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DOOM 64 XE

Doom 64 XE (eXpanded Edition) is an interation of the Doom 64 Reverse Engineering source built upon four repositories:

Erick194's complete reverse engineering of Doom 64: DOOM 64 RE
Molecicco's enhancements, additions, and bug fixes: DOOM 64 CE
JNMartin's update to modern SDK and optimizations: DOOM 64 Merciless Edition
Nova's fork of Merciless Edition additional enhancements: DOOM 64 Ultra

The focus of this project is to combine the features of the aforementioned repositories to create a demo-compatible, modding-friendly, port with quality of life features.

Building

Preparation

Before compiling, the data of the original Doom 64 is required. The Tools folder contains an extractor utility that can be run against the Doom 64 USA 1.0 ROM. Version 1.1 is not supported. The extractor will produce four files: DOOM64.WAD, DOOM64.WMD, DOOM64.WSD and DOOM64.WDD that have to be placed into the doom64/data folder.

This rom hack requires resources that are only present in Nightdive's 2020 release. For this reason, a BPS patch is included in the Data folder (DOOM64.BPS). The Tools folder includes Floating BPS, a tool that can be used to open it. With it, you must patch the DOOM64.WAD found in your 2020 release installation directory (MD5 0AABA212339C72250F8A53A0A2B6189E). Then, copy the newly created DOOM64.WAD into the Data folder, replacing the one in the previous step.

Alternatively, you can build the rom disabling the new options that require the new resources and use the extracted wad instead. See Configuration for information on how to disable the ENABLE_EXTRA_EPISODES and ENABLE_REMASTER_SPRITES preprocessor definitions.

Modern SDK

If you are running on a Linux distribution supported by the Modern N64 SDK (source) and have it installed, run make-rom.sh inside the doom64 directory.

If you prefer to run the build inside a container, a Dockerfile is included that builds an image with only the files required to build this project (~460MB). You can then mount the doom64 directory and run make-rom.sh. Alternatively, you can run build.sh or build.ps1 (for Windows users) to do it automatically.

If using gdb to debug doom64.elf, change the DISCARD section inside doom64.ld from *(*); to *(.MIPS.abiflags); before building the rom.

Configuration

You can add the following preprocessor definitions to the DEFINES section of the Makefile:

  • ENABLE_EXTRA_EPISODES=0, disables the episode selection UI. Useful if you are building a custom rom and have deleted the Lost Levels from the wad.
  • ENABLE_REMASTER_SPRITES=0, disables the option to toggle green blood and use alternate medikit sprites. Useful if building the rom without the extra sprites from the 2020 rerelease.
  • ENABLE_NIGHTMARE=0, disables the fifth difficulty.

Notes

Special thanks to Erick194, Molecicco, JNMartin, and Kovic for making all of this possible.

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