Search found 20 matches

by Optimus
Thu Dec 13, 2018 12:22 am
Forum: Homebrew Development
Topic: OptiDoom 3DO is out!
Replies: 4
Views: 67

Re: OptiDoom 3DO is out!

It's a problem with the additional sounds I mentioned earlier. With big quantity of them more often CD reading occures. It freezes the gameplay. I wrote this in a comments below your video: Music is streamed from CD, but sound effects are all loaded during startup. That's why I stucked at the addin...
by Optimus
Tue Dec 11, 2018 8:18 am
Forum: Homebrew Development
Topic: OptiDoom 3DO is out!
Replies: 4
Views: 67

Re: OptiDoom 3DO is out!

Awesome work! And your idea not to recompile a rezfile for mods is very cool! But also a time consuming to make it. I was extracting the ISO and looked that few resources like the sound fx are not in the Rez. Then I thought "Cool, someone could alter the sounds without the need of recompiling, so t...
by Optimus
Tue Dec 11, 2018 8:12 am
Forum: Homebrew Development
Topic: Russian translation of Pretty Soldier Sailor Moon S
Replies: 6
Views: 167

Re: Russian translation of Pretty Soldier Sailor Moon S

Wait, 3DO was sold in Russia? But from what I see there is a big Russian community around 3DO, a whole forum in Russian and they work on some emulators, tools, etc. I don't know why 3DO was so popular in Russia but that's cool (I only need to visit the Russian forum more often and use google transl...
by Optimus
Sun Dec 09, 2018 7:07 pm
Forum: Homebrew Development
Topic: OptiDoom 3DO is out!
Replies: 4
Views: 67

OptiDoom 3DO is out!

I've finally decided to get back to my experiments with the Doom 3DO source code and actually make an official first release of my port. I have set a deadline till the 25th aniversary of Doom (which is tomorrow :) but couldn't wait till tomorrow that is Monday and I am working :P It's time to just r...
by Optimus
Sat Nov 17, 2018 1:59 am
Forum: Homebrew Development
Topic: How 3D on the 3DO really works... ?
Replies: 17
Views: 2666

Re: How 3D on the 3DO really works... ?

I just released my new video explaining the basics about how the 3DO CEL vectors work out to stretch a bitmap to produce from basic zoomrotating sprites to quad polygons to obscure shapes. There is later some footage on the use of a flag called CCB_MARIA which will disable the texel fill and only re...
by Optimus
Thu Dec 21, 2017 7:54 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

I recently finished making a video which describes how the Doom 3DO wall rendering works, how it overcomes some issues with achieving texture offseting/repeat with 3DOs cel quads which normally don't have texcoords. This was through my investigations with Doom 3DO source code (which I hope to get ba...
by Optimus
Mon Jun 05, 2017 7:37 am
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

We had a private discussion with Versus about my latest updates and so I decided to open the private repository I am working with Doom. It's a bigger archive than the previous one, also with the resource files and tools for signing, etc I use inside. It used to be more like a private repo with exper...
by Optimus
Sun Mar 19, 2017 2:36 am
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

Yes me too, I just did a big level with many enemies, either reject or not, mine doesn't slow down.

I think I might try to compile your code and use your rez to see what's going on.
by Optimus
Sat Mar 18, 2017 7:27 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

Thanks, I finally managed to edit e1m1 as a test and it works. Indeed I had to switch to BSP-Win32 (I didn't even know these options before on Doom Builder) and without this option I had very slow or freezing speed and mistakes like passing through some sectors. Now, I noticed something that may or ...
by Optimus
Thu Mar 16, 2017 8:25 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

Thanks!

It would be useful to have the original resource .txts
by Optimus
Sun Mar 12, 2017 11:44 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

Ok, that's interesting. I might look at the function at some point to see if I can understand what's going on. Couldn't build the rez file properly I think. The wad utility crashes at some maps, so I run the batch files and there are crashes at some moments although it continues. I would have liked ...
by Optimus
Mon Mar 06, 2017 8:50 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

That's interesting, I can't think at first why would that be. Maybe something in specific enemies AI that uses the BSP visibility? I also wonder about the hitscanner attacks of the spidermastermind, however when it's the last enemy and shoots fast, it doesn't go slow. I thought BSP was just used for...
by Optimus
Mon Mar 06, 2017 12:34 am
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

Yes, here it is, I just opened a public bitbucket repository with the code so far. https://bitbucket.org/Optimus6128/3donewprojdoomsource I have a separate bench.c/h with the bar code, then it's used by calling startBenchPeriod and endBenchPeriod between the code part I want to test like in rmain.c ...
by Optimus
Sun Mar 05, 2017 6:27 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

Thanks for the files and all the information. I would love to try get used with the whole process and make some tests soon. Btw,. this is my first video of investigating the performance, and little experiments with lowres floor/wall quality settings I am testing, to see if they improve (they only do...
by Optimus
Fri Mar 03, 2017 11:33 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

If you want to change the flushing value, at threedo.c there is #define CCBTotal 0x200. I have managed to set it to something like 0x1000 and still fits in memory. I also managed to count the CCBs per frame by increasing a counter in every function that adds ccbs, and it can go from 240 to 1500 in w...
by Optimus
Thu Mar 02, 2017 8:11 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 15255

Re: 3DO Doom succesfully compiled (but no way to run it)

I have seen the video, I am not sure why the monsters are so slow, don't know if it's the ram or some other bottleneck. If it was the memory, it would have possibly crashed? Although there is a place in code where it's rendering all the stuff in batches, and when it reaches a certain amount of cels,...
by Optimus
Tue Feb 28, 2017 9:32 pm
Forum: Homebrew Development
Topic: How 3D on the 3DO really works... ?
Replies: 17
Views: 2666

Re: How 3D on the 3DO really works... ?

Btw, the code I posted about memory, won't report anything in Doom. The reason is, another memory manager is used in Burgerlib that cancels the one from the system. But the good news is there is also a function to get the available memory in Burgerlib. And it's much easier. You only need to add two ...
by Optimus
Sun Feb 26, 2017 2:47 pm
Forum: Homebrew Development
Topic: How 3D on the 3DO really works... ?
Replies: 17
Views: 2666

Re: How 3D on the 3DO really works... ?

Welcome aboard, Optimus! I'm adding a new types of monsters and other objects in Doom. I think that at some point RAM became full (some freezes and frequent CD reading occurs). Could you make some kind of progress bar for RAM? It will be very helpful. Now I'm thinking how to use sounds quickly with...
by Optimus
Sat Feb 25, 2017 8:08 pm
Forum: 3DO Main Forum
Topic: Introduce yourself.
Replies: 816
Views: 262014

Re: Introduce yourself.

Hi all, I just managed to subscribe to this forum, so I think it's time to introduce myself. I am a greek guy, currently residing in UK. In my hobby I used to collect retro computers and console, write code for few of them, usually demoscene stuff, although I am more interested for homebrew gamedev ...
by Optimus
Sat Feb 25, 2017 12:02 pm
Forum: Homebrew Development
Topic: How 3D on the 3DO really works... ?
Replies: 17
Views: 2666

Re: How 3D on the 3DO really works... ?

Hello all! I managed to approve my account finally. Thanks for posting the link to my entry btw. It's very exciting for me to come back to 3DO coding. I have few plans for that future. One is to try to understand everything about the Cel structure, make some performance benchmarks I have in mind, an...