Doom and Doom 2 XBOX IWADs

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Re: Doom and Doom 2 XBOX IWADs

by Lars2500 » Sat Jul 28, 2012 7:06 pm

Though I somehow doubt that the arrow placement was intentional, the coordinates for the intermission script would then be
E1M10 254 25

Re: Doom and Doom 2 XBOX IWADs

by Lars2500 » Sat Jul 28, 2012 6:36 pm

Blzut3 wrote:Really? I could have sworn it put one in the upper right (or was it upper left) corner? Maybe it only show the arrow? I would double check but my cousin sold his copy of Doom 3 for the Xbox, and unfortunately not to me.
You are correct, it is in fact in the upper right corner outside the normal map, as seen in the video.

Re: Doom and Doom 2 XBOX IWADs

by Blzut3 » Sat Jul 28, 2012 6:30 pm

Really? I could have sworn it put one in the upper right (or was it upper left) corner? Maybe it only show the arrow? I would double check but my cousin sold his copy of Doom 3 for the Xbox, and unfortunately not to me.
Edit: This video breifly shows the arrow:

Re: Doom and Doom 2 XBOX IWADs

by Lars2500 » Sat Jul 28, 2012 6:29 pm

Gez wrote:Does the Xbox actually bother with that?
No, there is also no spot displayed at all.

Re: Doom and Doom 2 XBOX IWADs

by Gez » Sat Jul 28, 2012 6:20 pm

Does the Xbox actually bother with that?

Re: Doom and Doom 2 XBOX IWADs

by Blzut3 » Sat Jul 28, 2012 6:09 pm

You would also need to modify the intermission script for episode 1 to include the spot for E1M10.

Doom and Doom 2 XBOX IWADs

by Lars2500 » Sat Jul 28, 2012 4:27 pm

I recently got a copy of the Doom 3 Collector's Edition for the XBOX which also contains classic Doom 1 and Doom 2. The usual IWADS doom.wad and doom2.wad are present and so I decided to play them in ZDoom to see if I can spot any differences.

It works flawlessly but obviously the secret maps added in the XBOX versions (E1M10 "Sewers" in Doom 1 and MAP33 "Betray" in Doom 2) are not accessible via normal gameplay. Pressing the secret exit switches in E1M1 and MAP02 just brings you to the next level instead of the secret one.

However with some slight changes in the Mapinfo definitions for Doom 1 and Doom 2 ZDoom could be made fully compatible out-of-the-box even with the XBOX IWADs and without breaking compatibility with the regular PC versions, because the changes would simply not be triggered when the normal IWADs are used.

So my suggestion is to modify the Mapinfos as follows:

Doom 1

map E1M1 lookup "HUSTR_E1M1"
{
levelnum = 1
titlepatch = "WILV00"
next = "E1M2"
secretnext = "E1M10"
sky1 = "SKY1"
cluster = 1
par = 30
music = "$MUSIC_E1M1"
}

map E1M10 "Sewers"
{
levelnum = 10
titlepatch = "SEWERS"
next = "E1M2"
secretnext = "E1M2"
sky1 = "SKY1"
cluster = 1
music = "$MUSIC_E2M1"
}

(Yes, the name of the new title patch for E1M10 is really "SEWERS".)

And for Doom 2:

map MAP02 lookup "HUSTR_2"
{
titlepatch = "CWILV01"
next = "MAP03"
secretnext = "MAP33"
sky1 = "SKY1"
cluster = 5
par = 90
music = "$MUSIC_STALKS"
}

map MAP33 "Betray"
{
titlepatch = "CWILV32"
next = "MAP03"
secretnext = "MAP03"
sky1 = "SKY3"
cluster = 5
music = "$MUSIC_READ_M"
}

Edit: sky1 needs to be SKY3.

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