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I don't know why I made this. Download.
For a list of what this changes, see this or this for a general idea.
Deathmatch levels are MAP25-MAP32.
Created with the help of gbadhack.zip by Kaiser and gbadoom.exe by kgsws-CZ.
GBA Doom did not have fog, but allowed you to choose between "dynamic" or "static" lighting. The former is emulated in GZDoom by default, but cannot be emulated in ZDoom as I've found no way to disable the fog in the software renderer. Instead, ZDoom can emulate the "static" lighting option by using the provided COLORMAP.lmp.
Some things from the GBA port cannot be emulated in zdoom:
Spoiler: Unemulatable
• Punching sometimes produces a sound effect when punching nothing
• Rockets can make you go through walls under certain conditions
• Untextured walls actually use ASH01
• Double-sided linedefs cannot have midtextures
• Random RAM corruption, resulting in ASH01 replacing random textures, broken nodes, crashes
• Projectiles disappear when hitting the top part of a sector if the sector the projectile is in has a higher ceiling and a higher floor than the one collided with
• Secret exit to MILITARY BASE has no intermission
• Animations are drawn over the arrow and splats on the overworld map
• Entering COMMAND CONTROL points to MILITARY BASE, but splat appears on COMMAND CONTROL afterward anyway
• Similarly, arrows for UNHOLY CATHEDRAL, MOUNT EREBUS, and LIMBO point to incorrect locations, but splats don't
• Splats appear on maps even if you use level skips
• Dynamic lighting option cannot be emulated in the software renderer - cannot disable fog
• HUD is affected by the colourmap
• Colourmap changes back to normal when hurt with a powerup
• Automap HUD in deathmatch shows frags of all players, with your frags bobbing horizontally
• Only one sound channel for monsters, and one for player/environment
• New sounds are forced to play even if a sound is already playing in that sound channel
• Sounds do not change volume if your position relative to the source of the sound changes
• Obscure texture tiling bug makes all but 1 vertical tile of a texture off by one
• Cheats are entered via keypresses while paused
• IDKFA equivalent sets ammo to 500 for each weapon and changes capacity
• Picking up a backpack after using this cheat changes ammo to 1000 capacity
• God mode cannot be disabled
• Saving is only allowed between maps
• Tally does not pause after each element
• "Entering" screen text in intermissions is at the bottom
• Multiplayer menu appears if multiple GBAs are linked
• Menu is not very accurately emulated due to menudef limitations
• Item collection bug where you cannot collect either of two nearby items if you cannot pick up both of them
• Mugshot only enters rampage state if using chaingun or plasma rifle
• Mugshot always faces left or right when taking damage, never centre
• Mugshot does not enter pain state on nukage
• New messages do not alter the duration of message display if one is already on-screen
• Using doors multiple times makes them go faster / make multiple sounds
• Ending sequence has text centered and scrolling vertically
Last edited by GFD on Sun Mar 30, 2014 3:30 pm, edited 7 times in total.
I was wanting to see someone do this after PSX Doom. Now we need 32X Doom, SNES Doom, Jaguar Doom, 3DO Doom, Saturn Doom, and whatever else Doom was officially ported to be ported to Zdoom, too. (And/or other source ports as well)
EDIT: Game breaking bug: On House of Pain, the door is a Blue Card Door, but the key is a Blue Skull, and it will not open. You have to noclip past this part. Same with Red Card Door/Red Skull Key.
Wow, get this: in the original GBA game, those doors say they require keycards and are marked as keycard types, but will also accept skull keys. GBA Doom really never ceases to amaze me.
Fixed that.
gamefreakdude wrote:Wow, get this: in the original GBA game, those doors say they require keycards and are marked as keycard types, but will also accept skull keys. GBA Doom really never ceases to amaze me.
Fixed that.
Fun fact, even DooM does that. DooM doesn't know the difference between a KeyCard and a SkullKey outside of the graphic. BooM later added the "This door can only be opened by a keycard". So the GBA behavior is correct to DooM v1.9 behavior.
Also a fun fact: GBA Doom will actually tell you if you need a skull key or a card key for a door, and actually re-purposes some Doom II specials explicitly as skull key door types.
So many weird things about that port.
gamefreakdude wrote:Also a fun fact: GBA Doom will actually tell you if you need a skull key or a card key for a door, and actually re-purposes some Doom II specials explicitly as skull key door types.
So many weird things about that port.
Now, that's a fun fact.
Last edited by Hellser on Mon Jun 17, 2013 7:37 am, edited 1 time in total.
Death Egg wrote:I was wanting to see someone do this after PSX Doom. Now we need 32X Doom, SNES Doom, Jaguar Doom, 3DO Doom, Saturn Doom, and whatever else Doom was officially ported to be ported to Zdoom, too. (And/or other source ports as well)