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Post by GiGaBiTe on Jul 29, 2010 1:41:34 GMT -5
I can port the maps from Doom to Quake for you, the only problem would be the models. You can use some of the Quake weapon models (shotguns, nailgun for chaingun, rockets, etc.) and models for items (armor, health), but the monsters would have to be made from scratch. I can do basic modelling, but nothing like creating monsters and animating them. If you really want to do that, I suggest you look at the models for Doomsday. They've had 3D models for things and enemies for quite some time now. Well if you're serious about wanting to do the Quake thing then I'll start work on porting the maps and textures over. If the models are already available, you don't really need me for that part, just get the engine to be able to use those models. I don't want to start working on the maps and it not happening.
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Post by jlf65 on Jul 29, 2010 4:20:40 GMT -5
I'll start going through the QuakeDS code. It will take time to get this working... but then it will take time for you to convert the levels.
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Post by TheMVRules on Jul 30, 2010 10:06:13 GMT -5
The issue with "do Quake and convert Doom to it" is in that "convert Doom to it". Go ahead - make a Doom TC for Quake and I'll skip Doom. There's a reason you only see things like ONE LEVEL converted over to Quake - it's a HELL of a lot of work! The main thing you get from a new version of Doom for the 32X is support for multi-direction sprites. Doom 32X was one of those conversions where they made the sprites always face you, so there was no sneaking up on enemies, and no in-fighting. I'm working on a sound engine for the 32X that plays MIDI files through the PWM. That will probably be used in whatever conversions I do. Why through the PWM? Here we like HIGH QUALITY FM synthesizer music. It'll sound more like a PC (SB16 & Co.) with the YM2612. OPL emulation is not possible if you want to do all 3d in 30/60fps etc. etc. A player to convert MIDI to FM music would be nicer, even though you'll only have 6 channels. But fine, so long you don't use the Micro$oft GS Wavetable shit.
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mic
Moldy Popcorn
Posts: 27
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Post by mic on Jul 30, 2010 14:28:12 GMT -5
Noone (I hope) is thinking of emulating an OPL synth using the 32X's PWM circuit. It wouldn't even make any sense, since the DOS version of Quake (from what I could tell by glancing at the source) used sampled music, not FM. But if you want FM music (on the YM2612) in the 32X port, the question is who's going to create the music? Even if you wanted an FM midi driver you'd still have to create the instrument patches.
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oompa loompa
I AM THE GOVERNATOR
"Git 'Er Dun!"
Posts: 1,301
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Post by oompa loompa on Jul 30, 2010 15:24:40 GMT -5
It'd be nice just to see a pure 3D FPS engine like quake up and running on the 32x . I think all the other stuff like levels, sound, overhead display, etc are just redundant/extras - but it's worth mentioning
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Post by Syniphas on Jul 30, 2010 22:35:31 GMT -5
use cdda just like quake
32x+scd
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Post by jlf65 on Jul 31, 2010 2:06:27 GMT -5
32X + SCD alone won't have enough memory to play Quake. It's either 32X cart, or 32X + NeoMyth.
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Post by Syniphas on Jul 31, 2010 15:29:51 GMT -5
scd still gives you CDDA
i never said anything about ram
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Post by jlf65 on Jul 31, 2010 19:28:17 GMT -5
scd still gives you CDDA i never said anything about ram Exactly. The only way to use the CDDA would be to init the CD from within the cart (either regular cart or NeoMyth). While much of the CD hardware is easy to deal with, the CDROM itself is an incredible pain in the butt. Remember that the SEGA CD isn't a "simple" ATA CDROM or the like - all the low-level control chips are on the SCD mobo, and you have to do every last little low-level bit of work needed for every level of handling a CD. It would be easier to stream audio off the NeoMyth than to try to use CDDA from inside a cart.
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Post by TheMVRules on Aug 1, 2010 10:07:29 GMT -5
For those who want Doom, you could use the MCD to draw some cheap-ass scaled monster sprites.
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Post by Syniphas on Aug 1, 2010 18:11:34 GMT -5
scd still gives you CDDA i never said anything about ram Exactly. The only way to use the CDDA would be to init the CD from within the cart (either regular cart or NeoMyth). While much of the CD hardware is easy to deal with, the CDROM itself is an incredible pain in the butt. Remember that the SEGA CD isn't a "simple" ATA CDROM or the like - all the low-level control chips are on the SCD mobo, and you have to do every last little low-level bit of work needed for every level of handling a CD. It would be easier to stream audio off the NeoMyth than to try to use CDDA from inside a cart. kega fusion doesn't emulate neomyth sorry we can't use your product placement cartridge
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Post by GiGaBiTe on Aug 1, 2010 20:05:55 GMT -5
scd still gives you CDDA i never said anything about ram Exactly. The only way to use the CDDA would be to init the CD from within the cart (either regular cart or NeoMyth). While much of the CD hardware is easy to deal with, the CDROM itself is an incredible pain in the butt. Remember that the SEGA CD isn't a "simple" ATA CDROM or the like - all the low-level control chips are on the SCD mobo, and you have to do every last little low-level bit of work needed for every level of handling a CD. It would be easier to stream audio off the NeoMyth than to try to use CDDA from inside a cart. Unless you plan on having a huge bankswitched ROM, you'd need to use the CD for storing textures, sounds, models and levels. Quake maps range from 1 mb for small levels on up to as high as 16-32 mb for more complex levels. Most maps are in the 4-8 mb range though.
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mic
Moldy Popcorn
Posts: 27
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Post by mic on Aug 2, 2010 0:18:59 GMT -5
Exactly. The only way to use the CDDA would be to init the CD from within the cart (either regular cart or NeoMyth). While much of the CD hardware is easy to deal with, the CDROM itself is an incredible pain in the butt. Remember that the SEGA CD isn't a "simple" ATA CDROM or the like - all the low-level control chips are on the SCD mobo, and you have to do every last little low-level bit of work needed for every level of handling a CD. It would be easier to stream audio off the NeoMyth than to try to use CDDA from inside a cart. kega fusion doesn't emulate neomyth sorry we can't use your product placement cartridge Well, this is supposed to be a port for the 32X, not a port for Kega Fusion. So if he wants to use an available hardware "expansion" that's up to him; it's his project after all. Hell, the 32X itself is a hardware expansion to the MD. Besides: standard 32X cartridges are limited to something like 4MB of ROM. I don't see how that would be enough for this.
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Post by GiGaBiTe on Aug 2, 2010 19:47:48 GMT -5
Besides: standard 32X cartridges are limited to something like 4MB of ROM. I don't see how that would be enough for this. You can use bank switching and get like 8 MB, but that's still not enough for Quake. In other news, I've started the process of porting Doom maps to the Quake engine. I have most of the textures ported over, just need to start on the levels.
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Post by jlf65 on Aug 2, 2010 22:34:02 GMT -5
The idea was to have a Myth version as only the Myth provides the ram and storage needed for Quake. Then someone suggested splitting the game into one level per rom image to play on a "plain" 32X. Those are the choices. The CD isn't a choice because it lacks the memory needed. Period. If you have a Myth for the memory and a CD, you could (theoretically) play CDDA audio as well, but that's a CD IN ADDITION TO THE MYTH, not in place of!
Now if someone makes a cheap ram cart to go with the CD, and I buy one, THEN I'll consider a CD32X version without the Myth.
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