Retro Video Gamer

Retro Console Gaming => Atari Chat => Topic started by: Saturn on September 03, 2017, 03:49:31 AM

Title: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 03:49:31 AM
After converting 101 maps to the Jaguar, I figured it was time to post all my notes for posterity and as a backup. Also, if anyone else is interested in pursuing this extremely addictive activity, the majority of work will be done. The 'try and learn as you go' bs is taken out of the equation with this info. And mind you, that approach has cost vast amounts of time throughout the process. I'm pretty much a Jedi at this now and have broken the process down into a series of steps that help with efficiency to get those levels done in the least amount of time with the closest matching textures and least amount of lag so they play fluidly, given the Jaguar's weaknesses of writing many objects in a single area-which is commonplace for most of the maps found in the wild. While this type of extra decorative detail might be pretty on the pc, it's just not feasible on the limited console so ideas listed by importance are included to aid in whittling down the un-necessities to increase usability.


First, using neo_rg's Doom Level Hacking Tutorial (http://atariage.com/forums/topic/162133-doom-level-hacking-tutorial/) to get rolling is a must. I stumble across this in December of 2016 and have been avidly using this info to create some of the greatest 12 map roms the world has ever seen. (and the only ones in existence :P )



After putting the info/tools in the guide to use and downloading the required apps, check out my quick reference notes to get it all set up as quickly as possible:
Install Doombuilder2_setup_1553.exe (http://www.doombuilder.com/index.php?p=downloads) (takes forever while auto installing .net framework)

Install SumatraPDF (https://www.sumatrapdfreader.org/download-free-pdf-viewer.html) (if you want to view the lesson pdf's)
Extract DOOM DATA to desktop
Open Lesson pdf #02

Open Doombuilder 2-Tools-Game Configurations
   Click Doom at upper left-Click "Add resource"-Click browse (folder) icon and navigate to DOOM DATA folder on desktop, open Assets wads folder and double click ASSETS1.WAD-Click OK
   Click "Add resource"-Click browse (folder) icon and double click ASSETS2.WAD-Click OK
   
   Click Doom 2 at upper left and repeat the process. Click OK again to exit the Game Configurations dialog box.

Go back into Tools-Game Configurations
Click Doom at upper left and -Testing (tab) & navigate to gzdoom.exe in DOOM DATA folder
Click Doom 2 at upper left and -Testing (tab) & navigate to gzdoom.exe in DOOM DATA folder

Change settings to open maps in Things Mode: Go to Tools-Game Configurations-Modes and change "start in this mode" to Things Mode. Click OK

Set Floor or Ceiling texture view as default: Tools-Preferences-Interface tab: Default view: Floor Textures

NOTE: To switch between Floor or Ceiling texture views go to View-Floor or Ceiling

Enable auto drag when pasting: Tools-Preferences-Editing (tab)-Options-check "Drag selection automatically on paste"

Doom Builder 2 is now setup

*********************************************************************************
Install Notepad++ (https://notepad-plus-plus.org/download/v7.5.1.html) and click View-Word wrap.
Right click on a .txt file and choose Properties.
Set notepad++.exe as the default program to open this type of file. Click OK
Open a text file and click Settings/Preferences/MISC and uncheck 'Enable Notepad++ auto-updater' to prevent accidental upgrades. Click Close


Create individual text docs from the posts below, named as the following, and open them with notepadd++ (which will open each separately in tabs for convenience):
Doom Builder 2 tips.txt
Doom To do.txt
Hacking a custom map into the Jag ROM.txt
Replace.txt
Things list.txt (if needed-is superseded by Doom To do.txt)
teleport quick ref.txt
Compression info.txt
******************************************************************************
Download & run VC_RedistInstaller version 1.60 (http://mcrip-vc-redist-installer.en.lo4d.com/) (for SLumpEd if needed).exe
Open DOOM DATA\slumped_07/SLumpEd.exe to ensure it works.
Set the IWAD when prompted by clicking OK and navigating to DOOM DATA/doom.wad
Put a shortcut to SLumpEd on the desktop
******************************************************************************
Open DOOM DATA\PTv0.96 (https://mega.nz/#!bcUVgA4T!qvVI0dWtLK8FwQheqY9hovApMx2HQuKcqXEJ5PS7GUc) and put a shortcut on the desktop (this is a version of PT with a kick ass Doom icon I injected into ver 0.95 to give it some flare)
Open PT.exe and click Settings-Controllers
Set the directional keys to WASD and A,B & C to keys L,K & J respectively. Click Apply-OK
******************************************************************************
Install 010 Editor.
For reference on the following, can open lesson pdf #7 (page 7).
Open a file in 010 Editor. Click View-Endian-Big Endian
(Can pull down and readjust the toolbar with the Endian toggle and Hex buttons for ease of use)

Install FileAppendSplitTool.exe

Open MAPCOMP (https://mega.nz/#!iI0SATJC!QJyAk32QA5pXARtt4EPKov3HIUrGZJHB7I9gxGjeERI) folder and run whichever vc_redist.exe is appropriate (.x86 or .x64) then copy the 0 folder to C drive.
(Run the x86 version on a 64 bit machine if the 64 bit installer alone doesn't work)

Open Skunkboard folder (https://mega.nz/#!2ZcnFYTQ!Fh0zchtEssJKzo7IszdLMmagVG5ts99Zcjz1NX1dlts) and copy the Skunkboard folder inside to C via the shortcut
Open Skunkboard folder-Skunk GUI setup (Windows) and run skunkgui_setup.exe
Create a desktop shortcut

Run SkunkGUI and connect to the Jag. On XP, when the Found New Hardware Wizard prompt appears, tick 'Install from a list or specific location', click next & paste in C:\SkunkBoard\Driver
or, if using Windows 8: https://learn.sparkfun.com/tutorials/disabling-driver-signature-on-windows-8/disabling-signed-driver-enforcement-on-windows-8
   1 Hold down the Windows key on your keyboard and press the letter C to open the Charm menu, then click the gear icon (Settings).
   2 Click Change PC Settings.
   3 Click General.
   4 Under Advanced Startup, click Restart Now. ...
   5 After restarting, click Troubleshoot.
   6 Click Advanced Options.
   7 Click Windows Startup Settings.
   8 Click Restart.
   9 After restarting your computer a second time, choose Disable driver signature enforcement from the list by typing the number 7 on your keyboard. Your computer will restart automatically.
   10 After restarting, you will be able to install the drivers normally; however, Windows will display a warning message. When the warning appears, click Install this driver software anyway.

So, right click on Computer and choose Properties-Device Manager. Right click on CYPRESS EZ-OTG
Click Next to install driver
Click Finish and flash a rom to test


Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 03:50:00 AM
Probably the most used text doc in this process. I've probably hacked upwards of 1000 or 2000 times using the quick reference info at the end. Tweaking and changing and tweaking again... this is the fastest info to get it done until the Jag version is absolutely PERFECT.


Hacking a custom map into the Jag ROM.txt
From "06 The big hack" & "07 The big hack continued"

06 The big hack:
In SLumpEd, open the CreatedMap.wad
Transfer the info for the 10 items listed under the map name into the Excel sheet under Size-Dec.
In SLumpEd, highlight the 10 items under the Map name
Click Lump-Export
Navigate to DOOM DATA and create a new folder with current map's name & Save there 10x
Exit SLumpEd

In 010 Editor, open all 10 files just saved
Click each tab, check the end to make sure it ends in 4 bytes. If not, add 0s.
Add the padding amount to whichever items needed them in the Excel sheet under Size-Padding.
In 010 Editor, quick save the padded tabs and close them.


07 The big hack continued:

In File Append and Split Tool, click on the add icon
Navigate to the folder just created & highlight all items. Click Open
!IMPORTANT! Rearrange the order with the up/down arrows in FAST to mirror this:
THINGS
LINEDEFS
SIDEDEFS
VERTEXES
SEGS
SSECTORS
NODES
SECTORS
REJECT
BLOCKMAP

Click the Append button
Click Browse
Navigate to the map folder and name the file to 'MAP JOINED' and save
Click Append and exit F.A.S.T.

Copy over a new/clean JAGDOOM.WAD file.
In 010 Editor, open JAGDOOM.WAD (IWAD only from original DOOM WAD)
Click View-Endian-Big Endian

Find 16:9990h (the start of where our map data file should go) by clicking Search-Find & paste this at the bottom:
7F 00 0F 00 0F 03 26 00 00 10 10 10 00 40 04 F0
Place cursor in front of *00 40 04 F0 (at the front of column C)
(Should read 1481116 in the Pos: at the bottom)

Go to Edit-Insert/Overwrite-Overwrite File...
Navigate to and click on the 'MAP JOINED' file made earlier

Find MAP01 start (31:C870h) by clicking Search-Find & paste this at the bottom:
32 00 00 00 00 16 99 9C 00 00 00 00 4D 41 50 30

Quick Save the file to highlight coming changes in orange
Enable Caps Lock & change the 1st character in the 10 items that represents being compressed to the original letter (columns 5, 6, 7 & 8 ):
T
L
S
V
S
S
N
S
R
B

Find the address that corresponds with THINGS (16999C) and change it, if necessary, to match what's in the Excel sheet under Start Address-Hex.
(This address should be 16999C by default and won't need to be changed on MAP01 so can leave as is after verifying it's the same. It'll have to be changed on subsequent maps if adding additional ones)

Change each of the 10 items the same way
Below BLOCKMAP in this same column, find the 2 addresses for MAP02 (16F6E8)
Change them to match the bottom entry in the Excel sheet.

In columns A & B, change the size in Hex for each of the 10 items to match the Excel sheet under Size-Hex.
Quick save and close the JAGDOOM.WAD tab in 010 Editor.

Open the original DOOM.rom (or .jag, .J64, etc.) for the Jaguar.
Find the IWAD entry at 4:0000h SEARCH:
49 57 41 44 00 00 07 3F
Place cursor in front of *49 57 41 44 (at the front of column 0)
Go to Edit-Insert/Overwrite-Overwrite File...
Navigate to and click on the modified 'JAGDOOM.WAD' file made earlier.
Click File-Save As and give it a new name (New Jag Map.jag)
Close the tab and exit 010 Editor.

Load in PT to test. (having overwritten data and uncompressed files, an error COULD occur, but doubtful)


Quick reference info:
Map data (16:9990h)
7F 00 0F 00 0F 03 26 00 00 10 10 10 00 40 04 F0
7F 00 0F 00 0F 03 26 00 00 10 10 10

9C 30 00 00 17 92 4C 49 4E 45
4C 49 4E 45
32 00 00 00 00 16 99 9C 00 00 00 00 4D 41 50 30

IWAD
49 57 41 44 00 00 07 3F
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 03:50:32 AM
This is the workflow with some extra info here at the beginning and a partial to do list. This keeps things in check so no wasting time doing the small hack just to find it crash right away because you left a 'Dead player' on the map and the Jag doesn't know what that is...
Excellent and valuable resource here if I do say so myself 8)                       (you're welcome ;) )


Doom To do.txt
Change settings to open maps in Things Mode: Go to Tools-Game Configurations-Modes and change "start in this mode" to Things Mode. Click OK

Set Floor or Ceiling texture view as default: Tools-Preferences-Interface tab: Default view: Floor Textures

To switch between Floor or Ceiling texture views go to View-Floor or Ceiling

Enable auto drag when pasting: Tools-Preferences-Editing (tab)-Options-check "Drag selection automatically on paste"

Maps:
https://www.doomworld.com/idgames/levels/doom/

-Try to figure out how to use the source to properly compile maps

-Special Tag 666 to exit a level after killing all monsters ONLY works on E1M8! If testing as level 1 the function won't work but after filling a map's data with a level 8 through all 8 maps, it worked on map 8 like it's supposed to. Should be flawless on a big hack if it's set up for map 8 but might test to save time in the long run.

-Map has to be named one of the original names apparently within Doom Builder 2. Like E1M1 to E1M9. The likes of E1M12 will cause it not to play in Test Mode! WTF??

VERY IMPORTANT: Once Doom Builder and all programs are set up (and before use), use Acronis True Image (or other comparable software) to create an image at this point. Later, if a certain level/map continuously fails to load in the big hack, restore the computer to a time BEFORE ever doing any big hack. I don't know what goes wrong but this is the only way I've found to 'reset' the computer with an ability to proceed. Once restored, the big hack should continue uninterrupted.



-Convert all textures

-Find GATE3, GATE4 or some lights and square the map

-Check F_SKY1 and make sure it's not used as a floor-Won't work!

-Check F_SKY1 and make sure it's not used over the Exit-Won't work!

-Sidedef Texture: Search all known penetrable fences

-Check Thing Type (F3) for:
   3 Delete
   4 Delete
   15 Dead Player-Change to 10 Bloody Mess 1
   16 Cyberdemon-Change to 3003 Baron of Hell (or 2 of them)
   26 Twitching impaled human-Change to 25
   29 Pile of skulls and candles-Change to 24 P. of blood & bones
   30 Tall green pillar-Change to 31
   32 Tall red pillar-Change to 33
   36 Short green pillar (beating heart)-Change to 31
   37 Short red pillar (skull)-Change to 33
   41 Evil Eye-Change to 42 Floating Skull Rock
   44 Tall blue firestick-Change to 55
   45 Tall green firestick-Change to 56
   46 Tall red firestick-Change to 57
   49 Hanging victim, (twitching (blocking)-Change to 62
   50 Hanging victim, arms out (blocking)-Change to 62
   51 Hanging victim, 1-legged (blocking)-Change to 62
   52 Hanging pair of legs (blocking)-Change to 62
   54 Large brown tree-Change to 43
   58 Spectres (unnecessary)-Change to 3002
   59 Hanging victim, arms out-Change to 62
   60 Hanging pair of legs-Change to 62
   61 Hanging victim, 1-legged-Change to 62
   63 Hanging victim, twitching-Change to 62

-Check Linedef Actions (F3) for:
   39 W1 Teleport change to 97   
   99 SR  Door (Blue) Open Stay (fast) change to: 32
   100 W1 Stairs Raise by 16 (fast) change to: 8 & check height!
   105 WR Door Open Wait Close (fast) change to: 90
   106 WR Door Open Stay (fast) change to: 86
   107 WR Door Close Stay (fast) change to: 75
   108 W1 Door Open Wait Close (fast) change to: 4
   109 W1 Door Open Stay (fast) change to: 2
   110 W1 Door Close (fast) change to: no match-switch to something else
   111 S1 Door Open Wait Close (fast) change to: 29
   112 S1 Door Open Stay (fast) change to: 103
   113 S1 Door Close Stay (fast) change to: 50
   114 SR Door Open Wait Close (fast) change to: 63
   115 SR Door Open Stay (fast) change to: 61
   116 SR Door Close Stay (fast) change to: 42
   117 DR Door Open Wait Close (fast) change to: 1
   118 D1 Door Open Stay (fast) change to: 31
   
   120 WR Lift Lower Wait Raise (fast) change to: 88
   121 W1 Lift Lower Wait Raise (fast) change to: 10
   122 S1 Lift Lower Wait Raise (fast) change to: 21
   123 SR Lift Lower Wait Raise (fast) change to: 62
   125 W1 Teleport (monsters only). Has to be W2 for either.
   127 S1 Stairs Raise by 16 (fast) change to: 7 & check height!
   
   133 S1 Door (Blue) Open Stay (fast) change to: 32
   134 SR Door (Red) Open Stay (fast) change to: 33
   135 S1 Door (Red) Open Stay (fast) change to: 33
   136 SR Door (Yellow) Open Stay (fast) change to: 34
   137 S1 Door (Yellow) Open Stay (fast) change to: 34
   
-Check Sector Effect for sectors with incompatible (F3) 10,11,17 special settings (lights flickering, etc.)

-Add weapons repository (168 x 96 w/out door) hidden at beginning & make sure they're set for all difficulties. Make sure the door is at floor height too!

-Add a level exit inside weapons repo

-Check Sidedefs amount in Slumped and reduce to 60,000 - 56,000

-Play test all on Nightmare for the most enemies and highest probability of crashing the system 8)

-Test secrets




-To shrink down a map with too many sidedefs bc it won't load in PT, start by doing the following:
1) Remove all inset "windows" w/ computer screens = COMTAL02
2) Remove some steps & make remaining taller
3) Remove curves from winding hallways/steps & straighten them
4) Shrink outside areas or remove them (& their windows) altogether
5) Remove all windows
6) Locate & remove unnecessary vertices (watch for triggers)
7) Remove pillars (blacked out areas)
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 03:50:44 AM
This has been one of the biggest feats in converting maps. A lot of them are made for Doom 2 and that engine has an incredible amount more textures but with what the Jag's assets have available, this 'chart' is invaluable. There are probably a few textures left that aren't on this list but the majority are and work flawlessly. In the early days I'd try to remember what was what and open a 2nd Doom Builder window to refer back but that was just way too time consuming so I started compiling everything I could. Searching, copying and pasting is a hell of a LOT faster :D


Replace.txt
Sidedef Texture:

BRNBIGC = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

BRNBIGL = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

BRNBIGR = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

BRNSMAL1 = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

BRNSMAL2 = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

BRNSMALC = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

BRNSMALL = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

BRNSMALR = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

MIDBRN1 = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

MIDGRATE = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)

MIDSPACE = Delete (shot penetrable vines/fence-raise floor where needed to contain enemies)

MIDVINE1 = Delete (shot penetrable vines/fence-raise floor where needed to contain enemies)

SKULWAL3 = ? shot penetrable fence? = SKULLS01 (scroll it w/ 48)
********************************************************
LITESTON (wall switch!) = SW1GSTON (skull on green brick-change surrounding if necessary. Check offset!)

SW1BLUE (wall switch!) = SW1WOOD or SW1GARG (Check offset!)

SW1BRCOM (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)

SW1BRNGN (wall switch!) = SW1WOOD or SW1GARG (Check offset!)

SW1BROWN (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) or SW1STAR (startan brown switch. Check offset!)

SW1BRN2 (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)

SW1CMT (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)

SW1COMM (wall switch!) = SW1BRN1 (wood switch) or SW1STAR (startan brown switch. Check offset!)

SW1COMP (wall switch!) = SW1WOOD (skull on dark metal bolted-change surrounding if necessary-will probably be COMPSPAN which is the closest match. Check offset!)

SW1DIRT (wall switch!) = SW1WOOD or SW1GARG (Check offset!)

SW1EXIT (wall switch!) = SW1WOOD SW1STAR SW1BRN1 or SW2GARG (Check offset!)

SW1GRAY (wall switch!) = SW1BRN1 or (Whatever fits-check offset!)

SW1GRAY1 (wall switch!) = SW1BRN1 or (Whatever fits-check offset!)

SW1LION (wall switch!) = SW1GARG or SW1WOOD or SW1BRN1 or SW1STAR (Whatever fits-check offset!)

SW1METAL (wall switch!) = Black diamond metal texture so (Whatever fits-check offset!)

SW1PIPE (wall switch!) = SW1BRN1 or (Whatever fits-check offset!)

SW1SATYR (wall switch!) = SW1WOOD or SW1GARG (Check offset!)

SW1SKIN (wall switch!) = SW1BRN1 or SW1WOOD or SW1GARG (Check offset!)

SW1SLAD (wall switch!) = SW1BRN1 or SW1WOOD or SW1GARG (Check offset!)

SW1STARG (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)

SW1STRTN (wall switch!) = SW1STAR or whatever fits (Check offset!)

SW1STON1 (wall switch!) = SW1GSTON (skull on green brick-change surrounding if necessary) or SW1WOOD (skull on dark metal bolted-change surrounding if necessary) or SW1GARG (gargoyle face on dark unbolted-change surrounding if necessary) or SW1HOT (skull on red brick-change surrounding if necessary. Check offset!)

SW1STON2 (wall switch!) = SW1GSTON (skull on green brick-change surrounding if necessary) or SW1WOOD (skull on dark metal bolted-change surrounding if necessary) or SW1GARG (gargoyle face on dark unbolted-change surrounding if necessary) or SW1HOT (skull on red brick-change surrounding if necessary. Check offset!)

SW1STONE (wall switch!) = SW1GSTON (skull on green brick-change surrounding if necessary) or SW1WOOD (skull on dark metal bolted-change surrounding if necessary) or SW1GARG (gargoyle face on dark unbolted-change surrounding if necessary) <--sucks or SW1HOT (skull on red brick-change surrounding if necessary. Check offset!)

SW1SLAD (possible wall switch!) = (looks like sladwall) = SW1GSTON (skull on green brick-change surrounding if necessary but probably already will be. Check offset!)

SW2BRN2 (wpossible all switch!) = SW2WOOD or SW2GARG (Check offset!)

SW2BRNGN (possible wall switch!) = SW2WOOD or SW2GARG (Check offset!)

SW2BROWN (possible wall switch!) = SW2WOOD or SW2GARG (Check offset!)

SW2COMM (possible wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)

SW2LION (possible wall switch!) = SW2GARG or SW1WOOD (Check offset!)

SW2PIPE (possible wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) or SW1STAR (startan brown switch. Check offset!)

SW2SKIN (possible wall switch!) = SW1BRN1 or SW2BRN1C

SW2SLAD (possible wall switch!) = SW1WOOD or SW1GARG (Check offset!)

SW2STARG (possible wall switch!) = SW1WOOD or SW1GARG (Check offset!)

SW2STON1 (possible wall switch!) = SW2WOOD or SW2GARG (Check offset!)

SW2STON2 (possible wall switch!) = SW2WOOD or SW2GARG (Check offset!)

SW2STRTN (possible wall switch!) = SW2STAR (Check offset!)


ASHWALL = (Change to match or leave as red/unselected. Jag will auto fill) ASHWALL = SKINEDGE ASH01
A-MOSBRI = BRICK01
ADEL_G03 = GRAY5
ADEL_G04 - GRAY5
ADEL_M07 = BRICK01 or BROWN1
ADEL_S66 = CBLUE01
BLODGR1 = ? (match to surroundings by removing with vertices)
BLODGR4 ? (match to surroundings by removing with vertices)
BLODRIP1 = ? (match to surroundings)
BLOOD1 = LAVA4 or FLOOR6_1
BIGDOOR1 = BIGDOOR2 or BIGDOOR6
BIGDOOR3 = BIGDOOR2 or BIGDOOR6
BIGDOOR4 = BIGDOOR2 or BIGDOOR6
BIGDOOR5 = BIGDOOR2 or BIGDOOR6
BIGDOOR7 = BIGDOOR2 or BIGDOOR6
BRICK9 = BRICK01
BRICK10 = BRICK01
BRNPOIS2 = BRNPOIS
BROVINE = BROWNGRN or PIPE2
BROVINE2 = BROWNGRN or PIPE2
BROWN96 = BROWNGRN (BROWN1)
BROWN144 = BROWNGRN
BROWNHUG = CEMENT01
BROWNPIP = PIPE2 or BROWN1
BROWNWEL = BROWN1 or BROWNGRN
CEMENT1 = GRAY5
CEMENT2 = GRAY5
CEMENT3 = CEMENT01
CEMENT4 = COMPTALL or PIPE2 (match it up)
CEMENT5 = GRAY5
CEMENT6 = GRAY5
CEMPOIS = BRNPOIS
COMP2 = COMTAL02 (monitor screens, check offset) or COMPTALL
COMPBLUE = COMPSPAN
COMPOHSO = COMPSPAN
COMPSTA1 = COMTAL02 (monitor screens, check offset) or COMPTALL
COMPSTA2 = COMTAL02 (monitor screens, check offset) or COMPTALL
COMPTILE = COMPSPAN
COMPUTE1 = COMTAL02 (monitor screens, check offset) or COMPTALL
COMPUTE2 = COMPTALL
COMPUTE3 = COMPTALL
COMPWERD = COMPTALL
CRATE2 = CRATELIT
CRATWIDE = CRATE1
DOORBLU2 = DOORBLU
DOORHI = METAL (typically) or whatever texture surrounds (TECH02 in 1 instance)
DOORRED2 = DOORRED
DOORYEL2 = DOORYEL
EXITSTON = EXITSIGN (redo wall into a sector to make it work) or GRAY5
FIREBLU1 = SP_HOT1 or CBLUE01
FIREBLU2 = SP_HOT1 or CBLUE01
FIRELAV2 = SP_HOT1
FIRELAV3 = SP_HOT1
FIRELAVA = SP_HOT1
FIREMAG1 = SP_HOT1
FIREMAG2 = SP_HOT1
FIREMAG3 = SP_HOT1
FIREWALA = SP_HOT1
FIREWALB = SP_HOT1
FIREWALL = SP_HOT1
GRAY1 = GRAY5
GRAY2 = GRAY5
GRAY4 = GRAY5
GRAY7 = GRAY5
GRAYBIG = GRAY5 or PIPE2
GRAYDANG = GRAY5
GRAYPOIS = GRAY5 (w/ RADIATION text) or BRNPOIS (check height)
GRAYTALL = GRAY5
GRAYVINE = BROWNGRN or PIPE2
GSTFONT1 = GSTSATYR (closest) or SP_DUDE4 (w/out a face)
GSTFONT2 = GSTSATYR
GSTFONT3 = GSTSATYR
GSTGARG = GSTSATYR
GSTLION = GSTSATYR or SW1GSTON
GSTONE1 = SP_DUDE4
GSTONE2 = SP_DUDE4
GSTVINE1 = BROWNGRN or SP_DUDE4
GSTVINE2 = BROWNGRN or SP_DUDE4
ICKDOOR1 = DOOR1 or DOOR3
ICKWALL1 = GRAY5
ICKWALL2 = GRAY5
ICKWALL3 = GRAY5
ICKWALL4 = GRAY5
ICKWALL5 = GRAY5
ICKWALL6 = GRAY5
ICKWALL7 = GRAY5
LITE2 = LITE5
LITE3 = LITE5
LITE4 = LITE5
LITE96 = LITE5
LITEBLU1 = LITE5
LITEBLU2 = LITE5
LITEBLU3 = LITE5
LITEBLU4 = LITE5
LITEMET = LITE5
LITERED = LITE5
LITESTON = LITE5 (SP_DUDE4)?
MARBFAC2 = MARBFAC3 or DFACE01
MARBFACE = DFACE01
MARBLE1 = MARBLE01 or MARBLE02
MARBLE2 = MARBLE01
MARBLE3 = MARBLE01 or MARBLE02
MARBLOD1 = MARBLE01 or MARBLE02 (same as used above)
NUKEDGE1 = NUKE24 (check height!) or BROWNGRN
NUKEPOIS = BRNPOIS
NUKESLAD = SLADWALL or DOORTRAK
PIPE1 = PIPE2
PIPE4 = PIPE2
PIPE6 = PIPE2
PLANET1 = SKY1
REDWALL = SP_HOT1
REDWALL1 = SP_HOT1
ROCKRED1 = SP_HOT1
ROCKRED2 = SP_HOT1
ROCKRED3 = SP_HOT1
RROCK04 = ROCKS
SHAWN1 =  (has UAC writing on it) = SHAWN2
SHAWN3 =  (has small UAC writing on it multiple times) = SHAWN2
SKIN2 = SKINEDGE
SKINBORD = SKINEDGE
SKINCUT = SKINEDGE
SKINFACE = SKINEDGE or SKIN01
SKINLOW = SKINEDGE or SKIN01 or SKIN02 or SKIN03
SKINMET1 = SKIN01 or SKIN02 or SKIN03
SKINSCAB = SKINEDGE
SKINSYMB = SKIN02
SKINTEK1 = SKIN01 or SKIN02 or SKIN03
SKINTEK2 = SKIN01 or SKIN02 or SKIN03
SKSNAKE1 = MARBLE02 or MARBLE01 or SKINEDGE
SKSNAKE2 = MARBLE02 or MARBLE01 or SKINEDGE
SKSPINE1 = MARBLE02 or MARBLE01 or SKINEDGE
SKSPINE2 = MARBLE02 or MARBLE01 or SKINEDGE
SKULWALL = SKULLS01 (scroll it w/ 48)
SKULWAL3 = ? shot penetrable fence? = SKULLS01 (scroll it w/ 48)
SLADPOIS = BRNPOIS
SLADRIP1 = SLADWALL
SLADRIP3 = SLADWALL
SLADSKUL = SLADWALL
SP_DUDE1 = MARBLE04
SP_DUDE2 = MARBLE04
SP_DUDE3 = MARBLE04
SP_DUDE5 = MARBLE03
SP_DUDE6 = MARBLE03
SP_FACE1 = SKULLS01 or DFACE01 or MARBFAC3
SP_ROCK1 = BROWNGRN
SP_ROCK2 = BROWNGRN
STARBR2 = STWAR02
STARG1 = STWAR02
STARG2 = STWAR02
STARG3 = STWAR02
STARGR1 = STWAR01
STARGR2 = STWAR01
STARTAN1 = STWAR01
STARTAN2 = STWAR02
STARTAN3 = STWAR02
STEP1 = STEP6
STEP2 = STEP6
STEP3 = STEP6
STEP4 = STEP6
STEP5 = STEP6
STEPLAD1 - STEP6
STEPTOP = STEP6
STONE = GRAY5
STONE2 = SP_DUDE4
STONE3 = SP_DUDE4
STONGARG = GSTSATYR
STONPOIS = BRNPOIS
TEKWALL1 = COMPTALL
TEKWALL2 = TECH02
TEKWALL3 = TECH03
TEKWALL4 = PIPE2
TEKWALL5 = PIPE2
WOOD1 = BROWN1 or WOOD01
WOOD3 = BROWN1 or WOOD01
WOOD4 = BROWN1 or WOOD01
WOOD5 = BROWN1 or WOOD01
WOODGARG = SW2GARG or SW2WOOD
WOODSKUL = BROWN1 or WOOD01


Sector Flat:
ADEL_F36 = FLAT5_4 or FLOOR0_3
ADEL_J13 =  FLAT5_4 or FLOOR0_3
BLOOD1 = FLOOR6_1
BLOOD2 = FLOOR6_1
BLOOD3 = FLOOR6_1
CEIL1_1 = FLOOR7_1
CEIL1_2 = CEIL3_4
CEIL1_3 = CEIL3_4
CEIL3_1 = CEIL3_2
CEIL3_3 = FLOOR7_1 or FLAT8
CEIL3_5 = MFLR8_1
CEIL3_6 = CEIL3_4
CEIL4_1 (very dark blue) = ? (CRATOP1)
CEIL4_2 = FLOOR7_1
CEIL4_3 = CEIL5_1
CEIL5_2 = FLOOR7_1
COMP01 = FLOOR0_3 or MFLR8_1
CONS1_1 = FLAT23 or FLOOR4_8
CONS1_5 = FLAT23 or FLOOR4_8
CONS1_7 = FLAT23 or FLOOR4_8
DEM1_1 (Demon face 1 of 4 corners)=? GATE3 if it fits or FLOOR6_1
DEM1_2 (Demon face 2 of 4 corners)=? GATE3 if it fits or FLOOR6_1
DEM1_3 (Demon face 3 of 4 corners)=? GATE3 if it fits or FLOOR6_1
DEM1_4 (Demon face 4 of 4 corners)=? GATE3 if it fits or FLOOR6_1
DEM1_5 = FLOOR7_2
DEM1_6 = FLOOR7_2 or FLAT4

FLAT1 = FLAT5_4
FLAT1_1 = ROCKS
FLAT1_2 = FLAT8
FLAT1_3 = FLAT8 or ROCKS
FLAT2 = CEIL3_4 (lights)
FLAT3 = FLOOR0_3
FLAT5 = FLAT14
FLAT5_1 = FLAT5_2
FLAT5_3 = FLOOR6_1
FLAT5_5 = FLOOR7_1
FLAT5_6 = FLOOR6_2 or ROCKS
FLAT5_7 = FLOOR4_8 or ROCKS
FLAT5_8 = FLOOR6_2 or ROCKS
FLAT9 = FLOOR0_3 or CRATOP1 or FLAT23
FLAT10 = FLOOR6_2
FLAT17 = CEIL3_4 (lights)
FLAT18 = CRATOP1
FLAT19 = CRATOP1 or FLOOR0_3 or FLAT23
FLAT20 = FLAT23
FLAT22 = ? FLAT23 or FLOOR6_2

FLOOR0_2 = FLOOR0_1
FLOOR0_5 = MFLR8_1 or FLOOR0_3
FLOOR0_7 = MFLR8_1 or FLOOR0_3
FLOOR1_1 = (FLOOR3_3) or CEIL5_1
FLOOR1_6 = FLOOR6_1
FLOOR1_7 = CEIL3_4 (lights)
FLOOR4_1 = FLOOR5_4 or FLOOR7_1
FLOOR4_5 = FLOOR0_1 or FLOOR4_6
FLOOR5_1 = FLOOR4_8
FLOOR5_2 = FLAT14
FLOOR5_3 = FLAT14
FLOOR5_7 = FLOOR6_2 or ROCKS
GATE1 = GATE3 (red-closest) or GATE4 (silver) or FLOOR6_1 (red)
GATE2 = GATE3 (red-closest) or GATE4 (silver) or FLOOR6_1 (red)

MFLR8_2 = FLOOR6_2
MFLR8_3 = FLOOR6_2 or ROCKS
SFLR6_1 = FLOOR6_1 or FLOOR6_2
SFLR6_4 = FLOOR6_1 or FLOOR6_2
SLIME13 = FLAT4 or FLOOR7_2
TLITE6_1 = TLITE6_4
TLITE6_5 = TLITE6_6
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 03:51:12 AM
In the early days making a 2 directional teleport was difficult for me. So much to remember when I was too new to retain a lot of it so I made this quick ref. It helped a lot and I hope it can be of use.
Now, it's all a piece of cake but there's been a ton of practice since then 8)


teleport quick ref.txt
Jag can't do "W1 Teleport" or (assuming) "W1 Teleport (monsters only)". Has to be W2 for either. Need to test!

Draw both (64x64) sectors.
Sectors Mode-click in both & right click
Choose Floor/Ceiling textures, make floor and ceiling 96 apart to start off with & raise/lower height by 8 or 16 (Line them up w/ the grid texture)
(Linedefs Mode-click the outside line, right click, open Sidedefs tab, and change Backside-Lower texture)
Linedefs Mode-click 4 sides of a teleport-press the F key to flip inward pointing middle lines outward
Right click the 4 lines-Action button-Teleport-WR Teleport-New Tag button-OK-Press C
Sectors Mode and click in the middle of the OTHER teleport. Right click-New Tag button-minus 1
Press C-Things Mode-click in the middle of the same teleport. Teleports-Teleport Destination-change direction
Teleport destination icon CANNOT face diagonally if on top of an elevated floor/box, etc. in some instances!


For bi-directional:
Linedefs Mode and select all four lines around the 'destination' teleport you just edited-Right click-New Tag. (next 1 up)
Press C-Sectors Mode-Right click the 1st teleport-New Tag-minus 1
Things Mode-click in the teleport-right click inside it and change the direction if desired

(Can go into Linedefs Mode and hover over the line(s) on one of the teleports to see the matching line of the other teleport highlight at the same time.)

Test
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 03:51:31 AM
Here's a list of 'items' that work with the Jag. There are so many in Doom Builder by default and it can get confusing but neo_rg sent this to me and it's been of great use. I added a bit here and there but the end result is that this saves those crashing levels in PT by bypassing the problem from the start. (similar info can be found in the Doom To do.txt (http://www.retrovideogamer.co.uk/forum/index.php?topic=8079.msg98151#msg98151) post)


Things list.txt
Work:

PLAYER STARTS:
1 Player 1 Start
2 Player 2 Start
11 Player Deathmatch Start

TELEPORTS:
14 Teleport Destination
Jag can't do "W1 Teleport" or (assuming) "W1 Teleport (monsters only)". Has to be W2 for either. Need to test!

MONSTERS:
3003 Baron of Hell
3005 Cacodemon
3002 Demon
3004 Former Human
9 Former Sergeant (shotgun)
3001 Imp
3006 Lost Soul
58 Spectre

WEAPONS:
2006 BFG9000
2002 Chaingun
2005 Chainsaw
2004 Plasma Gun
2003 Rocket Launcher
2001 Shotgun

AMMUNITION:
2007 Ammo Clip
8 Backpack
2048 Box Of Ammo
2046 Box Of Rockets
2049 Box Of Shells
2047 Cell Charge
17 Cell Charge Pack
2010 Rocket
2008 Shotgun Shells

HEALTH AND ARMOR:
2015 Armor Bonus
2019 Blue Armor
2018 Green Armor
2014 Health Bonus
2012 Medikit
2011 Stimpack

POWERUPS:
2023 Berserk
2026 Computer Map
2024 Invisibility
2022 Invulnerability
2045 Lite Amplification Goggles
2025 Radiation Suit
2013 Soulsphere

KEYS:
5 Blue Key card
40 Blue Skull key
13 Red Key card
38 Red Skull key
6 Yellow Key card
39 Yellow Skull key

OBSTACLES:
2035 Barrel
70 Burning Barrel
42 Floating Skull Rock
43 Gray Tree
31 Short Green Pillar
33 Short Red Pillar
47 Stalagmite
48 Tall Techno Pillar

LIGHT SOURCES:
35 Candelabra
34 Candle
2028 Floor Lamp
55 Short Blue Firestick
56 Short Green Firestick
57 Short Red Firestick

DECORATION:
28 5 skulls Shish Kebob
62 Hanging Leg
53 Hanging Leg (blocking)
25 Impaled Human
24 Pool of Blood and Bones
27 Skull on a Pole

thats a list of all the jagdoom stuff that works.
Not done the powerups as you can pick up non working
ones... goggles being an example.



Incompatible:
3 Player 3 Start
4 Player 4 Start
15 Dead Player
30 Tall green pillar
32 Tall red pillar
36 Short green pillar (beating heart)
37 Short red pillar (skull)
41 Evil Eye
44 Tall blue firestick (light blue icon)
45 Tall green firestick (light blue icon)
46 Tall red firestick (light blue icon)
54 Large brown tree
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 03:51:51 AM
For hacking the level names:
"There are 30 bytes per level name, but only 20 will fit on screen comfortably I tried with 1-0 A-Z"
Renaming levels starts after congratulations!:
63 6F 6E 67 72 61 74 75 6C 61 74 69 6F 6E 73 21

Hangar = 48 61 6E 67 61 72
Plant = 50 6c 61 6e 74
Toxin Refinery = 54 6f 78 69 6e 20 52 65 66 69 6e 65 72 79
Command Control = 43 6f 6d 6d 61 6e 64 20 43 6f 6e 74 72 6f 6c
Phobos Lab = 50 68 6f 62 6f 73 20 4c 61 62
Central Processing = 43 65 6e 74 72 61 6c 20 50 72 6f 63 65 73 73 69 6e 67
Computer Station = 43 6f 6d 70 75 74 65 72 20 53 74 61 74 69 6f 6e
Phobos Anomoly = 50 68 6f 62 6f 73 20 41 6e 6f 6d 6f 6c 79
Deimos Anomoly = 44 65 69 6d 6f 73 20 41 6e 6f 6d 6f 6c 79
Containment Area = 43 6f 6e 74 61 69 6e 6d 65 6e 74 20 41 72 65 61
Refinery = 52 65 66 69 6e 65 72 79
Deimos Lab = 44 65 69 6d 6f 73 20 4c 61 62
Command Center = 43 6f 6d 6d 61 6e 64 20 43 65 6e 74 65 72
Halls of the Damned = 48 61 6c 6c 73 20 6f 66 20 74 68 65 20 44 61 6d 6e 65 64
Spawning Vats = 53 70 61 77 6e 69 6e 67 20 56 61 74 73
Tower of Babel = 54 6f 77 65 72 20 6f 66 20 42 61 62 65 6c
Hell Keep = 48 65 6c 6c 20 4b 65 65 70
Pandemonium = 50 61 6e 64 65 6d 6f 6e 69 75 6d
House of Pain = 48 6f 75 73 65 20 6f 66 20 50 61 69 6e
Unholy Cathedral = 55 6e 68 6f 6c 79 20 43 61 74 68 65 64 72 61 6c
Mt. Erebus = 4d 74 2e 20 45 72 65 62 75 73
Limbo = 4c 69 6d 62 6f
Dis = 44 69 73
Military Base = 4d 69 6c 69 74 61 72 79 20 42 61 73 65

Entering = 45 6e 74 65 72 69 6e 67
(Will be changed for all instances!)






Another great collection of info for making maps, alterations to existing maps and an outline of the videos linked in the first part of this document. The majority of this info was originally in the Doom Builder 2 tips (http://www.retrovideogamer.co.uk/forum/index.php?topic=7521.msg94701#msg94701) thread I made for creating maps on the pc. This doc has a lot of Jaguar specific info that was omitted from that thread but is invaluable in diagnosing and avoiding known problems while editing 8)
To skip the redundancy, I've 'spoiler'ed the info from the original thread.


Doom Builder 2 tips.txt
Quick Reference Notes:
Spoiler: show

Edit-Grid Setup- set to 16 map pixels

C to clear selection
Insert to start drawing in Drawing, Linedefs and Sectors Modes
Arrow Keys to move grid
Home to center grid
*
Mode-Things Mode-Insert to put player or other things on map. Can right click a placed thing to bring up the menu screen and change it.
*
To change all walls go into Linedefs Mode and click the walls to change then right click on one of them. Will show how many items/walls are selected at the top in parenthesis. Click the Sidedefs tab and click exclamation pointed (missing) texture if there, and select one from the set. (Probably in Base, Metal or especially, ASSETS1.WAD would be best) Can do the same for sides of lights from ceiling or floor if raised or lowered from either. Press C to clear selection after implemented.
*
Test map by clicking 'Play' button at upper right of toolbar or click Tools-Test Map
*
Use the arrow keys to move the drawing around in grid view.
*
Basic Sector Creation:
Open DB2 and be in default Vertices Mode.
Press Ctrl+D to enter Drawing Mode and a dot will appear at the cursor.
Click on the grid somewhere to begin drawing with that dot.
Can also create sectors in Linedefs Mode and Sectors Mode by pressing Insert.
*
Vertices Mode to resize a sector. Click a corner or two corners. They will blink red. Hold right click on top of one and drag outward to expand.
*
Use the Tab key to 'jump' straight to the texture you're currently using in the texture selection screen to aid w/ picking similars.
*
Lesson 1: Setting up Doom Builder 2 (4:11)
Download, install and open Doom Builder 2. Once open click Tools-Game Configurations in the toolbar at the top. A list of all the configurable Doom engines will appear in a list on the left. For this demo, click on the Doom 2 engine. Now on the Resources tab, click the "Add resource" button, the folder icon (to browse) and navigate to your DOOM2.wad and click Open.
NOTE: To select extra resources click the Add resource button again and add from another WAD file, a directory or a PK3 file.
Leave the defaults on the Nodebuilder tab. Click the Testing tab and the folder icon to browse. Navigate to the zdoom.exe or gzdoom.exe and double click it. Set the skill level and other parameters, if needed, otherwise leave them as default. Leave the Textures and Modes tabs as default and click OK.
To start a basic map click File-New Map. In the Game Configuration drop down window click the Doom 2 engine we just configured. The IWAD we set up will be automatically loaded under Resources. Change the Level Name to one of the other maps if you want to load a specific one otherwise can leave it at default MAP01 and click OK. The grid view will load in Vertices Mode, ready for some editing..
*
*
Lesson 2: Creating and Modifying sectors (10:58)
To draw a sector press ctrl+D to enter Drawing Mode. Hover over a point with the dot that appears on your cursor and left click to have a start point for a line. As an example for a room, draw a horizontal line to the right, 640 in length (will be illustrated on the line as you 'pull' it from the starting point.) Click again when it's at 640. Pull straight down until it's at 640 again and click the grid at that point. Pull it again to the horizontally to the left until it's at 640 then click. Do it one more time pulling up and back to the starting point to complete the room. A texture appears inside the box we just drew representing a completed sector/room and the mode reverts to Vertices Mode. While in Vertices Mode you can hover over the corners of the sectors and they will highlight, meaning they are selectable. If you right click hold and drag one of the selectable corners you can modify the sector's shape by pulling it in any direction. Can also click two corners to select them (they'll turn red) and right click hold and drag both to modify the shape of the sector. Press C to clear the selections. This will un-highlight the two corners we selected to test the dragging. (clicking a clear place on the grid, if available, will have the same effect) Can also insert a vertice (or several) by hovering over a line and pressing the Insert key. Selecting these newly added vertices and dragging them can help save time when modifying a sector. Pressing Delete while any added vertices are highlighted will remove them and also ctrl+Z will safely undo newly added vertices that are no longer needed if no other critical changes have been made since.
-Enter Linedefs Mode by pressing L on the keyboard or clicking Mode-Linedefs Mode in the toolbar. In this mode lines around the sector can be clicked or highlighted individually. Also, by right click hold and dragging (in the middle of a line) will produce a similar effect to what the same thing did in Vertices Mode. Can also select multiple lines and right click hold and drag them around to change or expand the sector. Press C to clear the selection after testing.
Can also draw a sector in Linedefs Mode by hovering the cursor over a point and pressing the Insert key. (This will automatically change the mode to Drawing Mode) Use the arrow keys to move away from the 1st sector and draw another square sector matching the size of the first one with four 640 length lines connecting at the end. With the new sector completed, we default back to Linedefs Mode.
-Note that deleting one line on the new (actually, any) sector will remove the texture leaving the former sector as an empty black space with 3 lines still showing on the grid. Having sectors like this will cause errors in the map so a good rule of thumb is to never just delete lines for any reasons but to move them if needed to keep all sectors complete. Press ctrl+Z to undo the deleting of the sector's line.
Enter Sectors Mode by clicking Mode-Sectors Mode or pressing S on the keyboard. The entire sector will highlight when you hover over it so you're able to select entire sectors now. Can right click hold and drag a sector around the grid. Also, can click to select multiple sectors and each will get a # in the center. To create a sector in this mode, like before, hover over the starting point to draw and press the Insert key. It'll auto switch to Drawing Mode again and from there you can complete the lines for the new sector. Upon completion, it will default back into Sectors Mode.
-Note: To connect the two large sectors you can manually draw a sector in between and touching the other sectors or if you plan to do a step down detail in one or both of the original large sectors you can draw a new sector from within one larger sector all the way over and inside the other larger sector then complete it and Doom Builder 2 will automatically splits/fixes the sectors to where they need to be. Can also draw sector lines from outside the boundaries of the original sectors (horizontally, for this demo) all the way through the entire map and outside the boundaries on the opposite side, then complete a new sector by connecting finally at the start point and Doom Builder 2 will splice it up correctly into what new sectors they should be.
-Sector splitting: To split a sector for any reason, you can start a line (horizontally, for this demo) by pressing the Insert key outside the boundary of the sector, drag it across to the outside boundary on the opposite side, click to place it then right click to 'kill' it. This will remove the excess that would be outside the boundaries on both ends but leave the splitting line where you drew it and make all the sectors on each side of the splitting line individually selectable.
*
-Pillars (starts at 7:45): Draw a 128x128 sector somewhere and if it has split lines through it, you can select all sectors within the pillar and press the Delete key to remove it all. The pillar square will be empty and black so press C to clear the selection. Even without splitting lines running through just select the inside of the pillar and Delete to accomplish the same. Then, press C. If you want the sector space back after deleting the geometry of a pillar just redraw the 128x128 block and the sector will be back. A simpler method to accomplish the same thing is to enter Make Sectors Mode by pressing M on the keyboard or selecting Mode-Make Sectors Mode in the toolbar.
NOTE: Hovering over sectors in this mode is the same as in Sectors Mode by highlighting the entire sector.
The difference here is you can highlight a voided area like the inside of the pillar. If you click inside the voided area it will flash and replace the geometry into the sector.

-Separating Sectors: This mode is also great for separating sectors from other sectors that share the same properties. Example, if you highlight a sector or split sector and 'the other side' highlights along with it, you can click a sector and it will flash, releasing it from the shared properties of the other sector and making it its own unique sector. Highlighting the flashed sector afterward will only affect that sector so any editing won't accidentally be implemented in another sector that you may not have been aware was being modified along with the one you were currently changing.
*
*
Lesson 3: Styling and Populating (12:31)
Press ctrl+D to enter Drawing Mode. Find a location on the grid and left click to start drawing. Make a square room of 640x640. Draw a smaller square in the center of 128x128 (128 seems to be the standard for textures to 'fit' correctly throughout the tutorials that follow.) Switch to Sectors Mode by pressing S or going to Mode-Sectors Mode or clicking the Sectors Mode icon in the toolbar. Click the Ceiling texture and in BASE, click, say, TLITE6_5. Click OK. Change the Brightness setting from 192 up to 255 (or anywhere in between) and change the ceiling height from 128 to 112 to give the illusion the light is ON the ceiling and not IN the ceiling. Click OK to back out. On the grid view the sector we adjusted should now look brighter than the rest of the sector. Since the ceiling is lower, switch to Linedefs Mode and click the 4 lines around the smaller sector we modified then right click to open the "Edit Linedefs" dialog box. Click the Sidedefs tab and click the Upper texture box under the Backside heading. In Metal, click the METAL texture and hit OK twice to back out. Back on the grid view press C to clear the selections. Go to Mode-Things Mode, find an area on the map to start the player, hover over the point with the cursor and press the Insert key to 'drop' the player start icon in that location. The "Edit Thing" dialog box will appear. 'Player 1 start' will be selected by default. While here you can change the direction the player will be facing using the Coordination-Angle box at the lower right then click OK. Back in grid view and still in Things Mode, you can add a weapon by hovering over a location and pressing the Insert key again. When the Edit Thing dialog box opens, expand the Weapons option. Click Shotgun and since the direction it's facing doesn't matter, hit OK. Add a monster by hovering over a location and pressing Insert again. Click the Monsters option to expand it and click Imp. Can change the direction he's facing like with the player above if needed. Hit OK. Back in grid view and still in Things Mode, you can right click the Imp's icon to re-open the dialog box and change it to a different monster from the list if needed. Click the "Test Map" (Play) button at the upper right of the toolbar to test the map.
-To produce a cool wall light effect that interacts with the existing light in the middle of the room, press ctrl+D to enter Drawing Mode and draw a line that ends up centered on one of the walls that's 64 wide. In an outward expanding 'cone', connect the end of the 64 line to the edge of the lit square sector in the center of the room. (will display 258 as the length from the wall to the center lit sector) From there, continue the line along the 128 length of the center sector's edge, click at the end and draw it back to the other end of the original line made on the wall. (will also display 258 as the length) Do the same for the other 3 walls. Change to Linedefs Mode and click each of the 64 length lines centered on the walls, right click on one of them to bring up the Edit Linedefs dailog box and click the Sidedefs tab. Click the Front Side-Middle texture box and click the Lights texture set in the left pane. Click LITE3 and OK twice to back out to the grid. Press C to clear the selection. Change to Sectors Mode and click in the middle of the 4 cone shaped sectors we just made. Right click inside one of them to bring up the Edit Sectors (4) dialog box. Change the brightness to 255 to match the center light from earlier. Click OK then press C to clear the selection. Still in Sectors Mode, right click in the unlit sector of the map (one click anywhere that's unlit) and in the Edit Sector dialog box, change the Brightness to about 96 and click OK. Back in grid view notice the difference we just made. Click the Play button at the upper right to test the map. It's pretty dark and scurry with that Imp running around in and out of the light 8)
*
*
Lesson 4: Seeing is believing (15:22)
Draws two rooms (with a light in the center of the first) connected by a 640 long x 128 wide hallway from 0:00-1:27.
Make staircase 1:27-2:04 then skip to 9:15-) To draw a staircase zoom in to the map with the center mouse wheel. The size used here were 4 sectors of 32x128 back to back leading up to the entrance of the hallway. Starting at 9:15, hover the cursor over the first/lowest sector representing steps and roll the middle mouse wheel to raise it 16. Hover over the next, raise it 16 then another 16. Repeat through the last of the 4 steps to finish. Apply a texture to the top of the steps by clicking each of them, right clicking, clicking Floor and in STEPS, click STEP1 (or STEP2 if the line running down the center fits the direction.) Click OK twice to back out and press C to clear the selection. Add the Metal texture to the sides of the steps by copy & pasting (Shift+middle mouse button to do all areas at once) from an existing item or the usual way of right clicking after selecting them. To align textures, (on sides of stairs for consistency) (starts at 10:20) hover cursor over each and press L then press A while hovering over one piece to automatically align them all horizontally.
*
-To raise the ceiling of a room, in Visual Mode click everything on the ceiling of its sector and use the mouse wheel to push it up. Roll it up to, say, 192 and press C to clear the selection. This can expose areas that are untextured. They'll be glowing red with black question marks.
*
-To create lights (raised) from Floor or Ceiling (5:45), in Visual Mode, hover the cursor over the sector that was made in Drawing Mode before entering this mode, and if from Floor, roll the mouse wheel, say, 8 units up. Or, from the Ceiling, roll the sector down about 8 units. Click the top of the floor texture then right click it to open the Edit Sector box. Click the Floor texture box and in BASE, click, say, FLAT22 and click OK. To raise the brightness of the sector to accomodate the lighting, change the brightness to 255. Can change the Ceiling texture while here if needed using BASE and CEL1_2. Click OK twice to back out.
*
-To paste a texture onto a question marked area (untextured area), such as the lights created in the above step, hover the cursor over one of the areas and right click it. On the Sidedefs tab, click Lower and in BASE, click SILVER1. Click OK twice to back out. To make it fast, hover over the texture you just placed and press ctrl+C. Move to an untextured side and push the middle mouse button to paste it.
*
-To copy and paste a texture instead of doing each individually: Right click on area that needs a texture to select it. Go to Sidedefs tab. Click texture you want to replace (lower if on/from floor). Use Base (as an idea). Select say, SILVER1 and click OK to add it. Hover cursor over newly added texture and press ctrl+c to copy it. Hover cursor over other areas to do the same and press middle mouse wheel down to paste it. Or, go to side that needs it and hold Shift then middle mouse click to have all other sides/empty slots filled in automatically.
*
-To move the Floor and the Ceiling up or down at the same time and same amount, click every piece on the Floor and every piece on the Ceiling then roll the mouse wheel in the preferred direction. They will both go in the same direction. For stairs, roll it up to 64 (as an all around #.) Press C to clear the selection.
*
NOTE: To create a Visual Mode start point, in Vertices Mode hover the cursor where you want to start and push ctrl+W. This will insert a dull white marker to be a start point when you press W while on the grid mode to enter Visual Mode. (or go to Mode-Visual Mode) Can right click this icon in Things Mode to see that it's located in Editor Things-Visual Mode Camera. Use E,S,D,F to move around in Visual Mode.
*
*
Lesson 5: Effect and Actions (16:19)
-Nukage Pool: (Damage from liquid pits 0:00-2:37) In Drawing Mode, create/draw the outline of the pool. Go into Sectors Mode, click inside the pool and right click to open its properties. Click the Effects button and in the "Predefined Effects" box, click choice 7 (Damage -2 or 5% health) for a regular pool. Back in the Properties box, lower the Floor Height -16 (or comparable.) Click the Floor texture and in Liquids, click NUKAGE1. Click OK to back out. Change to Linedefs Mode and click all sides of the pool. Right click on one and click the Sidedefs tab then hit the Lower texture box. In BASE, click STARTAN2. Click OK twice to back out. Insert a player in Things Mode and click the Play button to test it.
*
(draw all 3 sectors then change any directionals in the center. click outside entrance line. make sure Double Sided and Upper Unpegged are ticked or go into Visual Mode, hover over the upper part of the entrance, right click and make sure Double Sided and Upper Unpegged are ticked. Click Sidedefs tab and Front Side-Upper. Set a texture n click OK. Click short sides & right click. Tick Impassable only and hit Sidedefs tab. On Front Side-Middle choose a texture and click OK. Press C to clear the selection.
-Make sure both long lines of the door sector are facing outward, click them both and right click. Tick Double Sided only and the Action button. Choose an option and click OK. Hit the Sidedefs tab and on Front Side-Upper choose a door texture and click OK. Press C to clear the selection and enter Sectors Mode then right click inside the sector. Set Ceiling Height to 0 & hit OK. Enter Lindefs Mode, click both short sides of the door sector then right click. Tick Impassable and Lower Unpegged then hit the Sidedefs tab. On Front Side-Middle choose the DOORTRAK and hit OK. Press C to clear the selection.
-On the other entrance sector make sure the tiny center line on the long line is facing away from the door sector. Right click it and make sure Double Sided and Upper Unpegged are ticked or go into Visual Mode, hover over the upper part of the entrance, right click and make sure Double Sided and Upper Unpegged are ticked. Click Sidedefs tab and Front Side-Upper. Set a texture n click OK. Click short sides & right click. Tick Impassable only and hit Sidedefs tab. On Front Side-Middle choose a texture and click OK. Press C to clear the selection and test the map.)


This is obsolete compared to what's in parenthesis above so can sort it out if useful or delete it::::
-Door entrance (3 tier for adjusting ceiling height): Draw the 'entrance' sector with both center lines on the long sides facing into the room where the entrance is accessed from. In Linedefs Mode, click both long lines then right click to open their Properties. Make sure Double Sided and Upper Unpegged are ticked then click on the Sidedefs tab. On the Front Side, click Upper and set a texture. Click OK to back out. Press C to clear the selection. In Sectors Mode, right click inside the entrance to open its Properties. Adjust the Ceiling Height for the requirements of the door you intend to choose. (example; 80 for a smaller door)
In Linedefs Mode click both short sides to select them then right click to open their Properties. Make sure only Impassable is checked then click the Sidedefs tab. On Front Side click Middle and set a texture. Click OK to back out and press C to clear the selection.
-In a 'clean' area of the grid draw the door sector. Make sure the center lines on the long sides are facing outward so the player can access the door from both sides. (If they're not facing correctly, enter Linedefs Mode, click either/both and press the F key to flip their direction.) Enter Make Sectors Mode and click inside the sector. In Linedefs Mode click the long sides and right click to open their Properties. Make sure only Double Sided is checked. Click the Action button, expand Door and choose an option. Click the Sidedefs tab and on Front Side click Upper. Add a texture and click OK to back out. Enter Sectors Mode, right click inside the sector and change the Ceiling Height to 0. Can also change the Floor & Ceiling textures if needed. Press OK to back out and press C to clear any selections.
-For the opposite entrance it's easiest to copy the first one we made so open Sectors Mode and right click in the middle of the entrance. Press ctrl+C and hover the cursor over a clean area of the grid. Press ctrl+V to paste it. The sector will be floating so click somewhere to set it & press C to clear the selection. Enter Lindedefs Mode and change the tiny center lines to both face the opposite direction of the first entrance. Enter Sectors Mode, hold the Shift key, right click hold the center of the sector and drag it to the door sector to attach it.
Still in Sector Mode, click inside both of these to select them. Again, hold the Shift key, right click hold an area of the sectors and drag them to the first entrance to attach them. Test the map.

-Door in a single sector: Make sure both long lines of the door sector are facing outward. If the door is in the middle of a single, say 16x128 sector (door is 16x64) with a sector on each side (2x 16x32 'pieces'), make sure both short sides are facing inward. Click both long lines and right click. Tick Double Sided only and the Action button. Choose an option and click OK. Hit the Sidedefs tab and on Front Side-Upper choose a door texture and click OK. Press C to clear the selection and enter Sectors Mode then right click inside the sector. Set Ceiling Height to 0 & hit OK. Right click inside the other two sectors adjacent to it and raise their Floor to the Ceiling Height. Click OK.
Enter Lindefs Mode, click both short sides of the door sector then right click. Tick Impassable and Lower Unpegged then hit the Sidedefs tab. On Front Side-Middle choose the DOORTRAK and hit OK. Press C to clear the selection.

-Door-common (try to make them 32x128 but 64x128 is doable): (2:37-7:21 total w/ explanation of actions for switches, etc. at 3:57-5:30) Whatever mode you're in press ctrl+D to enter Drawing Mode w/ the little dot near the cursor. Place the dot wherever and draw the door and/or adjoining room(s). When done, switch to Sectors Mode and click in the middle of the door to highlight all sides of it in red. Right click inside the red to open the Edit Sector box. Drop the "Ceiling height" to 0 and change the ceiling texture to FLAT23 (or comparable.) Click OK twice to back out. Switch to Linedefs Mode & click the 'long' side lines of the door (the ones facing into the room(s)) so they both turn red then right click one of them to open the "Edit Linedefs (2)" box. Click the Action button to open the "Predefined Actions" box. Expand the Door selection and for a regular door, choose the top selection DR... and click OK. Click the Sidedefs tab and click the Upper texture box. In Base, select BIGDOOR2 (or comparable) and click OK twice to back out. (Can also choose brick for the texture on both sides to conceal it!) Press C to clear the selection. Click the 'short' side lines of the door so they both turn red then right click one of them to open the "Edit Linedefs (2)" box. Put a check in Lower Unpegged. Click Sidedefs tab, click Middle (the only box that should have a texture) and, in Base, select DOORTRAK. Click OK twice to back out and test the map/door. Test the map to see if the door works.
Reference for doors:
D = Direct
S = Switch
W = Walk
G = GunFire
1 = Once
R = Repeatable
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Door-inaccessible: To create the type of door with a single single texture and no cascading multi bs, like the one behind you in the original Doom, draw a sector on the outside of the sector where the player start is. This will be the inaccessible door and should be 16 wide x 64 long. Since the grid/snaps are 32 minimum, hold the Shift key while drawing to make the line any length you want. (take care to keep it straight on one of the grid lines) Once the rectangle is complete go to Make Sectors Mode and click inside the new sector.
Right click in the sector to open its Properties. Change the Ceiling Height to 80 and change the Ceiling texture to CRATOP1. Click OK to back out.
Press W to enter Visual Mode and click on the two sides in front of the door to select them. Right click to open their Properties and click the Middle texture. Change it to SHAWN2 and click OK to exit. There should now be a metal framing around the door.
Right click the area to put the door graphic, click the Middle texture and choose DOOR3. Click OK to back out and test the map.

-Lift: (7:21-10:29) Press ctrl+D to enter Drawing Mode. Draw a 64x64 sector (or comparable). In Sectors Mode, click in the middle of the lift, right click and change the Floor Height to 128. Click the Floor texture box and in BASE, click FLAT20 and hit OK twice to back out. In Linedefs Mode, click the two sides facing into rooms (or however many sides are accessible by the player-could be 1), right click and click the Sidedefs tab. Click the Lower texture box and in BASE, click SUPPORT2. Click OK and then the Properties tab. Press the Action button. Expand "Lift" and select the bottom choice (SR Lift Lower Wait Raise)-this uses a switch as there's no direct interaction selection for Lifts. Click OK. Press the New Tag button and click OK to back out. Now in grid mode change to Sector Mode and click inside the Lift. Right click and press the New Tag button. Change it to the previous number (minus one it) and click OK to back out. Click Play to test the Lift.
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-Teleport (10:29-16:19) Make both (64x64) sectors in Sector Mode or Drawing Mode. Line them up with the grid so the texture matches without the half & half bs. Change to Sectors Mode and select both by clicking in the middle of each. Right click to open the "Edit Sectors" dialog box and click the Floor texture box. In the Hell texture set, click GATE1 (or comparable). Raise the Floor Height to 16 and click OK to return to the grid view. Change to Linedefs Mode, click the outside line, right click, open Sidedefs tab, and change Backside-Lower texture to BASE-STARTAN2. Click OK twice to back out. In Linedefs Mode, click the 4 sides of a teleport and press the F key to flip the inward pointing middle lines to the outward facing direction to allow the player to access the teleport. (the other teleport should auto switch as well without direct interaction along with the 1st. If it doesn't, do it manually) Next, right click the four highlighted lines of a teleport and click the Action button on the Properties tab. Click to expand the Teleport selection. For a regular teleport setup click WR Teleport from the four choices (3rd choice down) and click OK twice to back out. Back in grid mode, press C to clear all selections. Still in Linedefs Mode, click the four sides of ONE of the teleports then right click. Click the New Tag button, click OK and press C back in grid mode to clear the selection. Change to Sectors Mode and click in the middle of the OTHER teleport. Right click and press the New Tag button and minus the # that appears by 1 to link it with the previous teleport and its tag #. Clear the selections and open Things Mode and click in the middle of a teleport to open the "Edit Thing" dialog box. If it's not open automatically, click Teleports-Teleport Destination. Change the direction the player will be facing, if desired, and click OK. Open Linedefs Mode and select all four lines around the teleport you just edited. Right click and hit the New Tag button. It'll be the next # up from the one we had earlier which is correct so leave it and click OK. Back in grid mode press C to clear selections. Change to Sectors Mode and click the first teleport (unedited properties one). Right click and press New Tag then minus it by one to match the last tag we used and click OK to back out. Change to Things Mode, click in the teleport, right click inside it and change the direction if desired. Can go into Linedefs Mode and hover over the line(s) on one of the teleports to see the matching line of the other teleport highlight at the same time. Hit the Play button to test them.
*
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Lesson 6: Copying and Pasting (10:25)
Go into Drawing Mode by pressing ctrl+D and draw a sector or whatever. In Sectors Mode, right click inside the sector and in the menu at upper left, click Edit-Copy (or hold ctrl+C) and return to the Edit menu and select Paste (or hold ctrl+V) to paste the sector onto the grid. Will auto enter Edit Selection Mode with the pasted sector 'floating' on the grid while highlighted amber. Can left click hold and drag the floating sector around. Release the left click to drop it (will still be amber/floating.) Can hold the corner and rotate it at 45° angles or Shift+hold it to rotate at lower angles. Can control the length/width by grabbing the center dot on any side and dragging it in or out. Can also do "sector stitching" by dragging the edge up to the edge of another sector, dropping it and hitting Enter to place it on the grid (no longer highlighted.) Can re-click the center of the dropped sector in Sector Mode and press E to pick it back up (now highlighted again.) But, after touching the other sector, the line that was doing the actual touching will adjust BOTH sectors if dragged any direction. ctrl+Z to undo all of this and have both sectors return to their original separated entities status. Can press E to re-enter Edit Selection Mode and hold ctrl while dragging via the center dot of a side (to touch another sector) and press Enter to drop it, then press E to return to Edit Selection Mode, it won't be stitched and won't adjust the other sector it was touching (2:25).
-Can create a door (2:43-4:42), configure it correctly and completely then enter Sector Mode, click the center of it to highlight the whole thing and click Edit-Copy/Edit Paste, place it and skip all the repetitive bs.
-Door Paste Special (4:42-) Create a door, copy it like above and click Edit-Paste Special to open the Paste Special dialog box if you don't want the exact same attributes. The options under "Tags and Actions" are: Keep tags the same as they were copied (default setting that's ticked), Renumber tags to resolve conflicts with existing tags, Remove all tags and Remove all actions. The option under "Floor and Ceiling heights" is: Adjust heights to match relatively with surrounding sector (checked by default and recommended to leave alone.) Use Renumber tags to resolve conflicts with existing tags if you want the pasted door to have its own action, ie, if it's the same as another, when you open one they'll both open at the same time. If it's tag conflicts are resolved (different) one door will remain closed when the other(s) is/are opened. Also, double check the player facing texture of pasted doors as they often are stripped of the original texture for some reason. Test the map/door(s) by pressing the Play button. NOTE: To change the default setting in the Paste Special dialog box, open Tools-Preferences-Pasting (tab), tick the choice you want and click OK. Click Edit-Paste Special to see the new default selection.
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Lesson 7: Map Analysis (7:35)
When map has stuff on it click Mode-Map Analysis Mode. The Map Analysis dialog box will appear, click Start Analysis button (leaving all items checked.) After a moment, any errors will appear in an expanded window in the dialog box. Clicking an error will show you exactly where the error is on the map. Can fix "Sector (#) is not closed" errors by entering Linedefs Mode and clicking overlapping lines, right clicking to open the Edit Linedefs box and changing the Sector Index # to match that of whatever the Sector Index # is of a sector it's supposed to be a part of. (that's a simple solution to what could be one of many complex problems so taken w/ a grain of salt as it's no absolute solution across the board.) A texture will appear in the 'repaired' portion of the sector. Click and check the Sector Index of an area you'd like a 'blank' sector to be part of then Cancel the dialog box and click lines you'd like to attach to that sector. Right click and change their Sector Index # to match. Click OK to back out and see the changes.
An easier way to do the same is go to Mode-Make Sectors Mode and click the offending sectors.
When changes are complete return to Mode-Map Analysis Mode-Start Analysis button.
To fix "Linedef is missing both sides" errors, click the error(s) to find the offending lines and in Linedefs Mode, click a line, right click and hit the Sidedefs tab. Front Side and Back Side will probably be unchecked and blank. Cancel to back out and click Mode-Make Sectors Mode. Click within the offending sector to create a valid sector.
When changes are complete return to Mode-Map Analysis Mode-Start Analysis button.
To fix "Sidedef has missing upper texture (front side)" errors, click the errors to probably see the player viewable side(s) of a door or other Thing that doesn't currently have a texture attached to it. (will have a 'hall of mirrors' (HOM) effect if left as is and test the map) Can click the "Add Default Texture" button at the lower left as a quick fix or switch to Lindefs Mode and fix them the regular way by clicking the offending line(s), right clicking, hitting the Sidedefs tab, clicking Upper and in BASE, clicking BIGDOOR2 (or comparable) and clicking OK twice to back out.
SIDE NOTE: Entering an unknown name into the Upper texture box (or any texture box) manually, which results in a question mark appearing in that texture box, and testing the map will cause the Doom engine to crash. So, don't do that lol.
SIDE NOTE (starts @ 5:55): Mention of some ridiculous "don't do" error that can happen while in Linedefs Mode and dragging part of one sector over and into another sector causing large portions of one of them to turn black and textureless. And how Doom engine can't figure out what you're trying to do so it does the only thing it knows to do which is cut out part of the sector, for lack of a better explanation. It doesn't 'cut' anything but it removes its properties and it's an error waiting to happen if you try to play it.
Also, mention of creating a sector within a sector, like for a Lift or Lights or something and dragging that sector to a different sector then hovering over it in Sector Mode to illustrate it still shares its original sector properties with the original sector it was created in and not with the new sector it was moved to. Can also exhibit strange highlighting behavior bc Doom engine doesn't recognize what you're trying to do with it. So, a basic rule of thumb is to only create sectors within sectors you plan to use them in and don't move them to other sectors. He says that dragging other things into other sectors is ok, but not geometry. Yeah, I get it.




Walk Over Line Ambushes:
In a room, hallway, etc. enter Drawing Mode (ctrl+D) & draw a single line across the area you want to set off the ambush. (Can press V to enter Vertices Mode and right click hold and drag the line to meet walls, etc.)
In Linedefs Mode (L), click to select the line and right click it to open the Edit Linedef box.
Click the New Tag button to assign it a # and remember the # for later.
Click the Action button and expand the Door selection on the left.
As an example, if the door is to be triggered and remain open, click the 2nd choice down of 'W1 Door Open Stay'
Click OK to back out.
Enter Sector Mode (S), click the door sector and right click inside it to open its Properties box.
Change its tag to the # above. (or, can enter Visual Mode by pressing W on the keyboard & highlight the ambush door (door creation not covered here) with the cursor and right click to bring up the Edit Sector box. Then enter the tag # used above and click OK. Press W to exit out of Visual Mode.)
MAKE SURE lines on door aren't individually set with Actions. If they are, undo do them as this will ONLY work on the Jaguar if the sector is selected in Sector Mode with the Action given there!
Press the Play button to test the map.



Set resolution to nearest Jaguar's:
Esc-Options-Set Video Mode-320x200
-NEED: cfg hack to get the resolution down to 160x200 with double width pixel just like the jag.

Fraps: Save to external or different HD than the one Fraps is installed on. Doesn't perform well otherwise.


4 (Doom Builder 2) Make Sectors Tool (5:51)
Create a sector within and existing sector by drawing a line across in Drawing Mode then go to Mode-Make Sectors Mode and click inside the 'new' sector. It'll flash and the new sector will be made.
Can also 'fix' a broken sector (as long as it has at least 3 lines connected to form a closed shape) by clicking inside it in Make Sectors Mode.
Also made a cool lighting effect using a candlestick in one corner and a pillar in the middle w/ shading behind it.

-Crusher: NOTE: Can be triggered by a walk-over line or switch. Draw (ctrl+D) the sector to be used to do the crushing.
Optional: Enter Visual Mode (W) and raise the floor under the crusher slightly then add a texture around it and/or give the top of the floor a different texture. Press W to return to the grid view.
In Linedefs Mode (L) right click the trigger line on the boundary of the crusher to open its Properties. Click the Action button, click Crusher to expand it and choose one of the options. (I'm using the 1st one for this example-W1 Crusher Start with Fast Damage) Click OK to return to the Properties box.
Click the New Tag button to assign it a # (remember the #) and click OK to back out.
Press S to enter Sector Mode & right click the crusher sector. Give it the same tag from before and click OK. Test the map.

The following will cause crashes in the Jaguar version. NOT RECOMMENDED:
Drawing custom rooms: Draw the outline and make a sector out of it if it didn't by default. If you can't see the walls or ceiling it could be dropped all the way to the floor (@ 0) so set a height before nixing the whole operation! Open Mode-Map Analysis regularly to find conflicts. Also, quicksave after every successful run in Map Analysis. In tight sections with walls from other sectors very close on both sides (do leave at least 16 map pixels between), don't be fooled by their walls not being visible and appearing the walls have randomly disappeared, which can happen a lot. In Visual Mode, actually go into the suspect sectors and look around to see if the walls are still in place. While drawing a new sector after deleting the boundaries of an old sector, be careful not to stop drawing when connecting to an existing door or other thing. You CAN stop drawing to use the existing thing, which works most of the time but in the instances, mainly in tight quarters, where it occurs, it's best to keep drawing right over the existing line and complete the sector so it doesn't auto create a sector out of the whole area bc of stopping early. If it does create a sector out of the entire area, can re-open the current map and only have to revert back to the last quicksave mentioned at the beginning.
USE VERTICES MODE to right click hold and drag points to meet with where they're supposed to go. Can also drag to center points on the grid for 16 wide doors. This is especially useful when Map Analysis tells you a sector isn't closed.
Also, enter Sector Mode and hover around to try and find an offending section. Sometimes overwriting existing lines to complete a sector will leave the originals intact underneath causing endless and frustrating errors.
If having trouble with a door going up and still have the texture showing but can walk through it, check the Sidedefs tab for an extra and remove it.




List of what works:
-When loading a map use the "Doom" engine selection for closest compatibility!
-To make a 3 tier door work, set the height of the floor to the ceiling on the outside pieces instead of the ceiling height to the floor!!! The latter DOES NOT WORK for some reason. Also make sure your tiny middle lines are all facing inward EXCEPT ON THE DOOR THAT MOVES UP AND DOWN. Face those out but it's tiny ones need to face in too.
-Walkover line triggers. The tiny line in the middle of the trigger line doesn't matter which way it's facing. Sometimes the direction effects whatever but not in this case, in my experience so far on my 2nd map 2_00_8_7.
-When building a rom with 1 huge map or 2 levels (large), the level 3 data will become corrupt causing the 1st demo screen to fail so that can't be used as a determining factor of whether the rom is good or bad until a 3rd+ level is added that the engine can load for the demo screen.
-Need a level 6 map intact for the 2nd demo screen to load/run properly too.
-It doesn't matter which map (E1M1, E1M2, etc.) you're using in Doom Builder 2, it's just a level and should work at whichever map it's spliced into in the Jaguar rom. Nothing is 'hardcoded' into the map by DB2 that identifies where it should go, causing anything to fail.




Troubleshooting:
Forget stairs. Seems they'll eventually randomly crash regardless. Have had several with all special 'anythings' removed and while they work at first, playing through some levels and trying them in a later level inevitably leads to them crashing. Randomly, not always but screw that.

Or, try the following anyway and waste valuable time:

If stairs raise, check each stair's sector and delete any strange tag #(s) ie; found tag 999 on every 3rd stair in map 11 of the 1st rom after the special sector error appeared when the game crashed while trying to climb them on real hardware. I don't know if it's a 'real' fix but double check and delete as a test. Will try on real hardware and post findings............
Appears to work. Tried the single level on real hardware, worked my way through the entire map before activating and no problem. Need to do it after a succession of levels to see if the 'build up' from previous maps has any effect.............

Door textures that resemble a 'roll up door' when opened are bc Upper Unpegged is ticked. Un-tick it to fix the problem.

If PT crashes when you open a door, check the overall draw distance to ensure it's short enough to allow the map to run.

If an error in PT says 'setup level (3,2)' this means it failed loading level 3 and the map is still probably good.

For Walk Over Line triggers, draw the trigger line on the floor first but don't let it touch the edges (creating another sector.) Draw it partially, set its function and tag # then create the effect (wall drop/raise, etc.) Test it and when satisfied connect the Vertices on the line ends to wherever and quick save one last time. Also, MAKE SURE TO CONNECT THE VERTICES as the line will cause an error in PT!

Lots of problems copying and pasting if the sector copied has ANYTHING involving special functions or height or sidedefs, etc. F that, just copy and paste the Vertices and redraw or redraw by hand.

For "unclosed sector" in Map Analysis error, in Sectors Mode hover around & find the offending line(s), click it/them and delete. DON'T waste time try to 'chase' it by continually redrawing sectors as it will only move along and never end.

If your doors won't work, disable Lower Unpegged to see if that will help. Certain doors (w/ no sector adjacent on the short sides) appear to mess up and not open on the Jaguar if they're ticked. Try to delete and redraw the door sector as well, double checking you have the correct function enabled.

If getting the "SpawnMapThing: Unknown type 51" error during the demo screen in PT, check the latest part of the  map carefully for even a single Linedef that's out of place by touching a sector (where the line isn't part of sector. This happened to me in part of a map and it was tiny, seemed insignificant and I barely found it. After removing it PT ran like a champ. Also, don't fret about REJECT ending with 1 or 3 bytes needing to be padded. Also had that on the successful build after removing the Linedef.

"SpawnMapThing: Unknown type 12" is either overlapping Things or a Thing outside a sector.






Jaguar can't have:
DEBUNKED MYTH: Picking up too many rockets, ie, the ones in the "refill" secret rooms at the beginning will crash the next level as it loads. May also be tight placement of more than one box of rockets causing this. Best solution is to make only one box and the rest to be other ammo or non-countable items.

Too many enemies clustered into a small area. It'll cause the level to fail to load in a 12 map rom after completing the one before it. Delete a few.

Fake walls. The kind that show a sidedef texture of a wall from one side but not the other and that can be walked through. Some maps use these to trick the player but once hacked the Jag version has them completely missing as if they weren't there at all in the 1st place.

Jag can't do "W1 Teleport" for monsters or "W1 Teleport (monsters only)". Has to be W2 for player only.

If next map's address starts between 191418 - 1936FC, it may have a culmination of too many Things, Sidedefs, etc. When testing, my map w/ next start address of 191418 worked but the previous attempt's address of 1936FC failed. Had to delete a lot of Things, etc and reduce Sidedefs where possible to make it fit. *Will test more by adding items to increase the address for a more exact number.

2x 1 Player Starts on the map (sometimes accidentally caused when testing). Gives error "SpawnMapThing: UnkNown type 64" in PT when it's trying to load the demo.

Letters/#s drawn on floor and/or with the height raised. Slows down the Jag/PT too much and causes errors when loading the game or starting a game. Sometimes demo mode crashes too and have to start a game before the demo loads but isn't a good build like this.

Floor Action 119 "W1 Floor Raise to Next Higher Floor", Use "22 W1 Floor Raise to Next Higher Floor (changes texture)" instead.

Door Action 117 DR Door Open Wait Close (fast)
'17 Light Flickers (randomly)' Use '1 Light Blinks (randomly)' instead
1,2,3,4,5,(there is no 6),7,8,9,12,13,14,(there is no 15),16 in Special work. 10,11,17  don't work.

A ceiling height of more than 512 will cause the jellybean bug which is multicoloured corruption in the wall texture.

Large areas with lots of different angled walls. This increases SSECTORS and Vertices which in turn, apparently screw up the overall map and continued use make the map impossible to load correctly in PT later on. SOME are fine but too much will kill the map. See Grid View in "List of what works" above.

Door frames that match the surrounding walls' textures. Can/will cause the HoM effect. Adjust the door frames/ceiling/roof to SHAWN2 (for sides) and Ceiling/Floor to FLAT23 (or comparable) to remove it.

Doors to rooms at the very side of stairs. PT/Jaguar will crash when opening them.

A lift that starts at the highest position to move DOWN 1st. Use a Floor function instead.

Five 64x64 secret rooms at the bottom of stairs in a circular pattern leading back to where you started. Had this at the very beginning of map 2 and it caused crashes in PT just opening the doors in succession as well as errors/crashes throught the rest of the map and a teleport wouldn't work at all later on. I put all the weapons in the 5 secret rooms into one larger secret room and moved it away from the stairs that were originally touching the edge of the sector for the room and it worked like a charm w/ no more errors in the map and the teleport worked as well.
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 03:58:59 AM
This is my baby. The steps for doing neo_rg's 'big hack'
I put this together to save time and it's been the difference maker in keeping my sanity. Not gonna lie, from start to finish this can take 1.5 to 2 hours to complete. There's a high margin for making a single error that can cripple the entire rom. Although going back and finding the mistake is relatively easy, it can be intimidating in the early minutes lol. To get over the mental defeat of such a daunting task, I've repeatedly (and unnecessarily) done 'the big hack' many times over in my spare time until it's become nothing more than a part of my day. Like brushing my teeth or putting on shoes. No big deal 8)
The results at the end are so satisfying that words can't express it. Then, flashing it to a Skunkboard for a test on real hardware or playing on PT. Pure Jag Doom bliss!


Compression info.txt
Need each map folder with only MAP0?.WAD inside, copied to flash USB.

1.) Open each MAP.wad in Slumped and copy sizes to ORIGINAL-DEC column in CMAP CALCULATOR. (renamed for distinction)
Export each to individual map folder as usual.

2.) Run MAPCOMP.BAT to make .LZZ files.

3a.) Open the .LZZ files in 010 Editor to input the sizes (listed at the bottom right) into CMAP CALCULATOR in "Comp. SIZE-DEC" column

3b.) Check/update padding

3c.) Input padding amount in CMAP CALCULATOR in "Comp.-PADDING" column. (renamed for distinction) and quick save each tab.

4.) Open the padded .LZZ files in F.A.S.T., re-order them and save all as MAPS JOINED.

5.) Open JAGDOOM.WAD & change address and size (SIZE HEX column in CMAP CALCULATOR) columns ONLY for each map starting with MAP01 at address 31:C870h
9C 30 00 00 17 92 CC 49 4E 45
or search:
32 00 00 00 00 16 99 9C 00 00 00 00 4D 41 50 30

Extra info:
Use the SIZE HEX column for inputting size data! The compressed one won't work bc "the jagdoom engine uses the original size of the file before compression as a guide to the size of the buffer it needs to reserve in memory to depack and check the
compressed map component."
Don't mess with changing the 1st character or each map type in the right column!

MAKE A BACKUP BEFORE OVERWRITING THE MAP DATA IN THE NEXT STEP

6.) In JAGDOOM.WAD paste MAPS JOINED at address 16:9990h
7F 00 0F 00 0F 03 26 00 00 10 10 10

7.) Insert modified JAGDOOM.WAD into original DOOM.rom as usual.
49 57 41 44 00 00 07 3F





Troubleshooting:
1st: If a level in the big hack rom crashes, double check it for too many heavy weight functions like floors raising or lowering via trigger. floor functions always choke the Jaguar and too many can crash it) Also, the 'pistons' that move up and down, depending on size, can crash the level at load as well.

-MYTH FROM Suspicion: Acquiring too many backpacks (and subsequently weapons?) can cause the MALLOCFAILED error 5 or 6 maps in. The maps won't load but using the weapons cheat works.

-MYTH FROM Suspicion: Exiting then starting the next level too fast can cause the next level to crash during loading. If testing transition from one level to the next, exit, wait a few seconds and press B again to start the next one.

2nd: if a level crashes, go back over it's data input carefully and look for any mistake (usually a 4 & A or B & 8 switched) and after correcting it, re-input the entire map's data. Not the entire SET of maps just the one(s) with the mistake. The entire data includes the addresses and sizes. For some reason fixing just the single character mistakes doesn't work or doesn't always work. No sense NOT re-inputting it all if you're already in there.

3rd: re-F.A.S.T. the offending map and re-enter all in order.

4th: double check all the .LZZ files w/ 010 Editor and make sure all have the required padding. Then re-F.A.S.T. the map and re-insert all.





ok I've simplified the process a bit and the setup is a bit specific
but nothing overly complicated. get a flash drive and blank it so we
can start with no files.

copy the DOOMLZ77.EXE and the .BAT FILE to the flash drive, don't place
them in any folders, then make folders on the drive so we can put MAP
components in them

MAP01
MAP02
MAP03
MAP04
..

and so on, the .bat file has been made for 12 maps add more with the
specific syntax and you be ok just by editing it. stick the seperate
map components for each level into their corresponding folder. then run
the .bat file it will look in each folder and load the map components
and compress them and save them with a .lzz extension

so SECTORS will become SECTORS.LZZ and so on and so on. Each folder will
now contains 10 original map components and 10 compressed ones. Let me
know when you've got this far.

Don't worry if you see errors in the .bat file it's hardcoded for 12
maps and if you've only got 8 or 9 then you'll get errors until its finished
running through the .bat file
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 03, 2017, 04:52:14 AM
I'll be posting videos of the levels soon.... 8)
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 04, 2017, 19:44:02 PM
Also created a MAPCOMP.BAT file that will convert up to 18 maps to compressed .LZZ files & can be run locally instead of having to have/use a USB flash drive. This one only works if placed inside a folder named 0 that is placed in the C drive. Makes life a LOT easier 8)
Here are the contents to paste. Save as MAPCOMP18.BAT and copy to C:/0 along with DOOMLZ77.EXE per the setup instructions.

DOOMLZ77 C:\0/MAP01/THINGS C:\0/MAP01/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP01/LINEDEFS C:\0/MAP01/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP01/SIDEDEFS C:\0/MAP01/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP01/VERTEXES C:\0/MAP01/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP01/SEGS C:\0/MAP01/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP01/SSECTORS C:\0/MAP01/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP01/NODES C:\0/MAP01/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP01/SECTORS C:\0/MAP01/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP01/REJECT C:\0/MAP01/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP01/BLOCKMAP C:\0/MAP01/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP02/THINGS C:\0/MAP02/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP02/LINEDEFS C:\0/MAP02/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP02/SIDEDEFS C:\0/MAP02/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP02/VERTEXES C:\0/MAP02/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP02/SEGS C:\0/MAP02/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP02/SSECTORS C:\0/MAP02/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP02/NODES C:\0/MAP02/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP02/SECTORS C:\0/MAP02/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP02/REJECT C:\0/MAP02/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP02/BLOCKMAP C:\0/MAP02/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP03/THINGS C:\0/MAP03/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP03/LINEDEFS C:\0/MAP03/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP03/SIDEDEFS C:\0/MAP03/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP03/VERTEXES C:\0/MAP03/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP03/SEGS C:\0/MAP03/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP03/SSECTORS C:\0/MAP03/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP03/NODES C:\0/MAP03/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP03/SECTORS C:\0/MAP03/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP03/REJECT C:\0/MAP03/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP03/BLOCKMAP C:\0/MAP03/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP04/THINGS C:\0/MAP04/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP04/LINEDEFS C:\0/MAP04/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP04/SIDEDEFS C:\0/MAP04/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP04/VERTEXES C:\0/MAP04/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP04/SEGS C:\0/MAP04/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP04/SSECTORS C:\0/MAP04/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP04/NODES C:\0/MAP04/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP04/SECTORS C:\0/MAP04/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP04/REJECT C:\0/MAP04/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP04/BLOCKMAP C:\0/MAP04/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP05/THINGS C:\0/MAP05/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP05/LINEDEFS C:\0/MAP05/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP05/SIDEDEFS C:\0/MAP05/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP05/VERTEXES C:\0/MAP05/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP05/SEGS C:\0/MAP05/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP05/SSECTORS C:\0/MAP05/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP05/NODES C:\0/MAP05/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP05/SECTORS C:\0/MAP05/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP05/REJECT C:\0/MAP05/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP05/BLOCKMAP C:\0/MAP05/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP06/THINGS C:\0/MAP06/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP06/LINEDEFS C:\0/MAP06/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP06/SIDEDEFS C:\0/MAP06/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP06/VERTEXES C:\0/MAP06/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP06/SEGS C:\0/MAP06/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP06/SSECTORS C:\0/MAP06/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP06/NODES C:\0/MAP06/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP06/SECTORS C:\0/MAP06/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP06/REJECT C:\0/MAP06/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP06/BLOCKMAP C:\0/MAP06/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP07/THINGS C:\0/MAP07/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP07/LINEDEFS C:\0/MAP07/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP07/SIDEDEFS C:\0/MAP07/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP07/VERTEXES C:\0/MAP07/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP07/SEGS C:\0/MAP07/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP07/SSECTORS C:\0/MAP07/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP07/NODES C:\0/MAP07/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP07/SECTORS C:\0/MAP07/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP07/REJECT C:\0/MAP07/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP07/BLOCKMAP C:\0/MAP07/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP08/THINGS C:\0/MAP08/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP08/LINEDEFS C:\0/MAP08/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP08/SIDEDEFS C:\0/MAP08/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP08/VERTEXES C:\0/MAP08/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP08/SEGS C:\0/MAP08/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP08/SSECTORS C:\0/MAP08/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP08/NODES C:\0/MAP08/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP08/SECTORS C:\0/MAP08/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP08/REJECT C:\0/MAP08/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP08/BLOCKMAP C:\0/MAP08/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP09/THINGS C:\0/MAP09/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP09/LINEDEFS C:\0/MAP09/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP09/SIDEDEFS C:\0/MAP09/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP09/VERTEXES C:\0/MAP09/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP09/SEGS C:\0/MAP09/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP09/SSECTORS C:\0/MAP09/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP09/NODES C:\0/MAP09/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP09/SECTORS C:\0/MAP09/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP09/REJECT C:\0/MAP09/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP09/BLOCKMAP C:\0/MAP09/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP10/THINGS C:\0/MAP10/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP10/LINEDEFS C:\0/MAP10/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP10/SIDEDEFS C:\0/MAP10/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP10/VERTEXES C:\0/MAP10/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP10/SEGS C:\0/MAP10/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP10/SSECTORS C:\0/MAP10/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP10/NODES C:\0/MAP10/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP10/SECTORS C:\0/MAP10/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP10/REJECT C:\0/MAP10/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP10/BLOCKMAP C:\0/MAP10/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP11/THINGS C:\0/MAP11/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP11/LINEDEFS C:\0/MAP11/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP11/SIDEDEFS C:\0/MAP11/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP11/VERTEXES C:\0/MAP11/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP11/SEGS C:\0/MAP11/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP11/SSECTORS C:\0/MAP11/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP11/NODES C:\0/MAP11/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP11/SECTORS C:\0/MAP11/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP11/REJECT C:\0/MAP11/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP11/BLOCKMAP C:\0/MAP11/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP12/THINGS C:\0/MAP12/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP12/LINEDEFS C:\0/MAP12/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP12/SIDEDEFS C:\0/MAP12/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP12/VERTEXES C:\0/MAP12/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP12/SEGS C:\0/MAP12/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP12/SSECTORS C:\0/MAP12/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP12/NODES C:\0/MAP12/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP12/SECTORS C:\0/MAP12/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP12/REJECT C:\0/MAP12/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP12/BLOCKMAP C:\0/MAP12/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP13/THINGS C:\0/MAP13/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP13/LINEDEFS C:\0/MAP13/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP13/SIDEDEFS C:\0/MAP13/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP13/VERTEXES C:\0/MAP13/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP13/SEGS C:\0/MAP13/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP13/SSECTORS C:\0/MAP13/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP13/NODES C:\0/MAP13/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP13/SECTORS C:\0/MAP13/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP13/REJECT C:\0/MAP13/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP13/BLOCKMAP C:\0/MAP13/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP14/THINGS C:\0/MAP14/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP14/LINEDEFS C:\0/MAP14/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP14/SIDEDEFS C:\0/MAP14/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP14/VERTEXES C:\0/MAP14/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP14/SEGS C:\0/MAP14/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP14/SSECTORS C:\0/MAP14/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP14/NODES C:\0/MAP14/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP14/SECTORS C:\0/MAP14/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP14/REJECT C:\0/MAP14/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP14/BLOCKMAP C:\0/MAP14/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP15/THINGS C:\0/MAP15/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP15/LINEDEFS C:\0/MAP15/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP15/SIDEDEFS C:\0/MAP15/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP15/VERTEXES C:\0/MAP15/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP15/SEGS C:\0/MAP15/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP15/SSECTORS C:\0/MAP15/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP15/NODES C:\0/MAP15/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP15/SECTORS C:\0/MAP15/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP15/REJECT C:\0/MAP15/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP15/BLOCKMAP C:\0/MAP15/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP16/THINGS C:\0/MAP16/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP16/LINEDEFS C:\0/MAP16/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP16/SIDEDEFS C:\0/MAP16/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP16/VERTEXES C:\0/MAP16/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP16/SEGS C:\0/MAP16/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP16/SSECTORS C:\0/MAP16/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP16/NODES C:\0/MAP16/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP16/SECTORS C:\0/MAP16/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP16/REJECT C:\0/MAP16/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP16/BLOCKMAP C:\0/MAP16/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP17/THINGS C:\0/MAP17/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP17/LINEDEFS C:\0/MAP17/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP17/SIDEDEFS C:\0/MAP17/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP17/VERTEXES C:\0/MAP17/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP17/SEGS C:\0/MAP17/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP17/SSECTORS C:\0/MAP17/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP17/NODES C:\0/MAP17/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP17/SECTORS C:\0/MAP17/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP17/REJECT C:\0/MAP17/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP17/BLOCKMAP C:\0/MAP17/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP18/THINGS C:\0/MAP18/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP18/LINEDEFS C:\0/MAP18/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP18/SIDEDEFS C:\0/MAP18/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP18/VERTEXES C:\0/MAP18/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP18/SEGS C:\0/MAP18/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP18/SSECTORS C:\0/MAP18/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP18/NODES C:\0/MAP18/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP18/SECTORS C:\0/MAP18/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP18/REJECT C:\0/MAP18/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP18/BLOCKMAP C:\0/MAP18/LZZs/BLOCKMAP.LZZ
PAUSE



I added a pause at the end so I can (partially) scroll back up and see if there were any errors ;D
(not that there would be any but my OCD is kicking my ass)



Attached is also an 18 map Excel file for inputting address and size data. The attached is in OpenOffice .ods format but is interchangeable with M$ Office..
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 04, 2017, 19:49:58 PM
Added note about if gzdoom has invinsible monsters and weapons when testing:

You'll have to switch from OpenGL to Software Mode to 'fix' the renderer.
Start a game and press Esc
Open: Options
Open: Go To Console (bottom choice)
Paste in: Vid_renderer 0
Press Enter

Exit the game via the Esc key and Exit option in the menu
Restart gzdoom


When this happened to me I was like WTF? LOL --> ???
Finally found a solution and was relieved! Thought my Doom hacking career was over before it began :p
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on September 04, 2017, 21:09:50 PM
Congratulations on getting this done, thought it reads like some alien language to me.  ;)
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 04, 2017, 21:22:43 PM
Thanks, it was a lot of work but all of it for convenience. If you start with neo_rg's original tutorial it will all make sense later. When I took off with this project I had very few tools but compiled info and put together many efficiency ideas to increase time usage. All worked out great and I have plenty to show for it :)

I just took all the roms I made and hacked in the 'almost fixed networking' patch. They are as close to perfect as they can be 8)
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on September 04, 2017, 21:29:46 PM
That's great.  If I had the time, I'd learn this stuff but I just don't have the time to do it. 
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 05, 2017, 05:46:10 AM
I know what you mean. I was lucky enough to have a lot of free time on my hands at work at one point so was able to get into it. Took off from there and became highly addictive working on these.
Thought about taking a break for a while but found myself already searching out new maps to work on. Great stuff!
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on September 05, 2017, 12:22:43 PM
You're addicted to it now!  :)
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 05, 2017, 13:59:57 PM
Yes, very lol.
Would be nice to be able to share these without them ending up on ebay per some jabroni looking to make a buck off someone else.
Been trying to make videos but XP not working well with my VC500 for some reason. Very nice maps to say the least, though.
Title: Re: Atari Jaguar Doom hacking notes
Post by: neo-rg on September 06, 2017, 21:48:01 PM
All credit to Saturn for carrying on hacking away , quite literally. When obstacles popped up every now and again that would have put other people off. Extra kudos for the mammoth write-up with extra info and helpful bits that I managed to leave out or think nobody would need. Hopefully soon I'll pull my finger out and release something 'special'.
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 06, 2017, 22:02:29 PM
Thanks for the props- and creating the original guide! Can't wait to see your release..

I've dug up several more maps that fit the conversion parameters. May have another go pretty soon. Once I finished the previous levels I thought that'd be it for a while but now I'm just bored :P
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on September 06, 2017, 23:37:04 PM
You're bored?  Here, come to Miami and help me get ready for Irma!  ;)
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 07, 2017, 02:56:56 AM
Yeah, I totally would if I could. As soon as Irma was set to possibly hit Florida my girl asked if you'd left. Told her I had no clue but you were still posting. Told her your collection was massive so I hoped you'd left with it.
Either way, be safe!
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on September 07, 2017, 03:08:57 AM
I'm still home.  My house was built in 1960 and has survived several major hurricanes, including Andrew, with minimal or no damage.  I just had my roof inspected and it is fine, an insurance inspector told me the house is so overbuilt that he would not want to see the rest of Miami if my house suffers significant damage.  I'm in a zone that does not flood (35 feet above sea-level), I'm all shuttered up, full of supplies, and I have a 25Kw generator that runs the entire house.  My hope is that the eye of the storm doesn't come this way.  As for leaving, there is no place in the state that is out of the cone, so the choices are limited.   I'm actually still in the office tomorrow but once I'm done tomorrow, I'm done until next week.  Thanks for the concern and keep us in your prayers. 
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 07, 2017, 03:16:04 AM
We'll definitely keep you (all) in our prayers. Glad you're house is over built. That's reassuring..
Title: Re: Atari Jaguar Doom hacking notes
Post by: zapiy on September 08, 2017, 11:01:39 AM
Fantastic work as always buddy.


Sent from my iPhone using Tapatalk
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 19, 2017, 02:17:20 AM
Fantastic work as always buddy.


Sent from my iPhone using Tapatalk


Thanks amigo! Love doing this stuff 8)





Some shots of the progress in action:

8 of my Doom mods and 2 versions of Doom 2 on PCB boards ;D

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Collection/bare_zpsqc9htpy9.jpg)


And then into clear shells. So glad Al and Carl had these in stock! 8) 8)

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Collection/shells_zpss87nqgtw.jpg)


Applied labels until I ran out. Waiting on more to finish this set off. Simply numbered as 1-1, 1-2, 1-3, 2-1, 3-1, 3-2, 3-3, AC2011, V98, and Walter_j64bit 32X TC.

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Collection/carts_zps8gc98mx2.jpg)
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on September 19, 2017, 02:35:28 AM
Ah, very cool!  Those look fantastic.
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 19, 2017, 02:48:43 AM
Thank you! :D :D :D
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 19, 2017, 04:23:25 AM
I'll be posting videos of the levels soon.... 8)

Here's the very 1st map that started it all :p
My capture device wasn't cutting it so I did these in Project Tempest using Fraps..
https://youtu.be/HoyctjQkGQ0 (https://youtu.be/HoyctjQkGQ0)
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 19, 2017, 10:50:36 AM
More levels 8)

https://youtu.be/yYdf_vVnN7A (https://youtu.be/yYdf_vVnN7A)


https://youtu.be/mxmPooN6APU (https://youtu.be/mxmPooN6APU)


https://youtu.be/KfPK-yrew0I (https://youtu.be/KfPK-yrew0I)
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on September 19, 2017, 12:06:57 PM
Awesome!
Title: Re: Atari Jaguar Doom hacking notes
Post by: Shadowrunner on September 19, 2017, 17:46:41 PM
Very cool!
Title: Re: Atari Jaguar Doom hacking notes
Post by: neo-rg on September 19, 2017, 18:51:29 PM
Does having it on a proper cart feel and play better than by emulation or running it on a skunkboard, I know the samples and music are streamed from cart rom space.
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 19, 2017, 18:59:52 PM
Thanks guys, having a blast with this! 8)



Yes, it feels a lot better and different. More fluid among other things. Also, finally having them 'set in stone' brings a whole new mental aspect to it bc I don't have to worry about running through the levels endlessly anymore like when they were on Skunks. Driving myself crazy looking for offset textures or anything else that might need to be fixed. Now they just are what they are-and awesome at that.
Finally playing the real thing for challenge instead of blazing through with a rocket launcher like in the videos :D
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 20, 2017, 04:47:16 AM
More videos. Made these at work today :p

Code: [Select]
https://youtu.be/6ifn4r1TqF0

https://youtu.be/UQ2rI665C1g

https://youtu.be/vSgyv80P0T8

https://youtu.be/ebnR82r_6OI

https://youtu.be/t_DVeRzmj70

https://youtu.be/I9SecT_ADrg

https://youtu.be/M3g813sjeSs

https://youtu.be/BstXHX53ems

https://youtu.be/e13Mgw6nQwc



These are from the 2nd ROM 8)

Code: [Select]
https://youtu.be/5V8Tm0lxHUQ

https://youtu.be/wn0xfhtBLnM

https://youtu.be/bR418g3D4RQ

https://youtu.be/f8igfKJXVsc

https://youtu.be/63zLoz6ZfGw

https://youtu.be/W1du5EuVEI8
Title: Re: Atari Jaguar Doom hacking notes
Post by: neo-rg on September 20, 2017, 11:27:48 AM
Do you do any 'work' when you're at work... lol
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 20, 2017, 11:56:57 AM
I sure didn't yesterday LOL
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on September 20, 2017, 12:12:17 PM
Nice job!  LOL
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 20, 2017, 12:18:34 PM
Ha, thanks. Blazing through these all day is a blast 8) Trying to get that library of levels built up..
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 21, 2017, 03:44:46 AM
Made these today 8)

Code: [Select]
https://youtu.be/eX3mC4YMl6g

https://youtu.be/sVkThYO2Olk

https://youtu.be/po19KWj7QMM

https://youtu.be/w6JoZqqRwh4

https://youtu.be/i25jp0sJ66k

https://youtu.be/WWdScxTLqvI


These are from the 3rd ROM:

Code: [Select]
https://youtu.be/nx3k8Q_94S0

https://youtu.be/V9DYPZqIwc4

https://youtu.be/e7Hl6Xd7COg

https://youtu.be/8SZZFtQkEmQ

https://youtu.be/UthCNk8MMNU

https://youtu.be/XhvRuxmRalI

https://youtu.be/d_I69oFbbK4

https://youtu.be/Bits5pIoIZ8

https://youtu.be/RIXCLkvkpcw

https://youtu.be/0fIizjKg0xc
Title: Re: Atari Jaguar Doom hacking notes
Post by: JoeMusashi on September 21, 2017, 12:48:55 PM
Holy shit mate, I've just picked up on this thread. This stuff is epic! I've got a bit of work to do in catching up with the posts but I'm looking forward to going through it all.
Kudos


Sent from my iPhone using Tapatalk
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 21, 2017, 14:16:07 PM
Holy shit mate, I've just picked up on this thread. This stuff is epic! I've got a bit of work to do in catching up with the posts but I'm looking forward to going through it all.
Kudos


Sent from my iPhone using Tapatalk

Thanks! There's a lot of info to take in as well as videos but it's all pretty amazing to me and I'm glad the ability exists to do this sort of thing. Great stuff imo! 8) 8)

A few more videos I did last night:

Code: [Select]
https://youtu.be/mIjU7gHi9JE

https://youtu.be/dgFpMP5-9V8

https://youtu.be/XpioE0-jqx4
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 22, 2017, 03:33:45 AM
20 more at work this morning 8)

Code: [Select]
https://youtu.be/plpgxYnjLHE

https://youtu.be/naHmjFR8TK0

https://youtu.be/94XJLkkUeb4

https://youtu.be/JcJCVksiPXQ

https://youtu.be/TIY21QwHACU

https://youtu.be/q1m6hvGubKk

https://youtu.be/kx77ZkZb2H4

https://youtu.be/fdcq_63mgZY

https://youtu.be/ityyvij5M_Q

https://youtu.be/2OkqLgp0NpM

https://youtu.be/LSZV_zb4pzA

https://youtu.be/JDDEWGzepj8



This is from the 1st rom in the 3rd set (which is a trilogy):

Code: [Select]
https://youtu.be/1UolawUj2ts

https://youtu.be/NwS1mezCpAc

https://youtu.be/4imzX1lWCZg

https://youtu.be/RqVQHC5H8_8

https://youtu.be/-HSjQFskw_A

https://youtu.be/E8XukBNfKDk

https://youtu.be/TD-3z2ZZ2YY

https://youtu.be/WIbgFkPfe3Q
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 23, 2017, 03:51:19 AM
Only managed to make 8 videos today. Actually had to work a bit :p

Code: [Select]
https://youtu.be/3G7WcS2IaUE

https://youtu.be/da08GtdQVTI

https://youtu.be/WO2XuGK7bkA

https://youtu.be/Io8UtmR5-sg

These are from the 2nd set of 3rd rom trilogy:
Code: [Select]
https://youtu.be/1x6L4a7ugpc

https://youtu.be/eMi1glv1jAg

https://youtu.be/ZeWKtxGoKSU

https://youtu.be/Txi6o08d9PI
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 24, 2017, 08:20:01 AM
Here are the rest of the maps for a total of 84 8)

Code: [Select]
https://youtu.be/8bPlWMvawj0

https://youtu.be/EYwYEJGQ5GU

https://youtu.be/DqEXaWOlSr0

https://youtu.be/OXGtywOmuhU

https://youtu.be/GfFg8c8ec_c

https://youtu.be/mwO2WYr2lOg

https://youtu.be/644qlLcSA70

https://youtu.be/sBA_7_K5C8k

These are from the 3rd set of 3rd rom trilogy:
Code: [Select]
https://youtu.be/W50pjEJCwZ4

https://youtu.be/gRe0TAM64R8

https://youtu.be/2ldufx9z1KI

https://youtu.be/5SCVuAW_j5g

https://youtu.be/mmoOC7SB9J8

https://youtu.be/NxrRccePFQs

https://youtu.be/CgRScSoUIMw

https://youtu.be/w1gYcRVAtrg

https://youtu.be/sacr1FjwhAc

https://youtu.be/QhA-jaa19MM

https://youtu.be/ryrU0iRLqe0

https://youtu.be/99FaJx4cHyM
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on September 24, 2017, 14:39:44 PM
I put all the videos in code as I couldn't even open the page anymore. Don't get to see my cool thumbnails
but what's the point if it takes the page a half hour to load? :D


Edit:
I re-did these to put them all in one place. A few of the videos have some lag but only because my laptop couldn't handle running PT and Fraps simultaneously during some of the intense sections that even the Jaguar has slight problems with. Although the cool thumbnails aren't displayed, I've included the descriptions of each from their respective Youtube page.
*
These are from the 1st ROM set of the 1st trilogy:
*
Jaguar Doom hack: set 1, ROM 1, level 1
I made this map while learning how to use Doom Builder 2 in December 2016. Decided to use it as the opener for the entire upcoming series of maps I'm hacking into the Atari Jaguar's Doom wad.
Code: [Select]
https://youtu.be/HoyctjQkGQ0*
Jaguar Doom hack: set 1, ROM 1, level 2
2nd map I made while learning how to use Doom Builder 2 in December 2016. Hacked it inline as #2 in the series of maps I'm hacking into the Atari Jaguar's Doom wad. A nice destructive path to the end with a ground level and hell level that each must be completed to move forward.
Code: [Select]
https://youtu.be/yYdf_vVnN7A*
Jaguar Doom hack: set 1, ROM 1, level 3
A good first level inside the complex. This map is reminiscent of the original ID levels and isn't overly difficult (unless your playing on Nightmare! Good luck with that lol)
Code: [Select]
https://youtu.be/mxmPooN6APU*
Jaguar Doom hack: set 1, ROM 1, level 4
The first larger level in the series. Not overly huge but a leap forward in size with a maze portion I conveniently don't enter as to leave something to the imagination. Nice battle at the end really heightens the intensity..
Code: [Select]
https://youtu.be/KfPK-yrew0I*
Jaguar Doom hack: set 1, ROM 1, level 5
This one goes back and forth from inside part of a base to outside overlooking poisonous pits under a beautiful Martian sky. This level has several blast doors that can be used (when not cheating with God Mode) to attack demons from relative safety. It can be tricky to use them but well worth the effort to master using.
Code: [Select]
https://youtu.be/6ifn4r1TqF0*
Jaguar Doom hack: set 1, ROM 1, level 6
The first of quite a few large levels that were unexpectedly possible on this console. It took a lot of work to make it happen but gave me a better understanding of the limitations and what was necessary to make it run without lag. One of my personal favorites...
Code: [Select]
https://youtu.be/UQ2rI665C1g*
Jaguar Doom hack: set 1, ROM 1, level 7
Attacked from the beginning with no time to prepare, this complex labyrinth has many secrets and even more traps. Only by chance (a fairly high chance) can some doors be triggered which adds to the challenge of getting 100%. But, by the end of this level most gamers will be glad to just survive 8)
Code: [Select]
https://youtu.be/vSgyv80P0T8*
Jaguar Doom hack: set 1, ROM 1, level 8
Another beauty of a level with many secrets hidden in place sight. Tough battles and endless new doors to open around every corner make complete exploration of this vast complex a challenge within existing challenges.
Code: [Select]
https://youtu.be/ebnR82r_6OI*
Jaguar Doom hack: set 1, ROM 1, level 9
A larger level with it's own unique aspects and puzzles. Plenty of enemies in the trenches even on lesser difficulties. It's a joy to charge through this beast killing everything in your path..
Code: [Select]
https://youtu.be/t_DVeRzmj70*
Jaguar Doom hack: set 1, ROM 1, level 10
Although not necessary to explore every room or open every door to complete, the rewards for doing so are excellent. Some of the finest details I've seen in maps lately..
Code: [Select]
https://youtu.be/I9SecT_ADrg*
Jaguar Doom hack: set 1, ROM 1, level 11
Underground in the now abandoned hydroponics section of the complex, only evil remains. This level is a lot shorter than the ones leading up to it but make no mistake, these demons will do everything they can to prevent you from passing this area 8)
Code: [Select]
https://youtu.be/M3g813sjeSs*
Jaguar Doom hack: set 1, ROM 1, level 12
After exiting the hydroponics area through the lower level we end up in what used to be a system of aqueducts and flood control for the main base. With nowhere to go but forward, fight your way to the well guarded blue key and make this amazing map a memory..
Code: [Select]
https://youtu.be/BstXHX53ems*
Jaguar Doom hack: set 1, ROM 1, level 13
Finally at the last hurdle before clearing this area and moving on to the next. But this is no cake walk as the elusive blue key stands in the way of progressing forward. That, and a slew of pissed off demons doing all they can to make sure you die here...
Code: [Select]
https://youtu.be/e13Mgw6nQwc
*
These are from the 2nd ROM of the 1st trilogy 8)
*
Jaguar Doom hack: set 1, ROM 2, level 1
1st stage of the 2nd ROM in this trilogy and straight into the fight. This wasn't going to get any easier and now topside again, the battle rages on. This map is large with some of the best lighting effects to date, later in the level. Again searching for the blue key, all hope seems lost... In the video you'll see me think twice about attempting to access a certain area. Although very rewarding, wasn't worth the attempt while making a video as in this level, there's no escape if you fall in...
Code: [Select]
https://youtu.be/5V8Tm0lxHUQ*
Jaguar Doom hack: set 1, ROM 2, level 2
Smaller level that can be exited rather quickly but sticking around to get the keys and open the doors will get you a much needed Chain Gun..
Code: [Select]
https://youtu.be/wn0xfhtBLnM*
Jaguar Doom hack: set 1, ROM 2, level 3
Another smaller level that can be blazed through relatively quickly. There's a lot more to this one than what's shown here as I did the minimum necessary to finish it... Well worth some serious exploration.
Code: [Select]
https://youtu.be/bR418g3D4RQ*
Jaguar Doom hack: set 1, ROM 2, level 4
This level is a bit larger than the last two and has plenty to offer in the way of figuring out what's next and how to survive those choices. I took the secret exit on this one leaving the regular exit to be discovered...
After level 24, this picks right back up on level 5 8)
Code: [Select]
https://youtu.be/f8igfKJXVsc*
Jaguar Doom hack: set 1, ROM 2, level 5
Smaller but interesting level. Once all the damage is done, could wander for hours looking for that way out. First time I went through I didn't realize backtracking was the key..
Code: [Select]
https://youtu.be/63zLoz6ZfGw*
Jaguar Doom hack: set 1, ROM 2, level 6
Epic level with tons of action and a rngisky little path to traverse on the way out. If you fall there's no hope so tread lightly is imperative..
Code: [Select]
https://youtu.be/W1du5EuVEI8*
Jaguar Doom hack: set 1, ROM 2, level 7
Pretty big level with lots of back and forth. Enemies and poisonous liquid everywhere certainly makes for an epic quest..
Code: [Select]
https://youtu.be/eX3mC4YMl6g*
Jaguar Doom hack: set 1, ROM 2, level 8
In typical "Map 08" style this is a small map with a boss battle leading to the use of special tag 666 to drop some walls when they're dead. Easy enough if you know where to find some weapons but difficult as to which is the best way to fight. Stay high with cover or dive in and go to town on them? Hmmmmm...
Code: [Select]
https://youtu.be/sVkThYO2Olk*
Jaguar Doom hack: set 1, ROM 2, level 9
A short level with plenty to solve. Getting 100% on here is the goal but can be a major challenge if you're not fast enough. A little lag early on but surprised it wasn't worse considering how many free standing items there are coupled with the overall length of the map... A nice testament to the Jaguar's power.
Code: [Select]
https://youtu.be/po19KWj7QMM*
Jaguar Doom hack: set 1, ROM 2, level 10
An outstanding level in my opinion. Have to circle it twice to complete it which keeps it tight yet not repetetive since new enemies appear after different triggers have been activated.
Code: [Select]
https://youtu.be/w6JoZqqRwh4*
Jaguar Doom hack: set 1, ROM 2, level 11
One of my favorite levels because of the decor. It's all about fierce battles in close quarters in this one.
Code: [Select]
https://youtu.be/i25jp0sJ66k*
Jaguar Doom hack: set 1, ROM 2, level 12
An epic arena to have an epic battle in, this is the demons' final stand to keep you from entering the next area. Based outside in an open world, everything stands in your way. This one ain't gonna be no walk in the park!
Code: [Select]
https://youtu.be/WWdScxTLqvI
*
These are from the 3rd ROM of the 1st trilogy:
*
Jaguar Doom hack: set 1, ROM 3, level 1
This map is huge :0
Originally placed as an epic ending to another ROM, decided to put it 1st in line of the final ROM for this trilogy. Nothing like the battle of all battles to start things off and give an impression of WTF did I get myself into?....
Code: [Select]
https://youtu.be/nx3k8Q_94S0*
Jaguar Doom hack: set 1, ROM 3, level 2
A medium sized map with all the enemies, traps and secrets you've grown accustom to. Not bruatlly difficult but now walk in the park, this map is another testament to the Jaguar's power by handling the huge open rooms without a hitch.
Code: [Select]
https://youtu.be/V9DYPZqIwc4*
Jaguar Doom hack: set 1, ROM 3, level 3
An awesome map with an elevator maze. There's a lot more to it than shown here but I wanted to keep the video short. Also, a little mystery doesn't hurt. Like, what's that letter N for???
Code: [Select]
https://youtu.be/e7Hl6Xd7COg*
Jaguar Doom hack: set 1, ROM 3, level 4
Another excellent map and a fairly larger size. Tons of doors to find and open along with the usual amount of demons roaming the hallways. My favorite parts are the large open outside area near the beginning of the video and that lovely yellow key trap LOL.
Code: [Select]
https://youtu.be/8SZZFtQkEmQ*
Jaguar Doom hack: set 1, ROM 3, level 5
Larger map with a ton of traps and a huge pyramid to scale. Took quite a while to get the textures aligned on that baby but well worth it. And how about that arena at the end? A whole new level of fighting for survival 8)
Code: [Select]
https://youtu.be/UthCNk8MMNU*
Jaguar Doom hack: set 1, ROM 3, level 6
A great map with some nice twists and turns. Favorite part is the room with the pile drivers. Man, that's some sadistic depravity! Love it..
Code: [Select]
https://youtu.be/XhvRuxmRalI*
Jaguar Doom hack: set 1, ROM 3, level 7
Fairly large level with some tense moments. Especially that maze walk at the end (which, to get 100% kills you'll have to jump off the side and take care of a few of the possessed.) Great fun and a lot to explore..
Code: [Select]
https://youtu.be/d_I69oFbbK4*
Jaguar Doom hack: set 1, ROM 3, level 8
A pretty big map with its share of obstacles and puzzles to figure out. All blocking your path forward along with a slew of ferocious demons at every turn..
Code: [Select]
https://youtu.be/Bits5pIoIZ8*
Jaguar Doom hack: set 1, ROM 3, level 9
Huge amount of area to explore here with the typical relentless demons hell bent on taking you out! How about that Altar of Lights? Absolutely incredible...
Code: [Select]
https://youtu.be/RIXCLkvkpcw*
Jaguar Doom hack: set 1, ROM 3, level 10
A close quarters death run if ever one existed :p
The decor is changed as our hero heads to the lower levels of this latest base to ensure the death of every single demon. Using the camouflaged blast doors here is a must..
Code: [Select]
https://youtu.be/0fIizjKg0xc*
Jaguar Doom hack: set 1, ROM 3, level 11
An incredible map. This one was even fun to convert. The visuals are great and it flows perfectly all the way to the narrow walk at the end when those cave walls open up leaving you in a most precarious position.
Code: [Select]
https://youtu.be/mIjU7gHi9JE*
Jaguar Doom hack: set 1, ROM 3, level 12
After ruining the demons' plans for taking over this part of Mars, you've just entered the space port. The plan is to take out the remaining enemies here, hijack a space ship and leave this rock but some of the most brutal battles lie ahead. After ripping and tearing through so many of their horde, the last thing they want is for you to board that ship...
Code: [Select]
https://youtu.be/dgFpMP5-9V8*
Jaguar Doom hack: set 1, ROM 3, level 13
Finally.. the ship-and the final level of this trilogy.. Now aboard the Cacodemons finest transport, you find yourself in a confusing maze of sameness wondering if you can figure out how to access the forward cockpit controls. Slaying everything aboard seems the only solution. They appear from every corner of the hallways to the brig you accidentally opened by randomly flipping switches in the control room. A relentless onslaught of heathens for you to decimate.
Code: [Select]
https://youtu.be/XpioE0-jqx4
*
These are from the 2nd ROM set (which is a single 12 mission ROM atm):
*
Jaguar Doom hack: set 2, ROM 1, level 1
After the epic battle aboard the Cacodemon ship, you learn that the craft won't stay aloft without the collective minds of the demons to control it. It crashes far from the spaceport before leaving the planet. Nearby is a series of structures and running out of air, you enter cautiously. A small map of what appears to be a weapons manufacturing facility..
Code: [Select]
https://youtu.be/plpgxYnjLHE*
Jaguar Doom hack: set 2, ROM 1, level 2
A cool map with some nice twists. Can make quick work of this one but watch your step crossing the platforms 8)
Code: [Select]
https://youtu.be/naHmjFR8TK0*
Jaguar Doom hack: set 2, ROM 1, level 3
Slightly larger map with plenty to kill and discover along the way. You've taken the demons by surprise which adds to their ferocity..
Code: [Select]
https://youtu.be/94XJLkkUeb4*
Jaguar Doom hack: set 2, ROM 1, level 4
Smaller map with more run & gun. There's a few places that make you think for a second-but there's not much time for anything but killing :p
Code: [Select]
https://youtu.be/JcJCVksiPXQ*
Jaguar Doom hack: set 2, ROM 1, level 5
This is a great map imo. Was a blast converting it and making it work. Took a while to pull off and reduce the lag to what's visible in the video but well worth it and a masterpiece if I do say so myself. Some close quarter fighting coupled with more and more enemies appearing every time you finish clearing a section makes for some serious fun.
Code: [Select]
https://youtu.be/TIY21QwHACU*
Jaguar Doom hack: set 2, ROM 1, level 6
Larger map with a bit of confusing elevator frustration. Reaching the end is a victory in itself..
Code: [Select]
https://youtu.be/q1m6hvGubKk*
Jaguar Doom hack: set 2, ROM 1, level 7
Ever larger map with floors heading vertically. This one ups the elevator frustration into madness. This video is of the 2nd time I recorded as I got lost during the 1st run and had to go back and check the original map to remember what to do and where to go. It's all about the blue key here... like so many before it 8)
Code: [Select]
https://youtu.be/kx77ZkZb2H4*
Jaguar Doom hack: set 2, ROM 1, level 8
This map is a standard #8 with the lowering walls and special 666 tag but it is one tough beast! Literally dropping into the party it's a nightmare from that moment on. Grab the ammo and go to obliterating before the Radiation Suit wears off-all the while dodging some of the most brutal savagery in the entire series!
Code: [Select]
https://youtu.be/fdcq_63mgZY*
Jaguar Doom hack: set 2, ROM 1, level 9
Very small map with some innovative gameplay. Managing the Lifts while evading poison and enemies all while searching for keys amongst the dead and bloody bodies is a skill that has to be learned :p
Code: [Select]
https://youtu.be/ityyvij5M_Q*
Jaguar Doom hack: set 2, ROM 1, level 10
Leaving the small maps that made up most of this set, we head into an underground labyrinth with plenty of secret doors, only some of which are shown here. Viewing your map is essential for navigating this dark and cruel place..
Code: [Select]
https://youtu.be/2OkqLgp0NpM*
Jaguar Doom hack: set 2, ROM 1, level 11
More of a test of fighting skill than the usual puzzle solving+killing, this map is trite smaller than the last but the battles are intense and seemingly never ending. That large cavern with the Cacodemons is just unpleasant. Lol
Code: [Select]
https://youtu.be/LSZV_zb4pzA*
Jaguar Doom hack: set 2, ROM 1, level 12
And here it is, the final level of the 2nd set of maps. This one isn't a trilogy like the 1st set (yet), but has its moments. A nice break from the ever growing maps of the last ROM set. This map is large and by no means a cakewalk. Locating those keys to finally venture out of here is rewarding bc they are hidden and guarded well.
Code: [Select]
https://youtu.be/JDDEWGzepj8
*
These are from the 1st ROM in the 3rd set (which is a trilogy):
*
Jaguar Doom hack: set 3, ROM 1, level 1
So, out with the small maps and right back into the mix of a stronghold base setting with plenty of area to explore and puzzles to solve. This is the 1st map of the 3rd set. It's another trilogy consisting of 3 ROMs for a total of 36 'soon to be' classic missions..
Code: [Select]
https://youtu.be/1UolawUj2ts*
Jaguar Doom hack: set 3, ROM 1, level 2
Another amazing map. A few of the rooms here are unique in design and features which makes them stand out to me as gems in this series. I can't get enough of this large level even after having played it hundreds of times..
Code: [Select]
https://youtu.be/NwS1mezCpAc*
Jaguar Doom hack: set 3, ROM 1, level 3
Excellent level with some outdoor exposure. Love fighting across that bridge to the other end! Some extra places to go there at the end but all roads lead home :p
Code: [Select]
https://youtu.be/4imzX1lWCZg*
Jaguar Doom hack: set 3, ROM 1, level 4
Absolutely brilliant level design. Always a pleasure to tear through this map and destroy every evil thing in sight. from domino-ing explosive barrels, uncovering that elusive blue key, being mauled by a rush of Pinky Demons to triggering the speed trap for a cache of much needed heavy weapons, this map has it all..
Code: [Select]
https://youtu.be/RqVQHC5H8_8*
Jaguar Doom hack: set 3, ROM 1, level 5
A fantastic mega-level ready to pillage and destroy. Took me a while to find the right order to accomplish tasks in but once that was out of the way, it was strictly rip and tear. Love the yellow key teaser when that door half opens. So close but so far away, as we soon find out having to battle our way around just to get a shot at it. All the way to the end-they just keep coming..
Code: [Select]
https://youtu.be/-HSjQFskw_A*
Jaguar Doom hack: set 3, ROM 1, level 6
Pretty massive level here. Attacked from all sides nearly from the start, this huge and well made base map will test your awareness of the surroundings. A few key triggers hidden in plain sight and on my first ROMp through here I missed a few of them and gave up. A great place to hone your observation skills. Very clever putting a shortcut back to the red door via the pile driver room..
Code: [Select]
https://youtu.be/E8XukBNfKDk*
Jaguar Doom hack: set 3, ROM 1, level 7
Large and well designed level. Favorite part is entering the outdoor area and seeing both the 2nd story on the left with its stairs leading up and the protected elevated platform on the right with its guard opening fire at first sight of you. All below that incredible Martian sky. A feast for the eyes indeed..
Code: [Select]
https://youtu.be/TD-3z2ZZ2YY*
Jaguar Doom hack: set 3, ROM 1, level 8
A fairly brutal Map 8. When those doors open and the evil is unleashed there's no turning back. Literally, since the lift you took to get up here is apparently a one way ride. There's only one way out and that's THROUGH :p
Code: [Select]
https://youtu.be/WIbgFkPfe3Q*
Jaguar Doom hack: set 3, ROM 1, level 9
A super small map that's pretty cut and dried with the goals. One door you can enter from the start and the rest unfolds from there. A few secrets to discover though..
Code: [Select]
https://youtu.be/3G7WcS2IaUE*
Jaguar Doom hack: set 3, ROM 1, level 10
Slightly larger level with enough twists and turns to keep it interesting. Plus, the ever present amount of enemies is more than adequate to make the run n' gun portion a great addition to the series..
Code: [Select]
https://youtu.be/da08GtdQVTI*
Jaguar Doom hack: set 3, ROM 1, level 11
A perfect sized complex. Not too big leaving the player confused and exploring for hours but large enough to keep the battling parties spread out enough that heavy weaponry isn't a problem. Enemies at every turn make this an epic display of demon killing to the end 8)
Code: [Select]
https://youtu.be/WO2XuGK7bkA*
Jaguar Doom hack: set 3, ROM 1, level 12
Final map of the 1st ROM in this trilogy and like the others before it, not gonna be easy. The outside area here is phenomenal imo. I left out a semi-obvious secret on the upper part of the outside ledge. You can see me 'zoom in and out' on the suspect ledge then leave. No telling what's back there...
Code: [Select]
https://youtu.be/Io8UtmR5-sg
*
These are from the 2nd set of 3rd ROM set trilogy:
*
Jaguar Doom hack: set 3, ROM 2, level 1
The 1st map of the 2nd ROM in this trilogy 8) One of the best levels I've played to date too. Hell, this whole 2nd set is some of the best. playing this on Hurt Me Plenty is ideal and an excellent challenge..
Code: [Select]
https://youtu.be/1x6L4a7ugpc*
Jaguar Doom hack: set 3, ROM 2, level 2
Excellent level that moves from the 'comfort' of a base into the bowels of hell and back. Plenty of secrets left to make earning 100% a massive undertaking in itself..
Code: [Select]
https://youtu.be/eMi1glv1jAg*
Jaguar Doom hack: set 3, ROM 2, level 3
This one literally starts out with a bang being trapped in there with 2 Pinky Demons. May not even survive the 1st room let alone this epic monstrosity of world class architecture. So much to kill and so little time..
Code: [Select]
https://youtu.be/ZeWKtxGoKSU*
Jaguar Doom hack: set 3, ROM 2, level 4
One of my favorite maps! It has everything.. and a lot of red brick walls. Fraps causes this recording to lag badly toward the end but still a good representation of what the level is like. Some incredible design here and the ever flowing enemies even AFTER the epic battle for the red key in that deadly arena. Awesome..
Code: [Select]
https://youtu.be/Txi6o08d9PI*
Jaguar Doom hack: set 3, ROM 2, level 5
Very small map but what it lacks in size is certainly made up for in boss enemies. Getting to the end of this one is a difficult task indeed..
Code: [Select]
https://youtu.be/8bPlWMvawj0*
Jaguar Doom hack: set 3, ROM 2, level 6
Slightly larger boss level with plenty of enemies attacking from all sides. Splash damage from the rocket launcher can make the difference here 8)
Code: [Select]
https://youtu.be/EYwYEJGQ5GU*
Jaguar Doom hack: set 3, ROM 2, level 7
More close quarter fighting. That rocket launcher won't work in the real world but there's plenty of other weapons to decimate everything in sight. The backpack seems oddly out of place at the end there..
Code: [Select]
https://youtu.be/DqEXaWOlSr0*
Jaguar Doom hack: set 3, ROM 2, level 8
Another intricate and very well designed level. It's always a blast to mow through this one and watch the Baron of Hell die in the barrel explosions lol.
Code: [Select]
https://youtu.be/OXGtywOmuhU*
Jaguar Doom hack: set 3, ROM 2, level 9
A nice sized map with demons around every corner. Nice touch with the thin walkway rising to reach the yellow door. Ironically, that's the 1st time I made it onto the walkway on the 1st attempt. Tricky little area usually takes multiple tries but is critical in progressing forward..
Code: [Select]
https://youtu.be/GfFg8c8ec_c*
Jaguar Doom hack: set 3, ROM 2, level 10
Aaaaand another freakin boss level. Well designed and stocked with weapons, you're going to need all you can get. This is no walk in the park by any means so taking it on with the difficulty setting of "I'm a wimp" is recommended. Come on, no one will laugh :p
Code: [Select]
https://youtu.be/mwO2WYr2lOg*
Jaguar Doom hack: set 3, ROM 2, level 11
Boss level in some tight areas to make those close quarter battles even more daunting! Without the God Mode, retreat is the best idea. Know your surroundings and haul ass to put a door between you and them as the only sane survival tactic. Making your way back to the opening area to proceed was just mean lol. I spent ages searching on my 1st ROMp through this level :p
Code: [Select]
https://youtu.be/644qlLcSA70*
Jaguar Doom hack: set 3, ROM 2, level 12
The last map of the 2nd ROM in this trilogy and what a fierce map it is.. Attacked from the start by Imps to the messed up blue key trap that let's the friggin wall down next to you, exposing you to multiple enemies (LOL) to that amazing arena at the end. And if you want 100% kills you'll either have to find a way to take out the remaining Pinky Demons from the safety of the elevated area or dive into the poison and let 'em have it from there. Awesome level!
Code: [Select]
https://youtu.be/sBA_7_K5C8k
*
These are from the 3rd set of 3rd ROM set trilogy:
*
Jaguar Doom hack: set 3, ROM 3, level 1
First map of the final ROM set in this trilogy, and what an opening level. An epic map with plenty of death to deal out. A few tricks and secrets scattered about but carefully navigating those narrow catwalks is a must. There's just enough room to fall off the sides and you'll be trapped without the usually inevitable death screen since these only contain water :p
Code: [Select]
https://youtu.be/W50pjEJCwZ4*
Jaguar Doom hack: set 3, ROM 3, level 2
Although a smaller map, it makes up for it in brutality. The tight squeeze between the broken barrier and wall to recover the BFG 9000 to the confusion of returning to the exit room once you hear the door conveyor open. An excellent close quarter map to open on the enemy with whatever you have at your disposal..
Code: [Select]
https://youtu.be/gRe0TAM64R8*
Jaguar Doom hack: set 3, ROM 3, level 3
Smaller map and deadly boss enemies. More secrets than were displayed in this run through. Well worth seeking out. Side stepping that Invicibility icon is imperative to surviving that final onslaught even though it's funny as hell to watch a noob run right in, grab it and die immediately after triggering the switch to unleash those Barons of Hell :p
Code: [Select]
https://youtu.be/2ldufx9z1KI*
Jaguar Doom hack: set 3, ROM 3, level 4
A break from the heavy hitting enemies and a perfect sized map to pillage through letting these demons know you mean business :p Opening the secret wall/gate near the exit to collect the deads' weapons adds insult to injury 8)
Code: [Select]
https://youtu.be/5SCVuAW_j5g*
Jaguar Doom hack: set 3, ROM 3, level 5
Set in hell, this level offers some ace map design to explore. Using the blast doors to sneak attack the plethora of enemies in the adjoining room makes all the difference for successfully navigating this stronghold. Radiation suits in key locations keep you from burning alive in the lower levels but while down there, ensure that you take out all enemies on the upper level before using the lift to get to the exit as it's a one time only ride up and if you get knocked off it's game over..
Code: [Select]
https://youtu.be/mmoOC7SB9J8*
Jaguar Doom hack: set 3, ROM 3, level 6
An average sized map where confusion abounds (as you can see my circling of the same area a couple of times :p) The narrow maze hallway is actually lined with explosive dominoing barrels that inevitably clear the area-which is a much needed bonus here. The yellow key becomes the goal of the mission and finding it is an ordeal all in itself..
Code: [Select]
https://youtu.be/NxrRccePFQs*
Jaguar Doom hack: set 3, ROM 3, level 7
Another excellent map with enemies around every corner. Using the right doors to enter areas at certain intervals can put quite a bit of distance between you and the heavy hitters, letting you pick them off with ease. The large open area to the south is deceiving as is discovered once you obtain the red key and all hell breaks loose 8)
Code: [Select]
https://youtu.be/CgRScSoUIMw*
Jaguar Doom hack: set 3, ROM 3, level 8
Attacked from behind at the start, luckily that wall is a bit too high for the Cacodemon to take you out right away. The goals are cut and dried but navigating the outdoor maze can be a deal breaker and drive an average gamer insane. Just pay attention to the irregular looking walls and check the map to figure it all out. A nice touch with the misplaced steps and health bonus ridden cavern...
Code: [Select]
https://youtu.be/w1gYcRVAtrg*
Jaguar Doom hack: set 3, ROM 3, level 9
This is the level to end all levels. A mega boss map with two keys-each being a massive undertaking to acquire. The enemies are relentless and they just keep on coming! Plenty of trap doors lead to certain doom with a constant barrage of enemy attacks to make this one the ultimate effort to traverse. For the completionists out there, good luck getting 100% kills in here. You'll need it...
Code: [Select]
https://youtu.be/sacr1FjwhAc*
Jaguar Doom hack: set 3, ROM 3, level 10
Set partially in a base and hell alike, this large complex is tricky in finding out where to go next. Returning from the 1st outside area has a caveat as well making multiple attempts standard practice for the first go around. Exploring every inch is imperative to discovering its secrets, which there are quite a few of...
Code: [Select]
https://youtu.be/QhA-jaa19MM*
Jaguar Doom hack: set 3, ROM 3, level 11
A tight set of hallways appear in the 1st part of this map. Equal weapons caches and boss arenas on the opposite sides of the doors in the center. Radiation suit management can be the means to an end here, good or bad as the arenas are a tough bit of fighting to overcome. Once you let them know you're here, retreating won't necessarily keep them at bay as the Cacodemons will float over and open the door to track you down. About the crusher, it's a nice way to smash the enemies in the center but can also be an encumbrance later on. You don't HAVE to trigger it...
Code: [Select]
https://youtu.be/ryrU0iRLqe0*
Jaguar Doom hack: set 3, ROM 3, level 12
The 84th and final map of this 7 ROM series. Relatively small considering it's the 'big finale' but we all know the Doom Marine's mission is never over. At the end of it all this one gives you the choice to teleport to Heaven, back to Earth or into the bowels of hell to continue the fight. Choose wisely... :p
Code: [Select]
https://youtu.be/99FaJx4cHyM
More to come..
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 06, 2018, 07:17:42 AM
Found a way to unlock/view the full map and show all things on the level when you press 9. This is right after starting the game. Haven't even moved.
Just... awesome 8) 8)

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/showAllThings%20%20showAllLines%20cheat_zpskmafifvn.jpg)
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on October 06, 2018, 14:26:14 PM
OH, that's cool!  So, it only works if you start and haven't moved?
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 06, 2018, 16:41:46 PM
No it works regardless. Was detailing not having moved to illustrate the tiniest portion of map had been revealed in the regular way but the rest was visible as darker lines (having yet to have entered those areas).
I did this by adjusting a flag/variable in the source code then compiling it. Very cool that it's in there and makes me wonder if there's a "yet unknown" key sequence to enable it.
Either way, it works 8)
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on October 06, 2018, 21:41:55 PM
Really cool.  I wonder why it wasn't just made available. 
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 08, 2018, 00:58:08 AM
Also finally found a way to hack the power of the shotgun. That was the whole reason to explore the code in the first place. It always felt like up to 3 shots at point blank range to take down a Pinky Demon was a little much. Here, a single blast takes down a Hell Knight 8)

I may tone it down for a cart version for myself but it's absolutely amazing at the moment ;D

https://youtu.be/iIoHbeHuG8o
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on October 08, 2018, 01:17:59 AM
What did you do to that gun!?!?!  That's like "ultimate" firepower!
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 08, 2018, 01:28:24 AM
Ha, found its variables and changed them from a 'random 3+1 *4' to a 9+9 *18
Really kicked it up! Take down the most powerful enemy with one shot. I love it!

It's way overkill but fun to blaze through in a wake of blood and body parts :p
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on October 08, 2018, 01:29:58 AM
Overkill?  No kidding!  LOL
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 08, 2018, 16:46:55 PM
I modded the cheat for getting items/ammo/keys. I never liked getting the keys with everything else but wanted more ammo so I cranked it to 999 and ditched the keys altogether. Also, 200% Armor sucks so I upped it to 999% (http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/Emoticons/laugh_zpsqfgqldgz.png)

before

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/before_zpsxkyml5h8.jpg)


after

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/after_zpswnh8spwl.jpg)
Title: Re: Atari Jaguar Doom hacking notes
Post by: TrekMD on October 08, 2018, 18:53:15 PM
You'll need to change the title of the game to "DOOM'ed I'm Not!"
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 08, 2018, 19:00:20 PM
You'll need to change the title of the game to "DOOM'ed I'm Not!"

Ha, love that :D
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 09, 2018, 04:16:40 AM
Here's a better video including the hacks I did today. From the description on yt:
This video is done on a better pc using Project Tempest and FRAPS without slowdown. Still a bit hard to control using a Jaguar controller via USB since PT runs so fast but here's 3 source code hacks I've done in the last three days.

The first is at 6 seconds when I open the map screen. I enabled Automap and show all Things (two cheats that have never been discovered afaik).

The 2nd cheat is at 17 seconds where I enable the Very Happy Ammo Cheat = Pause, # + Pause (all keys, weapons, ammo, armor, and health) I never liked getting the keys so in MY version, I removed them but cranked up the armor bonus to 999% & ammo to 999 each. That was more of a joke though..

The 3rd cheat is the insane power of the shotgun. You can see firstly at 33 seconds after I warp to level 8 and open the door. The blast tears through the back of some poor zombie schmuck and hits the explosive barrel. A few seconds later at :52 the Hell Knights eat it with one shot each. Awesome


https://youtu.be/w2y2QrjWyqc
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 10, 2018, 15:56:47 PM
Found the file that has the map names. I put "test" in front of each and compiled it. Works like a charm ;D

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/map01_zpsirlmvc2t.jpg)

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/map02_zpsdja5tdvz.jpg)
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on October 19, 2018, 16:55:25 PM
I've added proper map names and custom endings for each rom. Compiled it in the source code and it worked like a charm:

rom 1
"New Depths",
"Deadly Path",
"Base Entrance",
"Bastard Land",
"Blast Doors",
"Into the Bowels",
"Left For Dead",
"Secrets Abound",
"Security Stronghold",
"Taking the Base",
"Greenhouse Effect",
"Nuclear Station",
"Out of the Frying Pan",
"End Game Sequence"

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/01_zpsryktwwzc.jpg)

rom 2
"Into the Fire",
"Base 2 Entrance",
"Incubation Chambers",
"Imminent Pain",
"Hell Awaits",
"Merciless",
"Left For Dead 2",
"Watch Your Step",
"Havoc",
"Close Quarters",
"Dungeon Maze",
"Bloodletting",
"End Game Sequence"

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/02_zps9z7jrptp.jpg)

rom 3
"Behemoths",
"Base 3 Entrance",
"Infirmary Horror",
"Its A Trap",
"Raging Titan",
"Burnt Offerings",
"Prison Break",
"Cesspool Hazards",
"Sewer Escape",
"Halls of Peril",
"Dis Membered",
"The End Is Nigh",
"Grand Theft UFO",
"End Game Sequence",

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/03_zpsaz40noip.jpg)

rom 4
"Shoot the Glass",
"Base 4 Entrance",
"Segue Interrupted",
"Pink Is the New Dead",
"The Unforgiven",
"Tower Massacre",
"Cross Into Madness",
"Clock Is Ticking",
"Kill Em All",
"Catacombs",
"Swarms and Titans",
"Battle At Mt Fuji",
"End Game Sequence"

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/04_zpseecvys1l.jpg)

rom 5
"Base 5 Entrance",
"Inner Sanctum",
"Demon Megaplex",
"Fortress of DOOM",
"Utter Chaos",
"Mountain Pass",
"Ruthless Agression",
"Enter the Arena",
"Ransacked Armory",
"Quick and Painful",
"Splash Damage",
"King of the Hill",
"End Game Sequence"

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/05_zpseh0nhx8v.jpg)

rom 6
"Swallowed In Hell",
"Base 6 Entrance",
"Trial By Fire",
"Evil Unleashed",
"Titan Offensive",
"Violent Pacification",
"Close Quarters 2",
"Full Scale WAR",
"Spill the Blood",
"Bloodshed",
"Weapons Hot",
"Annihilation",
"End Game Sequence"

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/06_zpsrkrnjwdi.jpg)

rom 7
"Base 7 Entrance",
"Torture Chamber",
"Lava Basin",
"Wicked Fortress",
"Hell Is Here",
"All Hope Lost",
"After the Storm",
"Lethal Alleyways",
"Garrison Strike",
"Of Ash and Stone",
"No Turning Back",
"The Final Conflict",
"End Game Sequence"

(http://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/07_zpszifuatnm.jpg)
Title: Re: Atari Jaguar Doom hacking notes
Post by: Saturn on November 20, 2018, 15:46:46 PM
Finished another 12 map ROM last night. This one is epic.
Here are the map names and a shot of the end game sequence screen:

rom 8
   "Base 8 Entrance",
   "Nerve Wracking",
   "Cleansing",
   "The Deadpool",
   "Go Into the Gap",
   "On the Ledge",
   "Good Day To Die",
   "Killzone",
   "Into the Abyss",
   "North Seized",
   "Titan Outpost",
   "No Survivors",
   "End Game Sequence",

No Survivors is the finale for this and it's incredible. I'll post a video sometime as soon as I can record on a more powerful computer but some of the draw distance on this level is super long. The Jaguar handles it like a champ though. There's some lag here and there but it doesn't detract from the overall experience imo. It's crazy to be running along the stronghold wall between guard towers and turn to shoot a Cacodemon on the far side of the map that's almost just a dot it's so far away 8) 8)

Good Day To Die is another favorite. The place is overrun but there's plenty of ammo. Survival rate is in the toilet though :D The map is also incredible..

(https://i1308.photobucket.com/albums/s603/SaturnRVG/Misc/rom8_zpsvup7gkea.jpg)

Also, I hacked Project Tempest to name it Project DOOM... as seen in the upper left of the screen shot(http://i762.photobucket.com/albums/xx267/Saturn025/wub.gif)