Support for DOOM 64

These are not rejected - but are not considered highly important right now.

Moderator: GZDoom Developers

nels
Posts: 20
Joined: Wed Feb 12, 2020 10:53 am
Discord: nels#5847
Graphics Processor: Not Listed

Support for DOOM 64

Post by nels »

I was wondering if there was a chance that there could be support for Doom 64 on G/LZDoom, maybe by using Doom 64 EX or D64: Retribution, either way is some like this ever going to happen?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Support for DOOM 64

Post by Graf Zahl »

Doom64 is VERY different from the other games,, if it's ever going to happen it'll mean a lot of work.
User avatar
Redneckerz
Spotlight Team
Posts: 976
Joined: Mon Nov 25, 2019 8:54 am
Discord: Redneckerz#8399
Graphics Processor: Intel (Modern GZDoom)

Re: Support for DOOM 64

Post by Redneckerz »

Only the GEC brothers are doing something with this (Called DZDoom) and it includes PSX Doom compatibility as well.
nels
Posts: 20
Joined: Wed Feb 12, 2020 10:53 am
Discord: nels#5847
Graphics Processor: Not Listed

Re: Support for DOOM 64

Post by nels »

oh, alright, Do you have the link for it?
Gez
 
 
Posts: 17653
Joined: Fri Jul 06, 2007 3:22 pm

Re: Support for DOOM 64

Post by Gez »

Support for Doom 64 might come after its rerelease. Not immediately after, mind you, but if we support the game it'll be the official version that people can buy, and until this version is available there's nothing we can really do.

Most of the features needed are already there. Assuming it'll be very similar to Doom64 EX and distributed with a doom64.wad similar to those that can be generated from the original ROM with D64X's WadGen utility, then what's needed is
- reading the map format
- adding support for the macro system and new special types
- adding ZScript versions of the actors
- adding the laser effect
- allowing per-actor palette overrides for sprites (cf. the whole knight/baron situation where they use the exact same sprites but a different palette)
- supporting Doom 64-style switches, and
- supporting Doom 64-style skyboxes including the firesky.

Additional work may involve making sure the Doom 64-style material color system we have works like it does in the original game.
User avatar
Redneckerz
Spotlight Team
Posts: 976
Joined: Mon Nov 25, 2019 8:54 am
Discord: Redneckerz#8399
Graphics Processor: Intel (Modern GZDoom)

Re: Support for DOOM 64

Post by Redneckerz »

nels wrote:oh, alright, Do you have the link for it?
Its currently still called GZDoom (GEC) which is confusing as heck, but the rebrand should occur soon i believe.

ZDoom thread is here.
DoomWorld thread is here.
Casualfan
Posts: 47
Joined: Fri Jan 14, 2022 8:31 pm

Re: Support for DOOM 64

Post by Casualfan »

So now that the Doom 64 remaster has been out for a few years, would adding support for it be easier or more feasible now?
User avatar
Rachael
Admin
Posts: 12956
Joined: Tue Jan 13, 2004 1:31 pm
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Preferred Pronouns: She/Her

Re: Support for DOOM 64

Post by Rachael »

Support doesn't happen just because it's been out any length of time. GZDoom simply does not have enough people in development (or enough interest among said people) for this kind of thing right now, that's really all there is to it. But the source is open and anyone can contribute.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Support for DOOM 64

Post by Graf Zahl »

THere's also a legal issue here: The source of the remaster is closed, so we'd have to reverse engineer the differences to Doom64 EX which would put the project in a legal gray area.
This is not going to happen for an engine that sees use for commercial development,

Unless something dramatically changes there won't be any Doom64 support.
User avatar
tsukiyomaru0
Posts: 294
Joined: Sat May 29, 2010 6:20 pm

Re: Support for DOOM 64

Post by tsukiyomaru0 »

Could talk with the dev of Doom 64 EX about it, since he did work with the Doom 64 Remaster and may be able to see what can be done about it faster.
User avatar
Rachael
Admin
Posts: 12956
Joined: Tue Jan 13, 2004 1:31 pm
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle
Preferred Pronouns: She/Her

Re: Support for DOOM 64

Post by Rachael »

Kaiser is quite busy these days, and I am sure he values his time. I don't know what Kinsie has up his sleeve but if Kaiser is going to be involved he likely would be already, if not at least in-the-know anyhow.
Gez
 
 
Posts: 17653
Joined: Fri Jul 06, 2007 3:22 pm

Re: Support for DOOM 64

Post by Gez »

The main issue is that Kaiser is not really the one who can call the shots here. It's up to id Software, their publisher Bethesda, and their corporate overlords at Microsoft whether the Doom 64 code can be properly released under the GPL. The legal validity of Doom64 EX's license can be questioned since one could argue in court that the intellectual property of the reverse-engineered code belongs to id Software, not to Kaiser, so Kaiser did not have the right to release it under a license of his choosing.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Support for DOOM 64

Post by Graf Zahl »

Precisely that. And it's for the same reason I'd never advocate for Raze to be used commercially, even if we manage to rid the code base of the Build license.

Return to “On Hold Suggestions”