[HN Gopher] Doom3do: DOOM for the 3DO
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Doom3do: DOOM for the 3DO
Author : tambourine_man
Score : 57 points
Date : 2022-11-02 17:44 UTC (5 hours ago)
(HTM) web link (github.com)
(TXT) w3m dump (github.com)
| lordfrito wrote:
| Wonderful to see this stuff online...
|
| For those of you who don't know the utter sh*tshow that was the
| 3DO version of Doom, and the full story of Randy Scott and Art
| Data Interactive, here's an article that's well worth the read.
|
| https://www.badgamehalloffame.com/doom-3do/
|
| TLDR; Randy Scott knew nothing about software development, but
| that didn't stop him from getting people in his church to invest
| $100k to start Art Data Interactive and license source code from
| ID. He told 3DO he could do it, and would add new levels, new
| weapons, you name it. At the time Doom was a big deal, and 3DO
| heavily promoted it as the systems flagship title and the best
| version you could play. Knowing nothing about software
| development, Scott believed all that had to be done to put a new
| weapon into a game was to "provide a programmer a picture of what
| it was supposed to look like". Kept saying it was being worked on
| and "90% complete" but had nothing to show. As time ticked by,
| 3DO finally realized the mess they were in, but had to deliver
| something at launch, with their back against the wall they
| recruited an outside developer to "finish up some bugs and get
| the game ready for shipping and get it out in about a month or
| two". Turns out no work had been done, the programmer had to go
| directly to her contacts at ID, with many late night heroics to
| get the game done in 10 weeks for Xmas launch.
|
| All that's missing from this story is having Randy twirling his
| mustache. Last I heard he was arrested a few years back for some
| stuff I won't mention here... You can't make this stuff up...
| billyhoffman wrote:
| This commit from 29 days ago added a ton of behind-the-scenes
| photos from the shoot for the full motion videos which was going
| to be included in the game and which were famously cut [1].
|
| https://github.com/Olde-Skuul/doom3do/commit/f3ea056bc9659bc...
|
| [1] - https://www.timeextension.com/features/the-true-story-
| behind...
| nazgulsenpai wrote:
| The sad part is the FMV was cut from the retail release because
| of time constraints. The story of Doom on 3DO is truly a
| fascinating take of just about everything (except the music)
| going terribly wrong.
| jonny_eh wrote:
| > I created two apps, one to draw the 3do logo and the other to
| show the logicware logo. After they executed, they were purged
| from memory and the main game could run without loss of memory.
|
| I believe Morrowind on OG Xbox does something similar when you
| transition from the main menu to the actual game. Very clever.
| bombcar wrote:
| Didn't an Xbox game actually set it up so the entire processor
| would reboot and just appear to be loading a level?
| netruk44 wrote:
| That was also Morrowind. I believe they said it happened when
| the console was running low on memory, they would just reboot
| when you transition between areas. You would get the dreaded
| 'long loading screen' which was the console rebooting in
| disguise.
|
| You could set an image to display while the console rebooted,
| so they put up a loading screen and rebooted the console.
| When the console rebooted, the game knew it was in a
| "loading" screen, and picked up from there.
| bombcar wrote:
| I love that they did it, and I love that Microsoft knew it
| could happen and built in a custom image feature for
| reboots.
|
| Modern problems require modern solutions, indeed.
|
| The real snazzy way would have been to use an older chip in
| the HDMI processing pipeline somewhere, and let you play an
| older game on that chip. I believe Nintendo has used older
| generation chips as sub-chips now and then.
| jonny_eh wrote:
| > HDMI processing pipeline somewhere
|
| The original xbox didn't even have an HDMI port.
|
| Plus, I believe at that time Namco owned the patent on
| "games during loading screens".
| aardvark179 wrote:
| This was a fairly common technique in the 8 but days with disk
| based games, and Exile even did it on the cassette version -
| you loaded the game menu, loaded your saved fame, and then
| loaded the game.
| VikingCoder wrote:
| This was the same person "Burger" [1] who worked on The Bard's
| Tale. I can't even tell you how many hours I spent playing those
| games as a kid.
|
| > This is the temple of the Mad God. What is thy business,
| unbeliever?
|
| # [S]peak to the priest
|
| > Only those who know the name of the Mad One are welcome. What
| wilt thou say?
|
| # burger
|
| > Thou hath uttered the most unspeakable word! Prepare to die!!!
|
| > Now you did it. Before you, you see 99 Ancient Enemies, 99
| Jabberwocks (20'), 99 Maze Masters (30'), and 99 Gimps (40').
|
| # [F]ight bravely
|
| [1]: https://en.wikipedia.org/wiki/Rebecca_Heineman
| ceronman wrote:
| If you haven't seen it yet, Rebecca Heineman, the author of this
| code has a long video explaining how this was made. Highly
| recommended:
|
| https://www.youtube.com/watch?v=rBbIil2HPSU
| tappdarden wrote:
| previous
|
| https://news.ycombinator.com/item?id=8679060 85
| points by joelby37 on Dec 1, 2014 | hide | past | favorite | 18
| comments
| doublerabbit wrote:
| I just wished more consoles were successful than the major three
| we have now.
|
| If Jaguar, 3do were still around we would be in a better
| universe.
| Aardwolf wrote:
| This post comes just after Angry Video Game Nerd discussed almost
| all console ports of Doom, including 3do:
| https://www.youtube.com/watch?v=f5zyhC11hzQ
| suprjami wrote:
| I recently made some posts about a couple of other Rebecca
| Heineman games for DOS:
|
| - Mindshadow (1985). https://www.instagram.com/p/CkbiWcIhM2p/
|
| - Borrowed Time (1985). https://www.instagram.com/p/CkeMZJfhHkK/
|
| She has been making games for so long and made many popular ones!
| brianbreslin wrote:
| Why do people keep porting DOOM to different obsolete platforms
| or recreating it in Javascript? Is there some internal "cool"
| factor for doing this in super niche geeky dev communities?
| hd4 wrote:
| Try actually reading, it's the original port.
| brianbreslin wrote:
| When one sees the last commit as 29 days ago, or the previous
| commit as 8 years ago, one can easily assume it wasn't code
| from 1995. So again. Why is this even interesting?
| tappdarden wrote:
| github (and git) wasn't around in 1995
|
| One should read the readme's.
|
| let people enjoy things.
| IntelMiner wrote:
| Read the readme instead of arguing on HN about it
| tappdarden wrote:
| This was made over 20 years ago. The 3do never had much success
| but it wasn't obsolete yet.
| bluedino wrote:
| It's open source, easy to port, and people that played PC games
| in the 90's have fond memories of it.
| anyfoo wrote:
| Niche? Porting DOOM is pretty much the canonical mainstream
| thing to do to new or newly discovered old platforms.
|
| That being said, this is about the original, and official,
| commercial DOOM port decades ago.
| gattilorenz wrote:
| The answer to both is... yes.
|
| I could have tried to port, say, Actua Soccer to SCO Xenix, but
| I went with DOOM because the source is available, every detail
| is known, there's a million different ports to learn from,
| there's a reasonably clear separation of OS dependent and
| independent parts, everyone loves DOOM, it runs on any
| hardware, porting DOOM to platform X is almost a meme, ...
| should I continue?
| lph wrote:
| > I had no time to port the music driver, so I had a band that
| Art Data hired to redo the music so all I needed to do is call a
| streaming audio function to play the music. This turned out to be
| an excellent call because while the graphics were lackluster, the
| music got rave reviews.
|
| Wow, no kidding. The music is terrific.
|
| [1] DOOM 3DO soundtrack
| https://www.youtube.com/watch?v=AjEx292Ph8M
| lph wrote:
| ...and for bonus points, play that soundtrack as a background
| for the AI Herzog-Zizek infinite conversation [1]. It is
| glorious.
|
| [1] https://news.ycombinator.com/item?id=33437296
| skocznymroczny wrote:
| PSX Doom soundtrack is also pretty unique, abandoning the
| electric guitar in favor of ambient gloomy horror atmosphere.
| dschuessler wrote:
| The producer's name is Aubrey Hodges. He also made the music
| for Doom 64. You can find (and buy) both soundtracks on his
| webpage: http://www.aubreyhodges.com/discography/discography/
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