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Enabling music & sound FX mixing within Jaguar Doom source.

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12 hours ago, CyranoJ said:

Quick update:

 

We (The Elite Jaguar Doom Modding Crew who are Not At All Winging It)...

  • went back and verified that the base source code is stable (it is)
  • added the panel mod and verified it is stable (it is)
  • added the music mod, remapped the ROM, increased the space for the IWAD and verified it is stable (it is)
  • added strafe and remapped the weapons and map because 4 and 6 are now the shoulders (in testing)

Once we're happy with this, onto the network code :)

 

HELL ON EARTH.

Incredible work CJ thank you! This must be played via emulation I assume?

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Just now, mario64 said:

Incredible work CJ thank you! This must be played via emulation I assume?

Umm. No?

 

A skunk board or the upcoming SD cart. 

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28 minutes ago, CyranoJ said:

Umm. No?

 

A skunk board or the upcoming SD cart. 

Gotcha thanks. Sorry I’m new to the Jag scene 

 

Edit: Skunk board ordered in preparation for Jag Doom w sound :)

Edited by mario64

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8 minutes ago, mario64 said:

Gotcha thanks. Sorry I’m new to the Jag scene 

 

The rule of thumb here in the scene is to tout your framerate via emulation.  Since CyranoJ is focusing on sound he chose to go real hardware.

 

[ ducks and runs ]

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You guys are gonna want to grab one of those repro Pro controllers if you haven't already!

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As I mentioned back in this thread, here is how I left the networking code as of 3 (!) years ago:

 

Quote

The way I left the code was this:

  1. Consistency check failures (player coordinates don't match) result in a "forced sync" of player coordinates. Gameplay always continues. This was happening fairly frequently.
  2. Checksum failures (UART glitch) display the "network error" screen and reset the network. I did not observe this in several 60+ minute sessions.

Basically, I did nothing to fix the infamous UART glitch, because that's not why Doom was failing so frequently. It was failing because the player coordinates were note being kept in sync. So, it is entirely possible that if you play long enough, you'll hit the actual UART glitch.

 

The simplest way to fix this would be to combine the "forced sync" with the "handshake and retry" method I posted upstream. The odds of two UART glitches happening back-to-back after a retry would be very slim, and you could always up the retry count to 3 or 4 to make it even less likely. Since it only happens in an error path, it wouldn't slow down 99.99% of the game.

As I recall, the original code simply declared "network error" and reset the players/level if the consistency check ever failed. So it was the mismatch of coordinates, and not the UART bug, which causes the published Doom code to fail so often.

 

I also don't think I ever ended up including the z-coordinate in the packet, as that was at the tail end of my investigation. Thus between including the z-coordinate and retries on checksum failure, that ought to make the network code pretty solid.

 

Let me know if you want some help looking at the networking code again. I actually have some free time for this week and would enjoy a project.  :) 

Edited by Songbird
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Yeah, I know, a bunch of people who aren't dicks working together. Ask yourself, who is missing? ;)

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47 minutes ago, CyranoJ said:

Yeah, I know, a bunch of people who aren't dicks working together. Ask yourself, who is missing? ;)

Kieran? 

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33 minutes ago, UHATEIT said:

Kieran? 

 

Kieren can barely copy and paste a coherent paragraph never mind actually write code ;)

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2 hours ago, CyranoJ said:

Yeah, I know, a bunch of people who aren't dicks working together. Ask yourself, who is missing? ;)

Why you little cuss.

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Some more progress...

 

Accessed from the Main Menu.

Lit up skulls are items that are turned On.

cheatmenu.PNG

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I'm going to throw this out there, I'm sure people will laugh, but with the enabling of music in Doom is pretty awesome. How about adding music to Trevor McFur ;) Yeah I said it! I was thinking since it is a 2mb ROM there is more space available to ad music to the actual game. There is music in the menus and the opening title screen

Edited by UHATEIT

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This is all totally awesome congrats to everyone whose hard work is making this happen. A Doom Ultimate Edition or some such will be a must have for the jag! 

 

I know it's off topic but I do love Trevor McFur too, tbh I don't really notice the lack of music anymore.

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On 8/9/2019 at 5:57 PM, UHATEIT said:

I'm going to throw this out there, I'm sure people will laugh, but with the enabling of music in Doom is pretty awesome. How about adding music to Trevor McFur ;) Yeah I said it! I was thinking since it is a 2mb ROM there is more space available to ad music to the actual game. There is music in the menus and the opening title screen

I'll see your Trevor McFur request and up you.  How about music in Native? 🤩I'll get my coat before the flames burn me!

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16 minutes ago, Stephen said:

I'll see your Trevor McFur request and up you.  How about music in Native? 🤩I'll get my coat before the flames burn me!

I'll up you. Make Native not rip the screen up by overabusing the bus and THEN add music :P

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On the whole Doom this was the music already there and needed to be unlocked or did you have to ad it in? On the Trevor McFur request it it's not there could it be copied from another part of the game or would custom music need to be created? I feel like some epic 80s hair metal would be awesome like Lord's of Thunder on the Sega CD. 

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10 minutes ago, UHATEIT said:

On the whole Doom this was the music already there and needed to be unlocked or did you have to ad it in? On the Trevor McFur request it it's not there could it be copied from another part of the game or would custom music need to be created? I feel like some epic 80s hair metal would be awesome like Lord's of Thunder on the Sega CD. 

 

Yes. Sort of. I explained it previously.

 

As for Trevor McShite, can you go make another thread, please? This one is for JagDoom.

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