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32X Resurrection

Hack of DOOM

Description:

This patch completely replaces the original engine, adding performance improvements and new features, as well as missing levels from the Jaguar port.

Changes:

  • Includes levels that were omitted from the original release.
  • Network support via the Zero Tolerance (aka Technopop) link cable.
  • Splitscreen coop and deathmatch modes.
  • The Cyberdemon and Spider Mastermind have been re-added to the game.
  • New title screen that resembles the Saturn and PlayStation versions.
  • The iconic screen melt effect for scene changes.
  • Rendering has been spread across both SH2 processors for better speed.
  • User input is processed at 30FPS, while game logic runs at 15FPS.
  • Low (two pixel modes) 128×144, 128×160, 160×180 and three high detail 224×128, 256×144, 320×180 video modes.
  • Anamorphic widescreen support for 16:9 screens.
  • Mip-mapping for walls and flats.
  • Improved visual fidelity (aka ‘high color’) mode.
  • FM Synth soundtrack courtesy of Spoony Bard.
  • Selecting between no music, VGM FM music, 32X+, or playing music from attached Sega CD (requires Sega CD in addition to 32X).
  • Sound driver that uses the Sega CD hardware to offload sound mixing from the 32X.
  • Stereo panning for game sounds.
  • Controller hot plugging support.
  • Save ram support - keeps track of finished levels, health, armor, weapons and ammo - eight save slots as well as an auto-save at the end of each level.
  • Restores sprite directions from the Jaguar version as well as in-fighting between monsters.
  • A new port of “Slough of Despair” and level fixes courtesy of Wavy.
  • Spectres look the way they did in the original PC version.
  • Jaguar Doom HUD assets.
  • Three drawing modes: the regular sector based lighting (although it’s better than the original Doom 32X in that sprites also use this lighting, no more 100% bright sprites!), “potato” mode which doesn’t texture floors or ceilings for slightly better speed, or the original Doom fading light rendering (which is just a smidgen slower and looks a little muddy given the fifteen bit palette of the 32X).
  • ‘Always run’ option.
  • Anti-aliased automap with smooth scaling.
  • Support for three-button and six-button pads, as well as the Sega mouse. You can choose how to map the primary three buttons in the menu.
  • Verified as working on Kega Fusion 3.64, a Model 2 Genesis + Model 2 CD + launch 32X, a CDX + 32X, with a NeoFlash NeoMyth MD and the V1 Mega EverDrive, and also with Mega EverDrive Pro and MegaSD.
  • Support for 32X+ (CDDA tracks from CUE files) on the MegaSD flashcart.
  • Kill, item and secret counters on the automap.
  • “Skinface” intermission screen background.
  • Multi-region, supports both PAL and NTSC.

Changes in v3.1:

  • Fixed sound initialization in RetroArch
  • Fixed save RAM support on the MegaSD and some early Mega EverDrive models
  • Fixed music on Refinery not looping properly
  • Increased music playback speed by about 5%
  • Changed sky texture on the “Tower of Babel” to match the original
  • Slightly sped up the melting screen effect on PAL systems
  • Music driver now precaches the entire VGM file in SegaCD word ram to reduce bus contention

Changes in v3.0a:

  • Fixed issue that prevented the game from launching on the MegaSD
  • Fixed the automap

Changes in v3.0:

  • Added the iconic screen melt effect for scene changes
  • Added both the Cyberdemon and Spider MasterMind bosses along with their respective maps
  • Introduced mip-mapping for walls and flats. This is enabled when the highest details setting in the menu is selected
  • The game now requires ROM bank switching support by flashcarts and emulators. Please note that degrees of compatibility across flashcarts and emulators may vary!
  • [BETA] New sound driver that uses the Sega CD hardware to offload sound mixing from the 32X. This results in the game receiving an additional performance boost
  • The number of onscreen sprites has been increased from 60 to 128
  • Maps that have been superseded with CD and SMM encounters have been designated as secret levels
  • Introduced a new Help screen to the main menu, which outlines the basic controls
  • Added “cyberdemonspecial” and “spider mastermind special” DMAPINFO properties
  • The menu cursor now has the same response time in both PAL and NTSC
  • The intermission screen now also displays level completion time (in virtual NTSC time!)
  • Greatly optimized PWM sound mixer
  • Reduced the maximum number of simultaneously played sound effects to 6
  • Decoupled stereo sound spatialization rate from PWM mixer, set it to 15Hz
  • Changed Doomguy’s face turning logic in the statusbar to more closely mimic the original game
  • Bugfix: normal doors played the fast door sound upon closing
  • Bugfix: weapon position was slightly off center in widescreen mode
  • Fixed items not respawning properly in deathmatch
  • Added support for sector type 17 (random flicker)
  • Monsters can now use teleporters
  • The ROM header now lists Sega CD and Sega Mouse as supported devices
  • Various optimizations across the code

Changes in v2.2b:

  • A re-upload as something went wrong during the build process for v2.2a.

Changes in v2.2a:

  • Fixed weapon position being off-center at some screen resolutions.

Changes in v2.2:

  • New exclusive port of the original map “Slough of Despair” (MAP18) by Wavy.
  • Ported the “skinface” intermission background from the original game.
  • Added support for playback of uncompressed 8-bit and IMA ADPCM-compressed 4-bit WAV files.
  • The ZGM music file format has been upgraded to support PCM samples (reserved for future use) and is now part of SGDK’s XGM toolset.
  • Fixed bug in the sound mixer which resulted in stereo channels being swapped around occasionally.
  • Added CD/32X+ volume slider to the audio menu.
  • Tweaked MegaSD detection timeout - fixes compatibility issues with MD+ on the MegaEverdrive Pro.
  • The status bar now displays the “mowdown” face upon taking damage from environmental hazards.
  • The 252 pixels-wide screen mode has been widened to 256 pixels.
  • Fixed spectre’s position being off on the finale screen.
  • The punch impact sound has been re-added to the game.
  • A different tile is now used for the final text briefing background.
  • Improved framerate in the menus.
  • Added 100% completion color indication to the kills/items/secret counters on the automap.

SOURCE CODE

https://github.com/viciious/d32xr/

CREDITS

Resurrection

Calico DOOM

  • Programming and reverse engineering: James Haley
  • Additional code: Samuel Villarreal, Rebecca Heineman

Special thanks

  • id Software
  • Songbird Productions
  • RetroRGB

ROM / ISO Information:

  • Database match: Doom (Europe)
  • Database: No-Intro: Genesis (v. 20210226-213851)
  • File/ROM SHA-1: 4EC03C2114EBFFBBCD16859583340D4EA4CD8DD5
  • File/ROM CRC32: 53734E3A

Links:

Screenshots:


RHDN Hack ImageRHDN Hack ImageRHDN Hack ImageRHDN Hack Image

Video:


Credits:

Credits
ContributorType of contributionListed credit
ChillyWillyOriginal WorkProgramming