Talk:Doom 64


The Doom64 conversion doesn't work properly with Zdoom, the palette is way off - anyone knows how to fix it?

The Doom 64 TC does not work with ZDoom - it even comes with its own EXE file. Just run that. Bloodshedder 13:20, 24 Jul 2005 (UTC)

Well, I don't like having copies of IWADs lying around... and unfortunately once I Alt-Tab out of the game it hangs :(

It's a better idea if you ask these kind of questions on the Doom 64 or JDoom websites. Fraggle 06:01, 25 Jul 2005 (UTC)

Anyone knows the difference between Doom64 v1.0 and v1.1?[edit]

There are two ROMs on the Internet with different MD5 checksums.

1b1378bb9ee819f740550f566745af73 Doom 64 v1.1 (USA).z64

b67748b64a2cc7efd2f3ad4504561e0e Doom 64 v1.0 (USA).z64

What is the difference? Has anyone tried to decompress them?

--Axdoomer (talk) 21:39, 17 September 2016 (CDT)

I asked Kaiser and he's currently unaware of any appreciable differences. It'd be interesting to compare the files to look for any changes in the code though. --Quasar (talk) 23:35, 17 September 2016 (CDT)
I did some investigating with vbindiff and the biggest, albeit inconsequential, difference is that the legal lump added to the PAL version of the game (PLLEGAL) is present in the IWAD for US v1.1, making a total of 0x5f8 lumps rather than 1.0's 0x5f7 - however, the lump is unused, and, none of the other changes known to be made to the PAL version are evident - ie., the brightness still defaults to 0 on the slider rather than 50% up it. So far I've found no obvious differences, but there is a change in the code somewhere, as it gets out of alignment a short way through, and all the pointer values in the code are off by that much accordingly. It seems like a minor change, it might even be unused code to draw the aforementioned lump when running on a PAL console for all I can tell right now. --Quasar (talk) 03:18, 18 September 2016 (CDT)