Doom 64 wad and sf23/28/2023 ![]() There could still be issues, but it seemed fine in the bit of testing I did. I had a bit of issue with getting the sounds in the right order, as they're listed by index in the wad, but I think I got it right. How to patch your DOOM 64 WAD 642 views 18 Dislike Crob4r 51 subscribers Well hello I play alot of DOOM 64 and with the new version of CE it requires a patched WAD to work. This mainly only amounted to a couple hours work (though I used tools I developed years ago for wad hacking, and did a bit of looking in the Doom64EX engine code to understand how the sounds were formatted and ordered). The sounds are taken directly from the doom64.wad produced by Kaiser's wadgen utility, and kept high-quality (16-bit 22khz), unlike the PSX Doom sound pack (8-bit 11khz). It also replaces the Imp's sight sound, and the Hell Knight/Baron death sound (the latter of which I found rather cheesy in the PSX version) which did differ in Doom64. (not to slight the author, as I'm sure he put quite a bit of work into creating it). Doom 64 EX is a faithful recreation of the original game using the Doom source code as the base with the benefit from newer control methods like mouse look, high resolutions and color depth. For those who have played Doom64 EX, the utility before playing creates the WAD file and DOOMSND. Though PSX Doom apparently used many of the same sounds, the existing PSX Doom sound pack I felt was a little deficient compared to what is possible, IMO. I had some time to kill today, and put together a pack of Doom64 sounds.
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