(Ask) SNES Doom wads/mod that compatible for ZDoom?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby Bouncy » Wed Apr 11, 2012 10:53 am

Fun read, Darkhaven, but I sadly think you wasted your time, since sodaholic's banned and unlikely to see it. ^^;
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby darkhaven3 » Thu Apr 12, 2012 3:35 am

It wasn't just to belittle Sodaholic, it was to ensure that no single person took his complete misinformation as fact
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby Bouncy » Thu Apr 12, 2012 11:17 am

Ah, yes. Good call.
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby Kinsie » Thu Apr 12, 2012 12:54 pm

FUN SNES DOOM TRIVIA: The lead engine programmer went on to create Bleem!

Uh, if that means anything to you in any way, shape or form.
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby leileilol » Thu Apr 12, 2012 9:23 pm

Sort of quasi-related, my favorite illogic SEGA fanboy defense I witness about DOOM 32X's farty music is that "it could sound better if it used 32x's sound tech".

If they did, they wouldn't have the performance (since the SH would be used) nor would there be sound effects to hear.

On topic about SNES Doom, its music is too typical sculptured softwarey for my taste, and there's a few timing issues about it as well.
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby darkhaven3 » Thu Apr 12, 2012 10:02 pm

Yeah there's something legitimately wrong with how the SNES Doom music is programmed, some of it feels like those really fucked up Guitar Pro tabs you can generate by importing midis at a slightly off tempo to the original song. I don't really care for most of the timbres (I'm guessing this is the right term to use, as I'm not very familiar with how the SPC-700 deals with music samples) used for the drums, guitars, and... just about every other instrument.

As for the 32x, IIRC Doom's terrible music was all written very lazily in M68K assembly using a horrible sound driver and then 100% of the digital sfx are offloaded to the 32x's two (three maybe?) PCM channels with literally no software mixing whatsoever. In other words, the music is just bad because it was extremely lazily programmed

Kind of fitting that all the M68K assembly written for the 32x Doom music is stored in what are affectionately (and probably intentionally) dubbed ".gas files"
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby wildweasel » Thu Apr 12, 2012 10:19 pm

Weren't both 32X and SNES ports programmed with shoddy General MIDI implementations? I really wonder what would have happened had they actually bothered doing it "right."
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby Xtyfe » Thu Apr 12, 2012 10:24 pm

wildweasel wrote:I really wonder what would have happened had they actually bothered doing it "right."


Game developers... doing a good job? BLASPHEMY!

Every gamer within the past 10 years has been asking that question.
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby darkhaven3 » Thu Apr 12, 2012 11:08 pm

wildweasel wrote:Weren't both 32X and SNES ports programmed with shoddy General MIDI implementations? I really wonder what would have happened had they actually bothered doing it "right."


I asked myself the same question a long time ago, and I have a possible candidate. Something like this I imagine:

http://www.youtube.com/watch?v=1MTzCW7VfI8
http://www.youtube.com/watch?v=e82wxqTJYv8
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby DaMan » Fri Apr 13, 2012 12:46 am

I wouldn't say lazy just time constrained. Sega wanted it out for the holidays.
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby darkhaven3 » Fri Apr 13, 2012 2:24 am

No it's actually really lazy the way registers are loaded/moved around in the assembly code for the music
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby Kinsie » Fri Apr 13, 2012 7:33 am

IIRC the 32X version was rushed to the point that Sega flew John Carmack out to their US branch to cram hard on it for a fortnight in a fit of desperation.

The game uses a generic sound driver for music, which doesn't produce great results if you just port a MIDI to it quickly.
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Re: (Ask) SNES Doom wads/mod that compatible for ZDoom?

Postby darkhaven3 » Fri Apr 13, 2012 7:36 am

That would definitely explain why the music.gas assembly is written -- or I suppose I should say 'output' -- the way it is. I didn't think the use of GEMS involved porting midis to another format, but it definitely makes sense now
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