FreeDoom for Dreamcast

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Nz17
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FreeDoom for Dreamcast

Post by Nz17 »

FreeDoom for Dreamcast (2008 edition) seems like a good place to start making indie games. I can't run it right now, so I'm wondering if the port supports the game's sound effects, music, the Dreamcast gamepad, and saving to the VMU. Would someone please make an online video of it running on a Dreamcast? If so, then that would be really cool of you! Thanks!

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Anthony817
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Re: FreeDoom for Dreamcast

Post by Anthony817 »

Wait, where does this come from? FreeDoom is just a remake of the Doom assets that are allowed to be used by anyone who doesn't own the full game.

I do know that the Hyper3DGE engine that Chillywilly was working on for the team behind Hypertension released a version with FreeDoom around 2008 I believe. Is that what you were referring to?

This is the same engine that Hypertension uses, just super early and hasn't been updated publicly in over a decade. The source they use for their game has been further updated since then. Other people would release mods with this engine and make more games, but the older release lacks sound I believe so nobody ever used it in any projects for that reason alone. Maybe somebody could update the source so we could use the enhancements this engine has?

https://sourceforge.net/projects/edge2/

The feature list is pretty extensive!

As a continuation of the EDGE Project, hyper3DGE gives the end-user more power from the most advanced alternative DOOM engine - combined with portability to most systems, including game consoles.
Features

Uncapped OpenGL 2.0 rendering with support for Quake 2, Quake 3, DOOM 3, and Half-Life Models.

Splitscreen local networking for cooperative, deathmatch, and botmatch play.

Sega Dreamcast portability (currently under /source).

Powerful DDF, RTS, and COAL scripting to make your Doom mods come to life.

Now Supports Heretic, Chex Quest, and Hacx.

Advanced rendering effects, such as normal maps and dynamic shadows

Custom Level Editing program, 3DGE Builder, tailored specifically for 3DGE!
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Ian Micheal
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Re: FreeDoom for Dreamcast

Post by Ian Micheal »

Might have a fast go was thinking or porting gzdoom

dreamedge version used this -lSDL_gl_1213 -lpng_128 -ljpeg -lz_123 -lkglx -lm -lstdc++

so the ole missing sdl1213 with lkglx from chui straight port to opengl be better then sdl opengl running opengl thru sdl lighting never worked it had memory leaks sound did not work with ogg on his release with the mixer on 1213

2) Sound/Music not working
+ Can be enabled at Compile Time, but we
forgot why we left it alone...probably
wasn't working correctly.

Code: Select all

KOS_CFLAGS+=-DNO_SOUND
KOS_CFLAGS+=-DNO_OGG
KOS_CFLAGS+=-DNO_LOG
KOS_CFLAGS+=-DNO_FNMATCH
KOS_CFLAGS+=-DNO_NETWORK
KOS_CFLAGS+=-DNO_LINE_SMOOTH
KOS_CFLAGS+=-DNO_MIPMAPPING
KOS_CFLAGS+=-DNO_NORMALS
KOS_CFLAGS+=-DNO_EDGEFLAG
KOS_CFLAGS+=-DNO_COLORMATERIAL
KOS_CFLAGS+=-DNO_LIGHTING
KOS_CFLAGS+=-DNO_CLIP_PLANES
KOS_CFLAGS+=-DNO_DITHERING
KOS_CFLAGS+=-DFORCE_VERTEX_ARRAY
KOS_CFLAGS+=-DALLOC_GRANULARITY=32
KOS_CFLAGS+=-DNO_MEMORY_FUNCS
KOS_CFLAGS+=-DMEM_CACHE
KOS_CFLAGS+=-DUSE_MATH_INLINE
KOS_CFLAGS+=-DLOW_DETAIL
KOS_CFLAGS+=-DAUTO_FLUSH_VRAM
KOS_CFLAGS+=-DAUTO_FLUSH_LUMP
KOS_CFLAGS+=-DUSE_NATIVE_TEXTURES
KOS_CFLAGS+=-DNO_ALPHA_TEST
#KOS_CFLAGS+=-DSWAPBUFFER_THREATED

#KOS_CFLAGS+=-DDEBUG_DREAMEDGE
#KOS_CFLAGS+=-DPROFILER_DREAMEDGE
#KOS_CFLAGS+=-DRESET_PROFILER=150
#KOS_CFLAGS+=-DMEM_STATS
#KOS_CFLAGS+=-DMEM_STATS_VERBOSE

#KOS_CFLAGS+=-DAUTO_LOADGAME
#KOS_CFLAGS+=-DAUTO_EVENT_END=350
-DNO means it was disabled guess could recompile and see

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Nz17
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Dreamcast Games you play Online: 4x4 Evo
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Location: A cold basin
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Re: FreeDoom for Dreamcast

Post by Nz17 »

Anthony817 wrote:Wait, where does this come from? FreeDoom is just a remake of the Doom assets that are allowed to be used by anyone who doesn't own the full game.
Actually, while I understand what you mean, I have been making levels for Doom and FreeDoom lately and while they have a lot of similarities, the fact of the matter is that while a lot of assets have the same names in both, a lot of them have different names and are thus missing from each other. In other words, if you take a level made for FreeDoom and try to run it with the original Doom engine, then you will get missing textures or the original Doom engine will refuse to load the IWAD and it will automatically quit back to DOS or whatever other OS is running.

In order to run a game engine with FreeDoom, it has to have support for the FreeDoom IWAD - it is not enough for a given game engine to support only shareware Doom, retail Doom, etc.

That being said, what is the best FreeDoom-compatible Doom game engine for Dreamcast feature-wise and performance-wise that someone from the public can download as pre-compiled binaries today? I have been waiting on the final release of the game SLaVE to use its variant of 3DGE, but you know the story with that one.

nightcrawler
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Re: FreeDoom for Dreamcast

Post by nightcrawler »

is this the best version of doom on pc or which would yall recommend?

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