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Talk:Sega 32X

403 bytes added, 01:39, 18 December 2016
Rocket are shot backward: new section
::Yes. The point is though that the "." lumps are uncompressed in the 32x. Remember that the compression is an LZSS layer provided by the wad manager. It appears that more memory was needed in the 32x so they left the pixel data uncompressed so it can be read directly off the cartridge rom (instead of loading into ram). Technically the image meta data probably could be compressed slightly in some cases. From what I can tell there is no difference in the wad format from the Jaguar to 32x, just a difference in what lumps are compressed or uncompressed. Those that are compressed are properly marked. [[User:Blzut3|Blzut3]] 22:19, 28 October 2012 (UTC)
:::Okay, mystery solved, I was misled by error reports from SLADE which I had coded too strictly. In Jaguar Doom, posts end with 0xFFFFFFFF, in 32x Doom, they end with 0xFFFF and the next post is written instead of the final post's length. So since my code was looking for an 0xFFFFFFFF, it didn't stop where it should and reported that the data wasn't big enough. Oops. --[[User:Gez|Gez]] 23:24, 28 October 2012 (UTC)
 
== Rocket are shot backward ==
 
This is weird. There is no cyberdemon in this version, so why did they do this? They should have done it from the player's perspective instead. There's a similar mistake in the SNES version where you always see the rocket from the rear. So it's the cyberdemon who shots backwards.
--[[User:Axdoomer|Axdoomer]] ([[User talk:Axdoomer|talk]]) 19:39, 17 December 2016 (CST)
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