaming for some Doom textures and enemies! Maybe make the full pseudo-3d Doom experience we always wanted on Saturn?? :) 2 Share this post Link to post
cybdmn Posted October 23, 2020 Looks a bit like Lobotomys Slave Driver engine. It even uses Quake sounds and textures. 3 Share this post Link to post