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  1. #161
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    Yes, I have all the standard wads, but never mind. I downloaded the 200MB file with all the mods and covers together, and they work fine (on RetroArch PrBoom, not for the standalone version). Originally, I wanted to download the mods separately, because the only Internet access I have right now is a Wi-Fi only smartphone, and 200MB over Wi-Fi takes awhile. But I went ahead and got it (took about a half hour). Apparently the wads
    from the Doom site didn't work because they have to be patched in a certain way to work on PS3.

    I do have another question. No music plays, I know that you need the MP3s along with the wad (one
    reason why I still have the standalone version installed, no need for separate music files). Are those
    MP3s floating around the Net somewhere (not asking for a specific site, just wondering if they exist)?
    Perhaps a future version of RetroArch will eliminate the need for music files.

    Still, even without music, these mods are awesome. Simpsons Doom - hilarious. GoldenEye Doom
    brings back fond memories - too bad it will likely be the closest thing to a N64 game on PS3 we'll ever
    see.

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  3. #162
    Crunchy Emu Compiler
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    JediKnight007 (10-04-2012)

  5. #163
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    Got it bookmarked, thanks, Pete.

    Are the MP3s buried inside the wad file? Couldn't I just use a wad file program and extract them myself?

  6. #164
    Crunchy Emu Compiler
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    I use a WAD editor called DeepSea to extract the music lumps as MIDI files. I then convert the MIDs into MP3s.
    The file names have an extra D_ that needs removing for prboom to recognise them.

  7. The Following 2 Users Say Thank You to pete_uk For This Useful Post:

    JediKnight007 (10-07-2012)

  8. #165
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    Got the GoldenEye mod to work, mostly. The main menu music (Bond theme) doesn't sound right - some notes are flat, some are missing, some are just wrong. I've narrowed it down to several reasons...

    1. Used a DOS editor (DeuTex) to extract the MUS files, used another DOS program (MUS2MIDI) to convert - maybe something went wrong in the conversion.

    2. Used a program called FreeMidiToMP3 Converter, maybe it did a poor job. What did you use?

    3. MP3s came out at 32 bit float, stereo, 44100Hz - maybe that's too high quality. What quality are yours?

    4. Maybe nothing's wrong, perhaps the MIDI is just written poorly. I'll try to test it on the PC version.

    The music for the first 4 levels are fine - they sound a little different than the original game, but that's probably the way it's supposed to be.

  9. #166
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    I tried to extract the music with DeuTex to start off with and had problems, That's why I use DeepSea now.

    You are using the same MIDI to MP3 converter as I am

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    JediKnight007 (10-08-2012)

  11. #167
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    Every level up to and including Bunker 2 plays the correct music. Archives through Jungle (there's no Statue Park) plays music from the previous levels. I don't know whether this is a bug with the wad, PrBoom, or RetroArch's implementation of it. The MP3s are there, though.

    I'll mess around with the wad and see if I can fix this, if not, no big deal. Heck, I'd play this without music.

  12. #168
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    Lots of stuff to report, I'll try to keep this as concise as possible...

    Used DeePsea to extract music files, but from a GoldenEye wad from a Doom site (the "other" wad, more on that later). Title music sounds fine, some other tracks sound better, also a few new tracks not present in the PS3 wad.

    The last 3 regular GoldenEye levels (Control, Caverns, Cradle) have the correct music; the first 2 are original and don't correspond with their N64 counterpart, while Cradle is incomplete and unbeatable (no exit). This makes the last 12 levels or so unplayable (not good). Same thing on the PC version, except all levels play the correct music, indicating that there's an issue with prboom.SELF, not the wad.

    Played around with the "other" wad on the PC. None of these bugs were there (Control and Caverns were properly represented, Cradle now complete), plus a lot of other things I won't get into. Bottom line, this is a newer version than the PS3 one.

    Now why can't we PS3ers have this new (and much better) version? So I used DeuTex to join the graphic/sound wad with the level wad, then used the patcher to merge that with doom2.wad. And it worked! Mostly. Most of the weapons are still the Doom ones (they still make the GoldenEye sound). Some of the enemies and objects "flicker" between the original Doom sprites and their GoldenEye counterparts. And I can't get past the fifth level (Bunker 1) because there's a panel blocking the stairs to the exit (might not be a bug, could have missed something).

    Finally, I will test this new "other" wad on the PC. If the bugs are still there, then something is wrong with the joining and/or merging. If not, then there is a core issue. Pete, maybe you (or someone else) could mention this to the RetroArch guys. Both RetroArch and PC versions are the same (2.5). Perhaps update the core to PrBoom Plus, if possible, sometime?

  13. #169
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    I raised an issued on Twinaphex's Github a few weeks ago regarding loading PWADs, DEH etc.
    I think they are putting all of their effort into getting the Android version working.

  14. #170
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    Figured out the problem - it's the wad, not PrBoom. The new wad has missing and renamed sprites, which causes the game to use default sprites. All I have to do is go through 1400 sprites in the old one and put the missing ones in the new one. Fun.

    But at least it's a problem I can fix.


 
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