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

  • Thread starter Thread starter Bazooka_Face
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For what it's worth that's impressive seeing Doom64 converted into a kind of working (due to instability-crashes) way on GBA. It's the real true Doom 3 and a fantastic game.
 
Hi, could you @Bazooka_Face please upload an XDelta file for Doom 1 for GBA (based on 2.7, last gbadoom version), Ultimate Doom, with improved performance?
Do you think Doom 2 would need an upgrade like this? Do you have an xDelta for Doom 2 too? Or is the one in this link enough?
https://www.romhacking.net/hacks/3666/
Have you considered uploading your Wolfenstein 3D, Serious Sam, and other mods to romhacking.net?
Or do you have a collection of your latest xdelta games with enhancements over the vanilla experience of these GBA FPS games? Sorry for being so intense. But I'm your fan 😁
Bazooka_Face has already made a xdelta file for gba doom 1 with based on a dehacked fork which is better performance than 2.7 and has z depth lighting restored .
 

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Bazooka_Face has already made a xdelta file for gba doom 1 with based on a dehacked fork which is better performance than 2.7 and has z depth lighting restored .
Thanks 🤗
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The patch works perfectly in emulators, but I cannot get the patched ROM to run on my Nintendo 2DS when injected as a GBA Virtual Console title.
I also noticed something unusual with the save type. NSUI automatically detects the Wolfenstein 3D GBA patched ROM as SRAM, and it works correctly on my 2DS. However, with the patched Doom ROM, NSUI cannot automatically detect the save type. I have tried manually setting it to SRAM and other save types, but the game still does not work on the 2DS.
Would it be possible to check the patch for compatibility with real GBA hardware or Nintendo 3DS/2DS GBA Virtual Console injection? It would be great if the patch could work on 3DS/2DS as well.
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Another thing

Is it possible that the demo/attract mode is broken in Wolfenstein 3D GBA with the latest patch? Is this normal?
 
Last edited by raptor264,
Level 3 from Doom 64 on GBA. I managed to add some music to the game and I changed the code to get a functioning Nightmare Imp.



Outside of that the frame rate can be extremely poor at times making it very difficult to aim. I could try to experiment with a newer fork and see how much better they are these days, but I think reducing level geometry is critical. I tried changing the code in the renderer to drop texture sampling on far-away flats and textures, but modifying the hotpath code turned out to be very sensitive, and the largest gain was IQ, not performance.
 
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I was fascinated with the idea of 3d games on the GBA, then saw that someone ported DOOM2 to the GBA
So i have been messing with that for a few days, having never made a doom map before

Here's a map were i tested large textures and few patches. It runs quite smooth on the GBA and i can imagine a resident evil style game with box rooms in a mansion working quite well.
The second room uses 64 patches on the floor to have a large texture of a rug and that lags quite a lot.


I thought what other games could be made on GBA using this engine and i made a small part of a ridge racer looking level to see how smoothly it would run, and its runs ok


I added a 3rd person camera, camera relative movement and jumping. I wonder if a decent 3D platformer would be possible on the GBA in the Doom engine
 

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