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DoomUltra64 v0.4
Doom and Doom II on the Nintendo 64, rendered by the RDP.
What's new
- Sixteen dynamic lights instead of eight, and they cost what they actually illuminate rather than what happens to be in the frame.
- Doom's real light curve. Dim sectors floor at black instead of tapering, so darkness reads as darkness; contrast and overall brightness are separate knobs on top.
- Polished metal on doors and wall plates — twenty-five textures now, where it used to be a handful of doors.
- Glowing powerup spheres, each haloed in the measured average colour of its own sprite.
- Barrels sit on the floor. Doom's art hangs a few rows below a thing's origin, and a billboard drawn at one depth lost exactly those rows to the floor. The quad now follows the floor plane in z.
- Music streams from cartridge RAM. A whole track is preloaded into SDRAM at level load, so playback stops costing an SD read every frame.
- Saves name themselves after the level you are in, on overwrite as well as on a fresh slot.
- A controller sensitivity slider in Options, and a slower default — half to 1.4x, defaulting to four fifths of the old rate.
Installing
Extract to the root of your SD card. It creates one Doom folder:
sd:/Doom/
DoomUltra64.z64 the Doom ROM
Doom2Ultra64.z64 the Doom II ROM
saves/ savegames, six slots per game
Add your own IWADs — they are not included and are not redistributable:
sd:/Doom/DOOM.WAD for DoomUltra64.z64
sd:/Doom/DOOM2.WAD for Doom2Ultra64.z64
Boot a ROM from the flashcart menu, then set Options → Graphic Detail to High — the metal sheen, the pool reflections and the 320x480 mode are all gated on it.
Music is optional and ships separately; see the README for tools/mkmuswad.py.
Requires the Expansion Pak. Developed and tested on a SummerCart64.