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6172251 No.6172251 [Reply] [Original]

Does /vr/ like the snes port of doom?

>> No.6172258

>>6172251
It was my first experience with Doom, and it was shit.

>> No.6172263

>>6172258
Same, but as a kid I thought it was really good and impressive. Also found it somewhat scary. It's perhaps one of the more technically impressive titles on SNES. Compare it to the first person level of Toy Story (another impressive title) or Jurassic Park when you go inside the buildings retrieving eggs. Doom runs better, looks better, and was more full screen than the rest.

>> No.6172268

>>6172263
Impressive how many times I said impressive in this post. I realized I actually played it on my Pentium computer first, but only had the shareware version (first chapter) which I thought was the full game, so the SNES one seemed to have more content. I realize that is not the case, but hey.

>> No.6172269

Nah as far as console ports go, PSX Doom or bust

>> No.6172276

>>6172251
It's actually one of the worst ports of Doom 1, even for its era. Jaguar, Playstation and Saturn had better ports and nowadays you can run Ultimate Doom on anything so unless you really want to play it on the SNES you're better off using engines like (G)Zdoom, Chocolate or Zandronum on any sort of modern PC.

>> No.6172287

>>6172251
It was an incredible port considering the Snes' hardware, but of course it pales compared with the original DOS version and such. Still, not a bad port, and it still can give you lots of fun.

>> No.6172478

>>6172251
It's impressive. Not a port in the normal sense, in that the guy who cobbled it together wrote an all new engine specifically for the SNES (which together with a SuperFX chip, would be the only way to put a game like this on SNES).

The graphics are low res and crunchy, the audio is lower quality (though the music doesn't sound bad), basically all behavior in the game is awkward and different, monsters animate at a constant rate, which makes them attack faster. The monsters are deaf as this version lacks any sound propagation, but there's no rotations so you can never ambush them anyway. No infighting, no circlestrafing.
Levels are truncated to fit and function.

Ultimately, it's playable, the 3DO version has better graphics and sound, but suffers horrendous slowdown at any time, and I'd say this is better.
A SNES to hook up to your TV which you already owned (or you already owned the SNES), would mean this would be a cheap way to get into Doom, rather than buying a PC or some of the competing consoles.
The Sega 32X port has better and clearer graphics, better sound, a very consistent and smooth framerate, and way better controls, but has dogshit music, lacks many levels, and has none of the big bosses. It was also a more expensive buy-in, as the 32X addon was initially very pricey (and of questionable value, due to its small library).

>> No.6172525

>>6172251
bought it when it came out, I thought it was amazing that the little SNES could do anything approximating an FPS

>> No.6172551
File: 299 KB, 845x464, 1369333027034.png [View same] [iqdb] [saucenao] [google]
6172551

>>6172251
Really cool novelty, but it sucks.

>> No.6172667

>>6172551
too bad hes not using the japanese version for better frame rate.

>> No.6172690 [DELETED] 

The framerate and controls are so bad that you can die from not being able to 180 during a trap room lol.

>> No.6172698

The framerate and controls are so bad that you can die before even being able to turn around to trap-room hitscanners from behind you because the frames are going so slow lol.

>> No.6172702

>>6172269
As much as I like ps1 doom, it's not the best anymore.
http://www.romhacking.net/hacks/4899/

>> No.6172745
File: 32 KB, 300x400, Doom-Sony-PlayStation-1-1995-Complete-Longbox.jpg [View same] [iqdb] [saucenao] [google]
6172745

PS1 version is the absolute best console port. Better lighting and it has the dope N64 sound effects for the guns.

>> No.6172761

>>6172745
Bethesda has actually been patching up the ports they recently released, so they're actually not bad now. They were in a very sorry state on release, but they've fixed most of the problems.

Of course, the Playstation ports actually have a lot of their own things going for them which you won't find in the regular game, and then you have Doom 64, which is outright a new game.

>> No.6172779

As bad as it is, it is still fun. That is just a testament to how good doom is you can strip away a lot but if the the core gameplay is mostly intact it can still be a fun experience. I expected total garbage but I actually found myself having a little fun.

>> No.6172812

>>6172702
>http://www.romhacking.net/hacks/4899/

GBA is cute, but I don't want to play Doom at that resolution.

>> No.6172815

rare footage of a GBA port actually being better

https://www.youtube.com/watch?time_continue=126&v=_TGoI6_AqBg&feature=emb_logo

>> No.6172816
File: 1.35 MB, 1920x1080, Screenshot_Doom_20200108_150529.png [View same] [iqdb] [saucenao] [google]
6172816

[Insert PC joke here]

>> No.6172853

>>6172551
>a SNES
>a

>> No.6172859

No it's awful. I had a better experience running doom on an ipod video from 2005

>> No.6172972

>>6172251
It's a neat technical curiosity but even my childbrain knew it was shit.

>> No.6173056

>>6172551
I been looking for this! Source the clip pls my mans

>> No.6173064

>>6173056
Geimu Center shee exsu in the USA
Internet Archive

>> No.6173186

>>6172853
a Super Nintendo Entertainment System

Sounds correct to me.

>> No.6173272

It's impressive that they got it working on such limited hardware, but it's not a version you would actually want to play. It's more or less a tech demo.

>> No.6173470

>>6172251
If DOS was too weak to display proper smooth scrolling, how the fuck could it run DOOM better than the SNES, which was ripe with side scrollers?

>> No.6173516

It's an interesting experience if you consider it a SNES novelty rather than a contender proper for Doom ports.
There were maybe half a dozen 3D action games period on gen4 consoles, so it gets a big thumbs up for attempting that. Again, as a port it's pretty rough though, single-angle enemies (backwards rockets for jeez sake) and no flat textures.

>> No.6173538

>>6172251
Fuck no

>> No.6173542

>>6172269
Yes, I liked Playstation Doom and I still play it once in a while.

>> No.6173564

>>6173470
anon, by the time doom was out pc programmers already figured out much more than just smooth scrolling.

>> No.6173619

>>6172276
Aren't all ports the Jaguar port? Which in and of itself, is a pretty shitty port?

>> No.6173668

>>6173619
the only real flaw of the jaguar port is not having music during gameplay, it runs fine and the quantity of levels is ok.
well it lacks the bosses, but is not like they are all that special anyways.

>> No.6173672

>>6173619
ah, and forgot to add that the snes port isn't based on the jaguar port at all.
snes is based on pc and has the bosses.

>> No.6173674

>>6172251
it was programmed by a woman
no wonder it is absolute garbage

>> No.6173716

>>6173674
You're confusing it with the 3DO port, and that wasn't developed by a woman, but rather by a "woman", if you catch my drift.

>> No.6173726

>>6172251
credit where credit is due, for how shit a port it was, it was done by, what, two guys and a wife, and actually had PC accurate maps compared to every single other port to consoles. if someone could do for the SNES what that one guy did for the GBA doom, it's probably possible if you had either a decompressor or the biggest cart size possible to make a much better port

>> No.6173748

>>6172251
It has a lot more textures than the jaguar and 32x ports.

>> No.6173791

>>6173726
I don't think is possible.
the gba patch literally transforms the retail rom into prboom and I don't think prboom can be squeezed anymore to fit in the snes.

>> No.6173829

>>6172251
I always tell my brother who has 20/20 vision that Doom snes is what it's like for me when I'm not wearing corrective lenses. Game is so damn blurry, but it's still impressive that it works as a snes cartridge.

>> No.6173836

>>6172276
>one of the worst ports of Doom 1
Whats the worst? 3DO?

>> No.6173839

>>6172761
DoomEX is phenomenal.

>> No.6173841

>>6173836
Saturn Doom can run worse than SNES and 3DO at times

>> No.6173858

>>6173791
If that's true then far as I can tell the patched / rebuilt version of Doom is about 12.7MB. Tales of Phantasia and Star Ocean go up to only 6MB, but in the latter's case they used a decompressor so it was theoretically "cheating" the storage size I believe. So the only way a SNES game could do that sort of thing would require double the cart size or similar decompressor methods for toning down the size of that prboom and the wad data. Maybe theoretical on homebrew and ran via emulator, SD2SNES or an Everdrive, but not possible with natural cartridge hardware straight up unless you just outright create a larger cartridge storage space than anything commercially sold.

>> No.6173859

>>6172258
First time I ever played DOOM. I thought it was awesome until I was a bit older and played Ultimate DOOM on the PS1.

>> No.6173867
File: 507 KB, 1280x1089, 1462755712852568.jpg [View same] [iqdb] [saucenao] [google]
6173867

>>6173841
R8

1. PC
2. PSX
3. 64
4. GBA
5. Jaguar
6.32X
7.SNES
8. 3DO
9. Printer
10. Camera
11. Saturn

>> No.6173872

>>6173867
Doom 64 is a different game, so I wouldn't even include it.

>> No.6173884

>>6173867
64 is a different campaign, take it out.
move snes over 32x. as bad as the performance is, it's still playable and it has more levels and more accurate and the bosses are present.

>> No.6173892

>>6172251
It's terrible, but I love that red cartridge.

>> No.6173894
File: 1.97 MB, 380x285, 1498472539231.gif [View same] [iqdb] [saucenao] [google]
6173894

I replayed Doom on the SNES about a year ago for the first time since I was a kid. Nostalgia goggles are real, /vr/.

>mfw

>> No.6174081
File: 74 KB, 3120x2080, Doom (USA, Europe)-200202-025851.png [View same] [iqdb] [saucenao] [google]
6174081

>when a handheld a decade later may be uglier but outspecs you with the right source port

>> No.6174115

>>6173836
3DO port did have the best OST of the time though, since the dev was more of a musician than a programmer.

>> No.6174132

>>6172251
That was how you got Starfox 2 on a cartridge back in the day without destroying a Yoshi's Island.

>> No.6174342

It was the first time I played Doom, because I stumbled upon it on ZSNES early in the millenium, after reading about the 32X and Jaguar ports on an imported CVG magazine.
It looks rough on anything but a small CRT, it has limitations but it's playable and very impressive. I played a lot of it and then bought the GBA ports.

>> No.6174373

>>6172251
Yes because avgn told me it was good

>> No.6174641

>>6173619
Not quite.

The Jaguar was the first console to have a port of Doom, and a lot of the later ports are based on it, but not all of them. The 32X port was based on the port they did to Jaguar, as was even the Playstation and Saturn ports, I'm sure, and definitely the 3DO port, as well as the first GBA port. I'm unsure of if the N64 port was based on this code, but it might be.

The SNES port is an all new engine custom made for running on the SNES with a SuperFX chip, the so called "Reality Engine". Likewise, the GBA port of Doom 2 was actually an engine custom made for playing first person shooters on the GBA, called the "Southpaw Engine", and though it mostly does a good job replicating the gameplay (and overall is a surprisingly complete port), it does differ at points, and some of it has to do with the engine, the AI is for instance rather nearsighted and has short memory.

The later XBox port, and then the much later XBox360 and PS3 ports I'm pretty sure aren't based on the Jaguar structure.

>> No.6174657

>>6173668
Yeah, it's not that bad. Still lacks some content, but the performance is consistent and good.

I'm in no way an expert on the Jaguar's hardware (I'll welcome someone who is to put it better than me), but the way I've had it explained to me is that it was just kinda sorta a 64-bit system by having multiple different processors "adding up to 64-bit" (which kind of sounds like a bullshit marketing thing actually), and the idea was that each of them would have their assigned purposes, which in theory could be really powerful and capable, but in practice was apparently very difficult to develop for, which is why a lot of the games for the Jaguar mostly looked and played like any other typical 16-bit console games you'd see at those times.

John Carmack is a smart dude, and was one of the people who did figure out how to get some of the potential performance out of the machine.The part of the Jaguar which would be handling playing the music is actually busy handling collision detection code and what not, which is why there's no music during gameplay. It's a tradeoff for good performance and gameplay. As AVGN once said, "Just put on some Slayer and you're good to go."

I imagine that maybe with the Jaguar CD attachment, you could have theoretically had a recorded soundtrack, as well as being able to fit all the missing content, but the Jaguar CD, besides being a commercial flop which you had to attach onto a commercial flop to use, was a poorly manufactured piece of electronics, there's tolerance issues which affects the CD motor's ability to run like it should (and it wasn't unusual for the motor to bust itself trying to run, bricking the addon), as well as the contacts not always properly connecting to the Jaguar console itself.

>> No.6174665

>>6173674
>>6173716
The 3DO port was, in the programmer's own words (whether you believe it or not), a crazy rushed 10 week contractual obligation. Also he was still known as Burger Bill at the time.

>> No.6174785

>>6173470
It wasn't "DOS was too weak for smooth scrolling" (DOS isn't hardware), it was the specific computers at the time which couldn't, but John Carmack devised a clever piece of optimization which allowed you to do smooth scrolling on such hardware, which nobody else had done until then.
Wasn't as perfectly smooth as on the NES, but it was still damn good for the machines at the time, you could actually do a typical sidescrolling platformer on a home computer that way (particularly given that Carmack intentionally didn't patent the routine, meaning anyone could use it).

Just a year or so later, look at Wolfenstein 3D, it renders walls, but only at 90 degrees with no height or light variation, the floor and ceiling are simply solid colors. It's a simple raycaster renderer.
Looking at Doom, it's 1993, and the 386 computers which were hot shit in 1990 (and which iD developed Commander Keen on) were now barely powerful enough to run Doom, you would need to shrink your screen size some and run it in low detail mode to have a decent framerate.
Even on a better 486 computer, you're probably still not running it with the max screen size if you want consistently good framerate.

The reason Doom also could run on these kinds of computers was because it was ridiculously optimized, by the use of binary space partitioning, you would generate a BSP tree of the level and then package it with it. Each map has its own pre-generated BSP tree, and on the fly it divides up the visplanes to *only* render what is actually in your line of sight, so the computer doesn't waste time rendering what you can't see, something which nobody else had really successfully done with a 3D game at that point in time.

https://www.youtube.com/watch?v=8VqLqbwjn8M

The 286 computer you played Commander Keen on would not have a chance in hell of running Doom. The method Keen used for scrolling and the method Doom used for a three dimensional world are not at all comparable in power and scope.

>> No.6174963

>>6173884
Hard disagree. The 32X version plays way better and doesn't look and run like ass. I don't care how many levels the SNES version has, it's a fucking pain to get through all of it.

>> No.6174969

>>6172251
It was shit, but I actually own the cart. I kind of wonder if the SNES port couldn't be overclocked in some way to make it run well, like those FX upscale things or how Starfox can be speed up with that one emulator. There's no reason to do this, but it would be an interesting project.

>> No.6174987

>>6173884
>>6174963
I would say the pros and cons of each kind of make the 32X port and SNES port sort of even.
Performance, control, and sound effects, or content and good music.

>> No.6175013

>>6172251
It's an interesting port at the very least. One of the few games that used the SFX chip, and is genuinely the worst way to play Doom.

>> No.6175028

>>6175013
>and is genuinely the worst way to play Doom.
That'll still fall between the 3DO port and Saturn port, given the very poor performance and frequent slowdown.

>> No.6175050

>>6172745
https://www.youtube.com/watch?v=7FmWSy1tdV0
Makes me wish Quake got similar treatment.

>> No.6175060

>>6175050
Quake was kind of already there with that styling, though they released it on Saturn and N64, the PS1 port was never released because no publisher was interested in picking it up for some reason, even if it ran just fine and would probably have made some good sales.

>> No.6175068
File: 1.09 MB, 2560x1920, Doom.jpg [View same] [iqdb] [saucenao] [google]
6175068

Yes

>> No.6175198

>>6173064
post link pls :)

>> No.6175214

>>6173064
torrent plz!

>> No.6175228

For all its faults, that snes soundtrack was KILLER
https://youtu.be/s-o1_i6KKvs

>> No.6175239

>>6175228
a shame the gameplay is garbage!
and the game is a pixelated shit fest!
almost unplayable!
https://www.youtube.com/watch?v=j6-beSWGoMY

>> No.6175537

>>6175228
Don't have shit on the 3DO version, which was otherwise an even worse port.
https://www.youtube.com/watch?v=AjEx292Ph8M

>> No.6175550

>>6172251
God Tier:
Jaguar

High Tier:
32X

Mid Tier:
PSX

Low Tier:
Saturn

Bottom Tier:
3DO

Shit Tier:
SNES

>> No.6175589

>>6175550
>bottom of the barrel:
>this anon

>> No.6175640

>>6172251
It was good.

>> No.6175765

>>6175550
>Jaguar and 32X port
>above PSX port
Why?

>> No.6175770

>>6175550
Fuck no

*****
PS1
old PSN/XBLA

****
Xbox
Doom 3 BFG
new Unity ports

***
GBA
Jaguar
32X

**
SNES

*
3DO
Saturn

>> No.6175775

>>6175050
>Makes me wish Quake got similar treatment.
But it DID, see Quake 64

>> No.6175786

>>6172251
Fun fact: This version of DOOM actually had online play via XBAND.

>> No.6175798

>>6175786
A couple of the console ports did. I think the Jaguar and 32X ports supported XBand as well.

>> No.6175906

>>6175798
PS1 doom could do lan play via the parallel port
https://www.youtube.com/watch?v=6_Sn6d51HDM

>> No.6175927

>>6175770
Didn't the new ports get a patch that fixed them? From what I've heard they're top tier now

>> No.6175940

>>6175775
Ehhhhh yeah, I guess. Would have been better if it was Quake and the expansion packs.

>> No.6175961

>>6175927
they would, if you didn't needed to sell your soul to bethesda to download the addons.

>> No.6175990

>>6175927
They fixed them up pretty well as I saw.

>>6175961
Aren't they free? TNT, Plutonia, No Rest For The Living, even Sigil (sans Buckethead), I think you could just go grab them without paying.

>> No.6176002

>>6175990
free or not, you still need a bethesda account.
otherwise, it's pretty cool that they actually fixed them and went the extra mile.
my only problem is that you can't go back to 35fps. 60fps feels wrong.

>> No.6176008

>>6176002
>you still need a bethesda account
Make a throwaway e-mail account, there's services for that.

>> No.6176035

>>6175927
They're still censored. Not stupid pill markings anymore, but the crosses became green, and although the ss nazi enemies have been restored on Doom 2 secret levels, the Nazi imagery is still not present.

>>6175940
Or it could be like Quake 2 64, with an entirely different campaign exclusive for the port, and also has Aubrey Hodges atmospheric soundtrack.

>> No.6176081

>>6176035
>Not stupid pill markings anymore, but the crosses became green
I don't think the Red Cross is ever gonna buckle on that any time soon, so I think that's about the best we can get for now.

>> No.6176272

>>6172745
anything different from original gun sounds is literal fucking garbage. this is the only reason why doom on ps1 fuckin sucked.

>> No.6176354

>>6176081
can't believe they couldn't afford to get the rights to swastikas, are Hitler's descendants really that jewy?

>> No.6176369

>>6173516
>backwards rockets
>no flat textures
Doom noob here. Could you spell out what these mean?

>> No.6176692

>>6176369
I don't remember the which it was, but as they removed rotations, rocket projectiles no longer have any graphic but one, you won't see a sideways rocket or anything.
I think it was either the back of the rocket or the front of the rocket which was left, meaning either you'd see the back of the rocket coming towards you when the Cyberdemon shoots at you, or you'd see the front of the rocket when shooting it at enemies (it shouldn't have been hard to make an exception with just one small extra sprite, you'd think).
The 32X port had the rockets facing you as you fired them, flying out backwards, as this port also has no rotations, but there's no Cyberdemon in this port, so it's not like you'll ever get incoming rockets (well, maybe if there was X-Band support, but JFC, priorities). The 32X port is a little bit rushed.

'Flats' is what the Doom engine calls floor and ceiling textures, they're always 64x64 and are a separate graphic set from wall textures. In the SNES port, rendering flats was excluded, instead a floor or ceiling surface is just a solid color with a gradient shade applied to it (so the only textured surfaces it ever renders is the walls, and I guess the sky), and the colors are switched at times to represent damaging slime floors and such. Not having to render floors or ceilings is a massive saving in rendering time, which was critical for this port to be possible, along with the added power of the SuperFX chip and the new engine tailored for the SNES and chip.

>> No.6176697

>>6176354
They're very protective of his branding, people think it's Disney trying to hold on to Mickey Mouse which is artificially stretching copyright statutes, but in reality it's the Hitlers, very rich, very powerful lawyers.

>> No.6177218

>>6172251
was the first way i ever played doom, saw it listed in zsnes after my brother pirated it all. iwas blown the fuck away. was scared shitless. the crazy thing is i dont even remember things like how theres an icon for the gun you have out. i went back recently and god damn is that a shitty port. but to be honest back in the day i bet it was fucking awesome. hell, (no pun intended) back in the day it WAS fucking awesome.

>> No.6177291

>>6174969
Yes, but also no.
People have put faster oscillators in their SFX based game carts which results in a fairly substantial overclock.
Also, with the mister or sd2snes there's an option to relax the timing of the chip so that it doesn't simulate a real one but an idealised one which again results in a substantial effective overclock.
BUT
The framerate is mostly to do with trying to transfer the framebuffer from the SFX memory to the VRAM. The Super GameBoy basically demonstrates damn near the absolute limit of the SNES cart -> VRAM transfer and that's just 160x140 2bit.

So people have done it and there's non-invasive ways you could try it yourself but it doesn't help all that much. It's a hard limit of the SNES, and there's nothing you can do about it.

>> No.6177501

>>6172263
>>6172276
Why Wolfenstein 3D SNES run perfect 60fps speed while Doom can’t?

>> No.6177504

>>6173867
32x fart rip music

>> No.6177551

>>6177501
>Wolfenstein 3D SNES
>perfect 60fps speed
Are you fucking high?

>> No.6177575

>>6177501
https://youtu.be/Upr-KNWeZjs?t=945
Wolfenstein 3D dips frequently on the SNES, but consider that this port:
A, Utilizes Binary Space Partitioning (the first game to ever do so, in fact).
B, A lot of the graphics are scaled down.
C, There's FAR less textured surfaces to render, and FAR simpler geometry, there's no height differences to account for at any point.

>> No.6177697

>>6176692
>I don't remember the which it was, but as they removed rotations, rocket projectiles no longer have any graphic but one, you won't see a sideways rocket or anything.
>I think it was either the back of the rocket or the front of the rocket which was left, meaning either you'd see the back of the rocket coming towards you when the Cyberdemon shoots at you, or you'd see the front of the rocket when shooting it at enemies (it shouldn't have been hard to make an exception with just one small extra sprite, you'd think).
>The 32X port had the rockets facing you as you fired them, flying out backwards, as this port also has no rotations, but there's no Cyberdemon in this port, so it's not like you'll ever get incoming rockets (well, maybe if there was X-Band support, but JFC, priorities). The 32X port is a little bit rushed.
Wow. (And thanks.)

>> No.6177716

>>6172667
>>6173056
He didn't actually play it, when he tried it the cart wouldn't work so they just tried a different game.

>> No.6177718

>>6173674
>>6173716
It was programmed by a man

>> No.6178140

>>6173470
raytracing

>> No.6178164

>>6175550
all of the console ports are shit because the textures are too bland and repetitive, which I'm surprised nobody mentions. For some reason people only talk about the music/monster/level changes.

>> No.6178180

>>6172251
I really wanted to like it, and I love basic pared down ports which barely function compared to their source material. I love Race Drivin' for Gameboy, Contra: Alien Wars for Gameboy, Doom for Gameboy Advance, Quake for N64, etc ...

... But this game just doesn't work. It's not just the framerate.

- You can't strafe while turning, despite the fact that the strafing buttons are L and R
- The monsters are missing frames, but their actions are tied to their frames, and therefore all of the monsters move more quickly
- All of the weapons work differently, and the shotgun (ie, the staple weapon of the entire game) is significantly less useful
- Despite what I said above, the framerate is terrible
- The monsters always face you.

Most importantly, all these issues compound. The monsters are artificially fast, the player is artificially slow, and his weapons are worse. The prevents Doom from being the fast, fluid game it's meant to be. Move and aiming is such a chore that the game retains nothing of its charm.

>> No.6178184

>>6172702

Holy fuck anon, you just made my whole year.

>> No.6178193

>>6173716
:/

>> No.6178219

>>6175798
Wait, the Jag port did, but the 32X port didn't.

>> No.6178221

>>6173867

Solid tier list

>> No.6178230

>>6178140
Did SNES Doom use ray tracing?

>> No.6179742
File: 190 KB, 640x449, super mario world 1.jpg [View same] [iqdb] [saucenao] [google]
6179742

The SNES version is much more superior than the PC version.

End of thread.

>> No.6179827

>>6178164
The texture choices are less varied in most of them, but the Playstation ports gets by on going for a darker and grungier aesthetic in general, so it almost fits.
The N64 port has its own texture set and also goes for a darker aesthetic.

>> No.6179906

>>6179827
...so dark that you need to crank the brightness to maximum even on crt.

>> No.6179947

>>6173884
>move snes over 32x.
You're wrong, and here's why

https://www.youtube.com/watch?v=yo2olJd55dI

>> No.6179953

>>6179906
Nah, just turn off the lights and cover the windows. It's more atmospheric that way.

>>6179947
He does make valid points, the lack of bosses really takes away from the experience on 32X.

The music is shit, but you can fix that with the Jaguar method; turn off the music in options and then put on a metal record in the background (or maybe put on the soundtrack from the GBA ports, it's fittingly "crunchy" sounding), and otherwise it's way more playable with better performance and controls, but the game ends on E2M9, which is perhaps the most boring wimper of a climax possible.

>> No.6180830

>>6179953
32x Version is definitely flawed, but the fundamental gameplay is intact which matters much more than feature completeness.

>> No.6180908

>>6180830
I really see why you say that, because when I sit down and play that version, it is fun, it plays like it should, it has good performance, the controls are good (it even has E2M2 and E2M7, two of my favorite Doom 1 levels, which the SNES version doesn't), but at the same time it also just ends so abruptly, when I'm having so much fun.
It blueballs me, is the thing.

>> No.6181000

>>6180908

My favorite console port is honestly the GBA port. It's simple and quick, and most importantly fluid. Controls aside, though, it's very similar to the Jaguar port, with all the flaws involved.

The PSX port is wonderful, except the PSX custom levels are so shitty. It's this huge interruption every time you're playing.

>> No.6181039

>>6181000
I actually really like the GBA ports too, particularly because the SP fits so snugly in my pocket, and if I'm away from home somewhere, and bored, I can sit down and play some Doom.
It's not 100% kosher Doom, but it's close enough that it's still really fun and engaging.

Speaking of which, someone cooked up some homebrew port of PrBoom, which is supposed to run on GBA, and I really wonder how well it works.

>> No.6181065

>>6181039
I just tried it out tonight. It’s great, but flawed.

The controls are a bit more sensitive than GBA Doom, and the framerate is a lot more variable. The enemy and text scaling is also more true to the original, which makes it a bit harder to see on the GBA screen. In this sense, it’s debatable if it’s better than Doom GBA.

But, I’ve only gotten through episode one, so it’s just a tentative conclusion.

>> No.6181076

The playstation version was my favorite, the weapons sounds were considerably better than the pc version. When I play on pc I use the playstation version's weapon sounds & soundtrack.

>> No.6181083

>>6181065
Damn, I was wondering if maybe I could be rolling with Final Doom in my pocket, but if it chugs on E1, maybe it's not all it's cracked out to be.

>> No.6181134

>>6181083

Yeah, even the romhacking page specifies that “Thy Flesh Consumed” is mostly unplayable. But, the authors aren’t finished working on this, so maybe there are more performance improvements to be made.

>> No.6181147

>>6181134
Gee, what more could you even do? Binary space partition the binary space partitioning?
The GBA always chugged on first person shooters I supposed.

>> No.6181164

>>6181083
performance isn't that bad, take a look:
https://files.catbox.moe/vw9jtj.mp4

that anon is exaggerating a little. it shrugs in more packed areas, but not that hard.
it's perfectly playable and honestly much more playable than retail.

>> No.6181254

>>6181164
That's not bad actually. Screen looks like it's rendering in low detail mode, but for portable that's a concession I'm willing to make (maybe with a screen size lower it'll run smoother).
I don't suppose there's any way to make it play the music like an SC-55?

>> No.6181359

>>6181254
if you are willing to convert the midis to impulsetracker using the sc55 soundfont AND reducing the polyphony of the tracks to 6 maximum. go ahead.

I actually bit the bullet and did the music conversion and sent them to the author of the patch because the music he was using was awful.
it was this chiptune shit.
https://www.doomworld.com/idgames/music/chipdoom

tried to do it with the sc55 soundfont I have and the file sizes was too large.
also tried with the jaguar soundfont but same result.
I didn't even bothered trying arachno.
maybe it can be done if you reduce the quality of the samples since gba can't output at 44.100hz 16bit as the samples are. but I'm already satisfied with how it sounds with the windows soundfont.

>> No.6181370

It's impressive technologically and a novelty but it's a piece of shit.

>> No.6181746

>>6181359
Well, what about just straight up the soundfont from the original GBA ports? They actually do sound pretty good.

>> No.6181873

>>6181164
I’ll try episode 2 tonight. The other thing that might help is leaving “always run” off, and selectively running to give me more control on my turning speed.

I hit the first two levels of episode 2 this morning, and they felt smoother than I remembered last night.

>> No.6182672

>>6172745
I want to love this port, but the shitty ambient sounds instead of the metal soundtrack of the original killed this port for me

>> No.6182685

>>6182672
I never understood why people liked the PSX/64 soundtrack so much, it's really boring and samey, the original iwads have much better music.
I guess it's like with the 32X or even the Jaguar, put on some other music in the background instead, because it's still good.

>> No.6182785

>>6182685
Some people hate the 90s rock. The same ambient music (Aubrey Hodges and everything) made it into the quake port, which fits the game better.

Personally, I love it, and it seems they split the difference with Doom 2016

>> No.6182814

>>6172251
If by "like" it you mean, made me think it was an unplayable mess until I tried the PC version? Then yes.

>> No.6182836

>>6182672
>>6182685
>Not modding the PSX/N64 soundtrack into PC Doom
I’m not much of a rock or metal guy so I suppose that explains why I like it so much.

>> No.6182843

>>6172268
Don't tell me it was a Pentium 233

>> No.6182937

>>6182672

I think the ambient music is a nice change of pace, but I definitely like the original Doom soundtrack better.

What I can't figure out is why the changed the weapon & monster sounds too. They were so much better in the original doom.

Also, the custom PSX levels suck, and they're the worst part of any playthrough.

>> No.6183180
File: 258 KB, 640x480, doom15.png [View same] [iqdb] [saucenao] [google]
6183180

>>6182785
I like ambient, but I just don't like the way Aubrey Hodges does it, Trent Reznor's ambient music for Quake is leagues better, it has much more variety as well as some actual melodies.
For that matter I just think Doom's original mix of slow atmospheric tunes and fast rock tracks works great for the game, E2M6 has this ominous and evil sounding tension track which is just perfect for the shadowy wood panel maze, with all the monsters stalking you in the dark, some which could tear you apart in a few seconds if they corner you.

https://youtu.be/6fOrqHpU_9Y

>> No.6183571

>>6175228
>>6175537
These are great tracks and all, but you can't judge a game on one aspect. It's got to be all.

>> No.6183980
File: 3.46 MB, 4000x3000, IMG_20200202_080216.jpg [View same] [iqdb] [saucenao] [google]
6183980

>>6172702
I'm playing this One, also 2 on N64

https://www.doomworld.com/forum/topic/69538-64doom-classic-doom-on-n64/

>> No.6184032

>>6172853
retard

>> No.6185886

>>6172251
nay. it sucked. so did the Sega 32X version. a scrappy "business" PC from the mid-90s could play DOOM better.

>> No.6186230

>>6181147
Anon, I ended up playing through episode 3, and I think I’ve changed my mind.

- the controls are good, but simply have a different sensitivity than GBA Doom. So, it’s just a matter of getting used to them.

- The frame rate is overall better than GBA Doom. It tanks in different areas than GBA Doom, which initially stood out to me as a problem, but it’s clear that the overall package is smoother.
- it’s so awesome having the proper soundtrack.

The only real downside is that the save feature doesn’t function, which means you need to block out 30 minutes to an hour to get through each episode.

>> No.6187030

>>6186230
Buh. Well, maybe they'll improve on it.

Also, maybe one could very slightly alter the iwads so that they're a bit less taxing on the GBA. Yeah, it'd be illegal to redistribute, but so is redistributing the iwads anyway.
Mostly I'm thinking some visplane blockers here and there, and maybe the occasional simplified architecture.

>> No.6187098

>>6186230
>the save feature doesn’t function
it does on my ez flash iv but doesn't on emulator.
the author of the patch forgot to add the "keyword" (look up how gba determines save type) so emulators know that the game does indeed save.
try applying this patch I just made to a 1.4 patched rom.
https://anonfile.com/deD0J9W8nc/GBADoom-savefix_ips

>> No.6187137

>>6172251
>Playing fps on consoles
I can never understand this

>> No.6187206

>>6187137
It's not hard.

>> No.6187232

>>6187098

Didn't work for me, but I'm on an everdrive. all the same, appreciate the effort anon.

>> No.6187240

>>6187137
If you already had a console at the time, it was cheaper than buying a computer to play Doom.
Also some of the ports had good controls, like the 32X and PSX ones.

>> No.6187250

>>6172478
Fun fact;

That same engine was re-used for the Saturn port of Duke Nukem 3D.

>> No.6189556

>>6187250
Huh, that explains that.

>> No.6191804

>>6172251
no, but the music was pretty great

>> No.6191834
File: 109 KB, 672x287, 2020-02-09_20-50-58.png [View same] [iqdb] [saucenao] [google]
6191834

>>6172251
Spiciest meme right here

>> No.6193201

>>6191834
i don't like it cause they are by the same company
i read counter-quake and i thinks that betters

>> No.6193205

Not a great port of Doom, but it certainly isn't the worst one out there.

>> No.6193386

>>6191834
Did you mean to post in that thread?