ROM Hack GBA Doom wad conversions (open for suggestions!)

  • Thread starter Thread starter Bazooka_Face
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Hi. Thank you for your kind words. I spent a great deal of time altering and merging Wads for an early release of DSDoom. I had a large collection at one point. I may dive into this a bit deeper at some point.

Cheers,
-Another World
 
I spent a great deal of time altering and merging Wads for an early release of DSDoom. I had a large collection at one point.
Nowadays we have DSDoom SVN which gives its best only from SD-slot of a DSi (taking advantage of the greater available RAM): it manages to exploit even relatively complex Doom megawads (e.g. Freedoom 1-2) without issues. However, on DS Phat/Lite it often crashes with the infamous "guru error", due to their limitations we know well.

Anyway, if you manage to convert some Doom vanilla megawads for gba, share it with us, please; Don't you want to keep all the fun just for yourself? Greetings, chief.
Yours truly 😉
 
new updated version of mass extinction. It uses the latest version of the prboom port, which I forked for some qol improvements such as the game not immediately restarting if you are holding in the run button upon death, or the dialogue being shortened to actually fit the screen and not get cut off. Another big change is the music I converted over from pcdoom2. As always, you need to patch the original retail copy of doom 1 with this patch, despite having nothing to do with the code or source of that version. Its just for legal requirements of course.
Post automatically merged:

new updated version of mass extinction. It uses the latest version of the prboom port, which I forked for some qol improvements such as the game not immediately restarting if you are holding in the run button upon death, or the dialogue being shortened to actually fit the screen and not get cut off. Another big change is the music I converted over from pcdoom2. As always, you need to patch the original retail copy of doom 1 with this patch, despite having nothing to do with the code or source of that version. Its just for legal requirements of course.
 

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new updated version of mass extinction. It uses the latest version of the prboom port, which I forked for some qol improvements such as the game not immediately restarting if you are holding in the run button upon death, or the dialogue being shortened to actually fit the screen and not get cut off. Another big change is the music I converted over from pcdoom2. As always, you need to patch the original retail copy of doom 1 with this patch, despite having nothing to do with the code or source of that version. Its just for legal requirements of course.
Post automatically merged:
Do I just patch this against a vanilla DOOM rom?
 
Hi. Thank you for your kind words. I spent a great deal of time altering and merging Wads for an early release of DSDoom. I had a large collection at one point. I may dive into this a bit deeper at some point.

Cheers,
-Another World
Feel free to dm me the wads so I can test them out!
 
Hey Bazooka-Face.

I know, it's been a hot minute again, since you last posted on here, or when there was any action in this thread, in general. I hope you are doing fine!

I was playing 'Doom+Doom II' on Steam, the other day, browsing through some of the mods there (they have such a horrible system on there, to look through, what mods there are), and I noticed several 'Doom64 to Doom (2)' kinda mods.

I was asking myself (and now you) if this is something, that could be possible, for the GBA. I have to admit, that I am too much of a dummy, to really understand anything, in terms of what is possible and what isn't. But as far as I get it, those so called 'Total Conversion Mods' are out of the question – which is understandable, because the GBA couldn't handle those anyhow... and I think it has to be 'compatible' with PR Boom or something.

Anyway, I don't really understand it, but as I scrolled though some of these mods, I wrote 3 of them down, which maybe could be possible. One of them even mentioned, having the maps of Doom64, while staying vanilla compatible.

1.)
The first one and the one which mentioned, that it would stay vanilla compatible is called 'Doom 64 for Doom II' on there. I myself only scrolled through the first 18 pages of those mods. So it has to be among those somewhere.

2.)
Another one was called 'Doom64 for Doom2 + Doom64 Sprites&Sound'. I guess, since this one already sounds like not very vanilla-like, that it would be a No-Go for the GBA.

3.)
A third one, I found, was called 'Doom64 Sprites for Doom II'. As the name implies, these aren't the levels, but only the sprites, as it seems. I don't know, if this would work at all, but maybe it would be possible to replace the weapon models of the GBA Doom, with the ones from Doom64.


Anyway... I hope any of this info was useful and I wish you the best!
 

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