I've been working on Doom for the 32X, originally as a simple translation project but after looking at the game's development I've been trying to fix some of its issues. I've succesfully fixed a number of bugs relating to enemies, maps and textures, and deleted multiplayer entities where applicable to reduce map memory (every kb counts) but I really could use some help figuring out how and where the game does the following:
1) If you don't know, the Doomguy will often look around - left, center and right - but unlike other versions of the game, the first series of animations will flip his hair around. Here's a comparison shot between the PC and 32X animations:
The 32X port is so far the only one to have this error displaying the Doomguy's portrait, and this flipping only occurs for the first set of animations (high health percentage). I've done what I could, from trying to do traces with Gens and comparing the final build with prototypes but I can't find how this is done. 0F @offset 20660 will display the 16 sprites in a 4x4 composite, and nearby offsets determine horizontal and vertical positioning but that's as far as I've managed to dig through.
While the *.wads (maps) can be extracted, edited and reinserted into the ROM through third-party programs, data such as fonts and the HUD are not extracted at all.
2) I'd also like to know if the item pickup text is actually programmed into the port but is simply forced to not be displayed, or if it's leftover code that isn't used at all. The text is easy to find, and I believe I have found the offsets as well, but any editing there will freeze the game on pickups so it's hard to tell. It would be nice to restore one of the main features of the game, though as far as fixing things the portrait is more important.
Thanks in advance!