Boot sector program IP.BIN made region free and updated with patch version and date.
Adds a sound effect when interrupting the logo sequence by pressing start (same sound effect than when pressing start on the title screen).
Controls :
Restores weapon bidirectional cycling, including during pause, while keeping the rollover that the Saturn commercial version introduced. Weapon cycle is inverted when maintaining the use button while pressing the cycle weapon button.
The interval during which the chainsaw is going up no longer prevents any weapon cycling (problem present in the PSX version).
Status bar : adds slot 0 in the weapon indicators of the status bar for the fist. This slot's number turns red to indicate a berserk condition.
Performance : noticeably improves framerate again. It's now smooth in the simpler levels, but it can still go quite down in the more complex ones.
Graphics : fixes additionnal gaps in graphics present in the PSX version (missing wall columns, rare missing sectors).
Flats :
Removes 2 pixels expansions that made the sides of ground or ceiling sectors overlap with walls (problem present in the PSX version). It reveals a few remaining gaps but it looks much better overall.
Improves the precision of the low detail flats with high detail limits that were introduced in v0.2 to improve performance.
Walls :
Fixes last wall texture column being always replaced by the 2nd one (bug introduced by the Saturn commercial version in the workaround for texture repetition, see below).
Wall textures are no longer stretched on walls higher than 256 pixels (problem present in the PSX version). They can now repeat over walls of up to 384 pixels, with a horizontal offset of one column every 128 pixels. That offset was present in the Saturn commercial version and it won't be fixed, otherwise it would hurt performance (VDP1 can't repeat a texture so texture length is extended when needed to following columns as a workaround, causing those offsets).
Fixes the horizontal sliding of wall textures when viewed at an angle (bug present in the PSX version).
Fixes incorrect diminishing light shading on walls that are partially hidden by another wall on their left (bug present in the PSX version).
Automap :
Removes status bar stats flicker when the map is toggled.
Damage and item pick up color effects now work on the black background, not only on map lines. The color effects working on the automap was an improvement of the Saturn commercial version over the PSX version.
General : retores some error checks (all had been disabled in the Saturn commercial version), but with a handling that is faster and doesn't crash the game unlike the PSX version, so for example a sector won't be rendered and the reason will be displayed by a message (I have yet to see one without forcing it with code modification).
Patch bugfix :
Fixes inversion between odd and even lines of animated wall textures (bug introduced in v0.2).
Fixes rare vertical one line shakes of the status bar (bug introduced in v0.2).
Fixes artifacts on the side of the screen when returning to the title screen from a demo or a level (bug introduced in v0.2).
Adds SegaXtreme 30th anniversary Saturn competition logo based on an image by SaturnDave using SegaXtreme logo.
Adds fade-in / fade-out effects. Each logo is displayed one more second to accommodate for those effects. Not a problem if you don't want to watch it, just press start to interrupt the sequence when a logo is displayed.
Fixes missing floors and ceilings on consoles set at 50 Hz (bug introduced in v0.2).
Fixes stuttery vertical movement when falling : v0.2 was computing that movement no more than 15 times per second. It's now computed up at the same rate as the framerate, up to 30 times per second.
Gravity is a bit increased in the process : it's now closer to the vanilla gravity and to gravity in the PSX version when it runs at 20 FPS (gravity increases with framerate in the PSX version). As a result, a few shortcut jumps that could be made in v0.2 are no longer possible in v0.2.1, like in Barrels of fun from the outdoor platform over the blood pit to the large round chamber.
Related to gravity, the occurence of the player "oof" sound effect when landing is reduced compared to v0.2 (which already reduced it compared to the original release). It now occurs when falling from the same heights as vanilla Doom.
Smoothes some erratic weapon bobbing when framerate changes.
Readme file now has known issues and FAQ sections.
Pressing start on high res logos skips to title screen.
Pressing D-pad right on the title screen, during a demo or during the credits triggers the next step of the demo loop.
Maintaining A pressed during a demo accelerates the demo playback (30 fps cap instead of 20).
Adds a semi-transparency effect on the animated fire of title screen.
Removes the black dots at the bottom of the animated fire.
Makes Press start appear in front of the animated fire, not behind it.
Noticeably improves framerate and reduces input lag. The game still goes into slideshow territory but less than before.
Removes most of the holes that were appearing in the ground or ceiling.
Zooms the sky background to match the PSX version display and align it better with 3D elements.
Scrolls the sky background in sync with the rest of the 3D window instead of lagging by one frame.
Makes the texts appear in front of the automap instead of behind it.
Fixes several missing or corrupted wall textures.
Increases strafing speed.
Makes gravity and window bobbing independent of the framerate.
Aligns ennemies and thinkers tic rate with the PSX version which prevents them to act up to 33% faster than they should when framerate is higher than 15 fps.
Aligns ennemies death animations speed with the PSX version (except for the imp to avoid breaking a demo) as they were all sped up to compensate the low framerate.
Reinserts the 3rd unused seesound and deathsound for zombies and chaingunners.
Last minute intel : the demons speak ! A strange rumor is spreading among them, that the Spider Mastermind twins lurking in the deeper recesses of this game have conquered invincibility to the BFG spray, humanity's best weapon against those creatures. To make matters worse, they're said to be slimmer, faster and equipped with a rocket launcher that they use when they feel the pain. If all this is true, then they are extremely dangerous and must be terminated at all costs ! Since it will be an epic final battle, the main menu music will start playing when they're disturbed in their evil doings.
Slightly improves framerate (but the game still very much goes into slideshow territory).
Stereo CD audio instead of mono.
Reinserts an unused music (well on Saturn, it is playing on PSX) on the main menu. Automatic exit to the title screen after 30s of inactivity is disabled to allow to hear the full track without having to press buttons regularly. Fixes a bug bug specific to the Saturn version where the exit also happened on returning to the main menu after having spent more than 30s in the options. Exit to title screen is still possible with the classic A+B+C+start.
Fixes a difference between the volume obtained from the options music volume slider and from track change.
Corrects pan and pitch for sound effects.
Increases range and volume for distant sound effects. The sound clipping distance is even longer then on PC vanilla Doom.
Reinserts an unused fireball explosion sound effect (on Saturn, it is playing on PSX) for :
Mancubus projectile explosion.
Lost soul explosion.
Imp projectile explosion.
Cacodemon projectile explosion.
Baron of hell projectile explosion.
Plasma gun projectile explosion.
Arachnotron projectile explosion.
Can play up to 32 simultaneous sound effects instead of 31.
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