Doom 32X Resurrection

This patch completely replaces the original engine, adding performance improvements and new features, as well as missing levels from the Jaguar port. Multi-region, supports both PAL and NTSC. Smoother yet faithful gameplay. Splitscreen coop and deathmatch modes. New title screen that resembles the Saturn and PlayStation versions. Rendering has been spread across both SH2 processors for better speed. User input is processed at 30FPS, while game logic runs at 15FPS. Low (two pixel modes) 128×144, 128×160, 160×180 and high detail 224×128, 252×144 video modes.

FM Synth soundtrack courtesy of Spoony Bard Selecting between no music, VGM FM music, or playing music from attached Sega CD (requires Sega CD in addition to 32X). Stereo panning for game sounds. Save ram support - keeps track of finished levels, health, armor, weapons and ammo - eight save slots as well as an auto-save at the end of each level. Includes levels that were omitted from the original release. Restores sprite directions from the Jaguar version as well as in-fighting between monsters. Level fixes courtesy of Wavy. Spectres look the way they did in the original PC version. Jaguar Doom HUD assets. Three drawing modes: the regular sector based lighting (although it’s better than the original Doom 32X in that sprites also use this lighting, no more 100% bright sprites!), “potato” mode which doesn’t texture floors or ceilings for slightly better speed, or the original Doom fading light rendering (which is just a smidgen slower and looks a little muddy given the fifteen bit palette of the 32X). ‘Always run’ option. Support for three-button and six-button pads, as well as the Sega mouse. You can choose how to map the primary three buttons in the menu. Verified as working on Kega Fusion 3.64, a Model 2 Genesis + Model 2 CD + launch 32X, a CDX + 32X, with a NeoFlash NeoMyth MD and the V1 Mega EverDrive, and also with Mega EverDrive Pro. Changes in v1.4: Added splitscreen coop and deathmatch modes. Fixed sounds effects being in mono on real hardware. Memory and CPU optimizations. Changed 240p PAL mode to use letter-boxing instead of vertical stretching. Pressing START button during the finale screen restarts the game now. CREDITS Resurrection Programming: Victor Luchits, Joseph Fenton Music: Spoony Bard https://www.patreon.com/SpoonyBard
Level fixes: Wavy Additional support: MatteusBeus, TrekkiesUnite118, Barone Calico DOOM Programming and reverse engineering: James Haley Additional code: Samuel Villarreal, Rebecca Heineman Special thanks id Software Songbird Productions RetroRGB

Comments

Popular posts from this blog

Amstrad CPC 8-bit exclusive games

AMSTRAD CPC - TO SCROLL OR NOT TO SCROLL

Donkey kong Jr - Zx Spectrum