@@ThatNukemGuy , so you made all of these mods yourself? Awesome! Anyway, people keep thinking that things like this aren't capable of being done on the SNES/NSFC, but I argue that they can, since the SNES/NSFC and GBA have similar hardware, unless I am wrong. Please do not get me wrong, I absolutely am happy with Bethesda, id Software, and Limited Run Games doing a new SNES/NSFC port of Doom (and, hopefully, Doom II: Hell on Earth, and Final Doom in the future), and Cacodemontube is doing a good job, but can you two imagine working on those ports of the game together, and you bringing your own trickery, alongside that of his, and the person that made the original SNES/NSFC port of Doom as well, I think Randy Linden?
But the thing I hate about this port is that it isn't demo compatible. How can you optimize this code if you can't run a benchmark like -timedemo demo3?
Wish I had actually asked David Palmer (the guy behind original GBA Doom) how much time he had to make his port when he was my teacher back in 07-08. I would wager that while he could've made a better port with more time the fact it has been 20 odd years since means knowledge of what the GBA can do is vastly expanded. Doubt they could've fit Tomb Raider on GBA back then, now we have OpenLara.
I think if doom/sim city 2000 was possible on SNES, quake 2 on ps1 i don't think they can't put bigger games like tomb raider on GBA in the hardware's original time. But most publisher only put the cheapest showelware and cheap 16bit ports on GBA. There was some expection like EA made a great port of need for speed underground 2, asterisk and obelisk xxl, driver 3, stuntman was all bigger 3D games not far from tomb raider 1. The bigger problem was the GBA's short time. It releases in 2001 and in 2004 DS was released, so if a publisher wanted to release a bigger 3D game in 2004, they rather concentrated to the DS, later PSP even ngage (before it flopped) BTW the GBA open lara developer can't put the full game on gba due to the 32mb cartridge limit? I remember the ngage version of tomb raider was 8mb, and it is the full game not just a demo.
* The GBA screen resolution is 240x160, but 3D games often halve the horizzontal resolution due to technical limitations. So these games are actually rendering at 120x160 (even less if you consider the HUD)
PRBoom GBA is interesting as a homebrew proof of concept, but the hardware just isn't up to snuff. The original ports made concessions like no sound propagation, vision-obstructing walls, and limited active monster distance for very good reasons. Downtown (MAP13) drops down to 5-6FPS as soon as all the monsters become active. Some Final Doom maps actually crash because it runs out of memory. Essentially, you're limited to playing the original 3 episodes and very basic 1994 PWADs with low monster counts like the Serenity trilogy. Now DSDoom? That's a port that had a lot of potential, but was let down by no touchscreen aiming, broken music, and "Guru Meditation Error" crashes after exiting nearly every level. It even gets a considerable speed boost when played on DSi hardware, so it could be molded into something about on par with PSX Doom in terms of playability.
Ah, yeah DSDoom wasn't fun to work on not gonna lie. It's coded super duper janky and is unoptimised. Well...maybe get hyped for "GBA Doom Deluxe", I'm planning on making something really special for the doom community
@@Kippykip Honestly, even true mid-level saving would make GBADoom bearable. Having to spend 10 minutes starting The Pit over because a single Pain Elemental tanked the framerate is just infuriating. If you ever get around to GBA Doom Deluxe, see if you can port FastDoom's optimizations in. It would probably be enough to get the problematic levels running in the double digits at the very least.
@@KippykipI remember playing DS DOOM or at least I think it was. I played doom on my DS with a flash card. I don't remember it being that bad. I don't remember crashes or anything.
Take note boys, to optimally watch this, you need to set the video to 360p Edit: I initially said this as a joke, but then I ate my words and tried it, and it legitimately did improve the visuals.
What I always find fascinating about these "can we get a thing to work on some ancient and specific bit of gaming hardware?" questions is... the answer is usually yes, with some caveats. And the fact that it's a yes at all really reinforces the notion that the entire history of computers is plagued with a lack of potential optimization. Which is to say, we always could have been doing a lot more with a lot less.
Given the business realities, development knowledge and tools etc at the time in 2001 crawfish (Doom 2) and the other devs back in the day did a commendable jobs. Thanks for the tour!
Interesting how the sounds are somewhat clearer despite being the same quality due to how the GBA handled audio. I initially thought my HD sound pack was included somehow
Kinda neat how much kontent you get though. The original GBA Dpad is a nightmare though. It's been like 15 years and my thumb is just now healing from all the bruising and calluses that dpad inflicted Edit: 7:40 good call playing on ITYTD. Even on intended hardware with tons of resources to spare, TFC is a brutal episode that will test your strength
SIGIL struggles as it was made with the understanding that the visplane limit was removed so you can see way too much of the level and the GBA can’t render it well. SIGIL won’t run on a real DOS PC without either an editing wad or an improved port like BOOM to removes the limits. I’ve got it working eventually
From what I recall, making levels that tried to absolutely max out the detail without hitting the visplane limit in Chocolate Doom... if you hit the limit, it's not that it won't run well; it's that the entire thing just crashes out. But I won't pretend to understand how it runs on the GBA in the first place.
@@NicholasBrakespear yeah this is true if you try to run it on normal doom it crashes like you said. I’ve got an edited wad that works on the original 1.9 DOS Doom on real hardware not sure how it works but cool. I’m guessing the GBA port must differ somehow to allow it run but it just can’t keep up with what it’s trying to render. Let’s face it the GBA isn’t exactly a powerhouse lol
@@Jamesatighe Nope, sure isn't... but damn if I'm not impressed that it can even manage this much. I mean I swear, some of the footage here? Looks smoother than what I remember of running Final Doom on my old 486 back in the 90s.
I was surprised when I learned that the GBA Doom isn't identical to the SNES version of Doom just with the obvious resolution difference. I mean as far as I know games like Super Mario World and Donkey Kong Country are exactly the same.
If I remember right, it was a wider resolution of 240x160, so it's not even 240p. Still, it's just amazing how people are still making Doom playable on so many older systems. I'll need to give Sigil a try on my accelerated Amiga 2000. Run that in 320x200 in the 64 colour HalfBrite mode.
I should even try to port the GZDoom GBA Doom II TC maps back into Vanilla Doom II and then convert them to GBA PrBoom. For MAP15 & MAP24, I'll try to combine both halves of the maps to create a hybrid of PC and GBA Doom II.
I think it's a nice idea that only the sprites get the LOW DETAIL vertical-pixel-doublification (yes, I made that word up) while the textures stay the same.
Honestly. I think a more optimized version of the original GBA Port is the way to go. Sure, you cant get certain things that were in the OG Doom. But it would definitely help to solve the problems thay this port has that wasnt in the origjnal. This is definitely better. But the limitations were imposed on the original GBA version for a reason.
@@ThatNukemGuy The GBA, like most hardware, is a lot stronger than people do give it credit for. Its just that usually the only people who have the time, energy, and potential knowhow is fans and hardware enthusiests. Hell, the GBC had a first person shooter alah Wolf 3D that was being developed on it before being canceled. And I have been dabbling in getting a first person engine working myself. It just takes a lot of time. (Tho my engine is nothing like Doom, or even Wolf 3D. Its like Doom RPG and is designed around being able to take advantage of the sheer number of assumptions that such an engine offers.)
Great stuff, although it's puzzling to me as to why they chose to use PrBoom as a base. FastDoom would've been more appropriate, seeing as that is so optimised that is makes Doom playable on a low end 386. It lets you turn off floor and ceiling textures and replace them with gradients like in Wolf3D, which adds a lot of performance and is barely noticeable when playing, but it's optional.
Because FastDoom didn't exist when I started working on this! 🙂 The GBA port is also based on a port I did for the Psion Series 5. In retrospect, PrBoom wasn't the best starting point as I had to revert most of the PrBoom upgrades over vanilla to save memory...
The only thing I kinda dislike or rather, would love to see changed/implemented on this ports is a consistent way to save your games. I don't know if it is because I played the prboom GBA on 3DS but no matter what, no wad I converted to rom actually saved at all, just because of that I had to endure the original GBA port from back in the day
It's because the author forgot to include a line about SRAM saving in the ROM, so you need to manually set "SRAM" in an emulator or flash cart. It was fixed in the latest 2.6 build. It's still not perfect, though, and only saves ammo + collected weapons. If you have a 3DS, though, then there's a much better PRBoom+ port for that handheld by Voxel9 and iAmGhost.
@@IDrinkLava yeah i'm aware of the great 3DS ports of prboom, but playing the gba ports was more of a curiosity thing for me, still, prboom on GBA works great aside from the saving thing
@@ThatNukemGuy I reckon on the GBA Doom Deluxe fork project, I should make the game ask the player at the end of the level if you want to save like it did in retail. The current system is saving your stats but not level progress feels weird, afaik it's a limitation because of SRAM sizes but being able to save inventory and health at anytime is kinda janky
Yes, the community port is better than the retail port, but honestly, that isn't saying much. Retail ports have a limited money and time resources to get a product to store shelves and not everything that could be done is. That said, these ports are good given the hardware.
Agreed. I think the bigger issue overall is timeframe. You give any version years of updates and bug fixes you’re going to have a better overall version.
An amezing port of allthose different versions of doom. But i expected it to be possible because of doom 1 & doom 2 being officially released on that platform.
This feels a lot like the GBA Doom 2 port in that the framerate frequently falls apart. It's still impressive, but I'm glad the GBA Doom 1 port was as playable as it was. For all its cuts and faults, it was a much better experience than GBA Doom 2.
How exactly did you get Doom 2, TNT, Plutonia and other wads to work on this? I was trying this out on a GBA emulator and it only lets me play Doom 1 :P
I wonder if it's possible to pare down the visualizing segment of Google's Gamengen Doom "port" to the GBADoom native resolution in order to allow a demonstration of the concept to run on something less powerful than the fuckoff-powerful system it requires now.
Ok, crackpot theory, couldn't you somehow pass analog stick input trough the gameboy player? While the gameboy didn't have any analog input, PRBoom itself should recognize it.
In theory, you could implement that by utilising the GBP's ability to run data from the GameCube to the GBA via the EXT bus (the link cable port); basically creating a kind of emulated extension device like what Game Boy Interface uses for cartridge dumping and checksumming. Officially, Nintendo used this for rumble and for disabling the video cartridges. The Start-Up Disk firmware (and optionally GBI) presses all four directions on the D-Pad at once when it sees the Game Boy Player splash screen to tell the GBA that it's actually a GBP. It wouldn't work if you have something connected to the EXT port though, both in terms of the bus being overloaded with data and because the GBP has a lever in its EXT port that disables the GameCube's ability to send data to the GBA when it's pressed down.
Did you use an HDMI plug for your GameCube? I have problems with GBI blurring in and out when using the EON MKII, so I am curious what settings you use?
@@SturmAH I use a Kaico HDMI output for my GameCube. I tried a bunch of things and they all gave varying results. I also use the GBA Interface rather than the official GBA Player, that blurs the GBA games and it isn't a good optiob
@@ThatNukemGuy Ah thanks! I will give it a try. Just fired up my old cartridge of GBA Doom and I was surprised how many differences there were. Never thought about it as a kid.
@@ThatNukemGuy Oh indeed! I actually bought 2 copies of Doom 1 just so I could play multiplayer with my friends. 😂 It even had a few unique multiplayer maps (well I think they were unique, but they could be ported from somewhere else)
Took a similar journey exploring different WADs in GBA doom recently too. Could you share how/where you got SIGIL working for it? Was never able to find that, or make it work otherwise
If you go to my channel page and shoot me an email, I'll send you the file back. I haven't got an issue doing that with Sigil as it's not an official game
I don't get why you're surprised about Doom running on a GBA. It ran on a SNES. Considering that the GBA is more powerful than a SNES, it's kind of a given that it would run.
3:18 TBH Nintendo has always been lacking when it comes to d-pads, I've never understood why it's always been so difficult for so many to get d-pads right. I never liked the Playstation design either where the inner part is under the plastic so it's like 4 'separate' buttons but they sorta move together. Might have been better to just make them independent buttons like the camera buttons on the N64 controller which worked really well for FPS's actually. The original DS d-pad was particularly bad, it felt stiff from what I remember and not comfortable either. The Xbox one is better than PS or almost anything from Nintendo IMO, and a lot would probably say the Sega Saturn is the GOAT. It just makes sense to make them more like a circle, or between that and 4 directions, depends some on the video game genre of course. I think maybe a good design would be a semi-circular design with 8 contacts inside the controller instead of 4, so it doesn't require pushing 2 to go diagonal. And I suppose you could even get 16 directions that way optionally. 4-way is more precise though when going for up down left or right in some situations so no design is going to be perfect for everything so I guess that's why it's difficult to come up with a design everyone is happy with lol.
GBA resolution is actually 240x160, if googled results are to be believed. If it had been 320x240, it would've been able to display Doom just fine, given the game's original resolution is 320x200. Why are you using a gamecube controller? Shouldn't you be using the GBA's own buttons? :)
@@ThatNukemGuy Don't have a GBA-GC link cable to use a GBA for controls? ;) Seriously though, I can tell from the crispy quality that you're using the Game Boy Interface driver, not the Start-Up Disk. Good man.
I gotta tell ya, it's not great. I usually say it's always better to have more options than less, but in this matter..i'd rather play Pokemon or the Earthbound games cause I've not played the latter
Beating Plutonia on the GBA is the ultimate challenge of the original doom games 😂
It would be a very small speedrun category 😂
Crivens 😮
*Zero Master has entered the chat*
@@ThatNukemGuy , so you made all of these mods yourself? Awesome! Anyway, people keep thinking that things like this aren't capable of being done on the SNES/NSFC, but I argue that they can, since the SNES/NSFC and GBA have similar hardware, unless I am wrong. Please do not get me wrong, I absolutely am happy with Bethesda, id Software, and Limited Run Games doing a new SNES/NSFC port of Doom (and, hopefully, Doom II: Hell on Earth, and Final Doom in the future), and Cacodemontube is doing a good job, but can you two imagine working on those ports of the game together, and you bringing your own trickery, alongside that of his, and the person that made the original SNES/NSFC port of Doom as well, I think Randy Linden?
Decino could, I believe.
I was really surprised to see how easy it was to port this port to DOS, GBADoomForDOS, and later Doom8088.
What's the point? Just play proper Doom
@@TheVdub1980 You do it because you can
But the thing I hate about this port is that it isn't demo compatible. How can you optimize this code if you can't run a benchmark like -timedemo demo3?
@@TheVdub1980 Deez nuts
Wish I had actually asked David Palmer (the guy behind original GBA Doom) how much time he had to make his port when he was my teacher back in 07-08. I would wager that while he could've made a better port with more time the fact it has been 20 odd years since means knowledge of what the GBA can do is vastly expanded.
Doubt they could've fit Tomb Raider on GBA back then, now we have OpenLara.
I think if doom/sim city 2000 was possible on SNES, quake 2 on ps1 i don't think they can't put bigger games like tomb raider on GBA in the hardware's original time.
But most publisher only put the cheapest showelware and cheap 16bit ports on GBA. There was some expection like EA made a great port of need for speed underground 2, asterisk and obelisk xxl, driver 3, stuntman was all bigger 3D games not far from tomb raider 1.
The bigger problem was the GBA's short time. It releases in 2001 and in 2004 DS was released, so if a publisher wanted to release a bigger 3D game in 2004, they rather concentrated to the DS, later PSP even ngage (before it flopped)
BTW the GBA open lara developer can't put the full game on gba due to the 32mb cartridge limit? I remember the ngage version of tomb raider was 8mb, and it is the full game not just a demo.
@@とふこon his on words, he can.
* The GBA screen resolution is 240x160, but 3D games often halve the horizzontal resolution due to technical limitations. So these games are actually rendering at 120x160 (even less if you consider the HUD)
PRBoom GBA is interesting as a homebrew proof of concept, but the hardware just isn't up to snuff. The original ports made concessions like no sound propagation, vision-obstructing walls, and limited active monster distance for very good reasons. Downtown (MAP13) drops down to 5-6FPS as soon as all the monsters become active. Some Final Doom maps actually crash because it runs out of memory. Essentially, you're limited to playing the original 3 episodes and very basic 1994 PWADs with low monster counts like the Serenity trilogy.
Now DSDoom? That's a port that had a lot of potential, but was let down by no touchscreen aiming, broken music, and "Guru Meditation Error" crashes after exiting nearly every level. It even gets a considerable speed boost when played on DSi hardware, so it could be molded into something about on par with PSX Doom in terms of playability.
Ah, yeah DSDoom wasn't fun to work on not gonna lie. It's coded super duper janky and is unoptimised.
Well...maybe get hyped for "GBA Doom Deluxe", I'm planning on making something really special for the doom community
@@Kippykip Honestly, even true mid-level saving would make GBADoom bearable. Having to spend 10 minutes starting The Pit over because a single Pain Elemental tanked the framerate is just infuriating. If you ever get around to GBA Doom Deluxe, see if you can port FastDoom's optimizations in. It would probably be enough to get the problematic levels running in the double digits at the very least.
@@IDrinkLava Heh, yeah I'll see what I can do!
That will be really fun to see!
@@KippykipI remember playing DS DOOM or at least I think it was. I played doom on my DS with a flash card. I don't remember it being that bad. I don't remember crashes or anything.
Take note boys, to optimally watch this, you need to set the video to 360p
Edit: I initially said this as a joke, but then I ate my words and tried it, and it legitimately did improve the visuals.
What I always find fascinating about these "can we get a thing to work on some ancient and specific bit of gaming hardware?" questions is... the answer is usually yes, with some caveats. And the fact that it's a yes at all really reinforces the notion that the entire history of computers is plagued with a lack of potential optimization. Which is to say, we always could have been doing a lot more with a lot less.
PotatoDOOM is one of the wildest DooM source ports/rewrites ive seen,
Given the business realities, development knowledge and tools etc at the time in 2001 crawfish (Doom 2) and the other devs back in the day did a commendable jobs. Thanks for the tour!
This is really impressive to see the original runs so smooth.
I actually did enjoy GBA Doom for what it was back in the day, and seeing it get improved upon, even as a novelty, puts a smile on my face.
Interesting how the sounds are somewhat clearer despite being the same quality due to how the GBA handled audio. I initially thought my HD sound pack was included somehow
They should put a bright blue outline around all the weapon and item drops. There are times they kind of just blend together.
5:15 the Bill Gates room
Going Down on GBA Doom would be insane.
Kinda neat how much kontent you get though. The original GBA Dpad is a nightmare though. It's been like 15 years and my thumb is just now healing from all the bruising and calluses that dpad inflicted
Edit: 7:40 good call playing on ITYTD. Even on intended hardware with tons of resources to spare, TFC is a brutal episode that will test your strength
Kontent
@@samplename2106 too much mortal kombat
SIGIL struggles as it was made with the understanding that the visplane limit was removed so you can see way too much of the level and the GBA can’t render it well.
SIGIL won’t run on a real DOS PC without either an editing wad or an improved port like BOOM to removes the limits. I’ve got it working eventually
From what I recall, making levels that tried to absolutely max out the detail without hitting the visplane limit in Chocolate Doom... if you hit the limit, it's not that it won't run well; it's that the entire thing just crashes out.
But I won't pretend to understand how it runs on the GBA in the first place.
@@NicholasBrakespear yeah this is true if you try to run it on normal doom it crashes like you said.
I’ve got an edited wad that works on the original 1.9 DOS Doom on real hardware not sure how it works but cool.
I’m guessing the GBA port must differ somehow to allow it run but it just can’t keep up with what it’s trying to render. Let’s face it the GBA isn’t exactly a powerhouse lol
@@Jamesatighe Nope, sure isn't... but damn if I'm not impressed that it can even manage this much.
I mean I swear, some of the footage here? Looks smoother than what I remember of running Final Doom on my old 486 back in the 90s.
Wait does this has to do something with GBA Doom Total pc conversion romhack from 2021? What is the difference?
I was surprised when I learned that the GBA Doom isn't identical to the SNES version of Doom just with the obvious resolution difference.
I mean as far as I know games like Super Mario World and Donkey Kong Country are exactly the same.
If I remember right, it was a wider resolution of 240x160, so it's not even 240p. Still, it's just amazing how people are still making Doom playable on so many older systems. I'll need to give Sigil a try on my accelerated Amiga 2000. Run that in 320x200 in the 64 colour HalfBrite mode.
It is really impressive how this and the reworked SNES version run so well.
this doesn't look bad at all.
But can it run chex quest?
I should even try to port the GZDoom GBA Doom II TC maps back into Vanilla Doom II and then convert them to GBA PrBoom. For MAP15 & MAP24, I'll try to combine both halves of the maps to create a hybrid of PC and GBA Doom II.
Go on king! Glad you liked the TC mod
when i was in school i put this game on my chromebook, it was my first and for a long time only way to play doom
You must be like 19 or some sht
@@CovenantAgentLazarus close, 22
@@EmilyWeeks56 that was actually my first guess I swear to God
@@CovenantAgentLazarus lol
I think it's a nice idea that only the sprites get the LOW DETAIL vertical-pixel-doublification (yes, I made that word up) while the textures stay the same.
By the goddess it looks sooo much better than the original port! Blessings to the Doom modding community!
Just ordered this today, Played an emulation version of the GBA version, happy to own a physical copy, now! Also, great vid!
Honestly. I think a more optimized version of the original GBA Port is the way to go.
Sure, you cant get certain things that were in the OG Doom.
But it would definitely help to solve the problems thay this port has that wasnt in the origjnal.
This is definitely better.
But the limitations were imposed on the original GBA version for a reason.
Agreed 100%. But I am fascinated by how far you can push the GBA before it breaks under the strain of it all.
@@ThatNukemGuy The GBA, like most hardware, is a lot stronger than people do give it credit for.
Its just that usually the only people who have the time, energy, and potential knowhow is fans and hardware enthusiests.
Hell, the GBC had a first person shooter alah Wolf 3D that was being developed on it before being canceled.
And I have been dabbling in getting a first person engine working myself. It just takes a lot of time.
(Tho my engine is nothing like Doom, or even Wolf 3D. Its like Doom RPG and is designed around being able to take advantage of the sheer number of assumptions that such an engine offers.)
Proof is here : GBA is a boosted Snes. With 32 megs cart and better fx chip i'm sure we had this!
64x64 resolution makes it easier to process in 3d I suppose 😂
I wish the KEX port had the GBA DM levels. Would just be nice to have all the official content together
Great stuff, although it's puzzling to me as to why they chose to use PrBoom as a base. FastDoom would've been more appropriate, seeing as that is so optimised that is makes Doom playable on a low end 386. It lets you turn off floor and ceiling textures and replace them with gradients like in Wolf3D, which adds a lot of performance and is barely noticeable when playing, but it's optional.
Because FastDoom didn't exist when I started working on this! 🙂
The GBA port is also based on a port I did for the Psion Series 5. In retrospect, PrBoom wasn't the best starting point as I had to revert most of the PrBoom upgrades over vanilla to save memory...
Impressive to see Sigil on GBA.
Can't wait for someone to do this with the Switch version of Doom 2016 in 20 years!
The only thing I kinda dislike or rather, would love to see changed/implemented on this ports is a consistent way to save your games. I don't know if it is because I played the prboom GBA on 3DS but no matter what, no wad I converted to rom actually saved at all, just because of that I had to endure the original GBA port from back in the day
It's because the author forgot to include a line about SRAM saving in the ROM, so you need to manually set "SRAM" in an emulator or flash cart. It was fixed in the latest 2.6 build. It's still not perfect, though, and only saves ammo + collected weapons. If you have a 3DS, though, then there's a much better PRBoom+ port for that handheld by Voxel9 and iAmGhost.
I just tried the save system and it's borked in my versions. It remembers ammo and health but boots back to the start of the level.
@@IDrinkLava yeah i'm aware of the great 3DS ports of prboom, but playing the gba ports was more of a curiosity thing for me, still, prboom on GBA works great aside from the saving thing
@@ThatNukemGuy I reckon on the GBA Doom Deluxe fork project, I should make the game ask the player at the end of the level if you want to save like it did in retail.
The current system is saving your stats but not level progress feels weird, afaik it's a limitation because of SRAM sizes but being able to save inventory and health at anytime is kinda janky
Very cool. I've never played Doom till a few years ago. I got Doom & Doom II I play doom II. Alllll the time.
Yes, the community port is better than the retail port, but honestly, that isn't saying much. Retail ports have a limited money and time resources to get a product to store shelves and not everything that could be done is. That said, these ports are good given the hardware.
@@ThatNukemGuy"GBA is vasic a SNES" a bog massive nope on that
Agreed. I think the bigger issue overall is timeframe.
You give any version years of updates and bug fixes you’re going to have a better overall version.
An amezing port of allthose different versions of doom.
But i expected it to be possible because of doom 1 & doom 2 being officially released on that platform.
I personally owned Doom 2 on GBA thanks to my Dad. The green blood was... Interesting.
Nice Eviternity music during intro
13:47 "Look at corpses and textures closely"
Oh, only if you knew how good is UA-cam at suddenly switching to 144p
Into the sandy's city doom gba
Alright, let's get Sunder going.
+ Power , sound , near infinite colors, decent fps
- resolution
This feels a lot like the GBA Doom 2 port in that the framerate frequently falls apart. It's still impressive, but I'm glad the GBA Doom 1 port was as playable as it was. For all its cuts and faults, it was a much better experience than GBA Doom 2.
Yeah the plasma is laggy but it can be use full in some parts to use it as a slow motion
I think it's because of the number of projectiles it puts on screen. But yeah, using it caused notable dips in performance.
The green blood is a deal breaker.
Freedoom gba
Oh yeah, that'd be cool
How exactly did you get Doom 2, TNT, Plutonia and other wads to work on this? I was trying this out on a GBA emulator and it only lets me play Doom 1 :P
Still runs better than GZDoom. impressive!
Get yer wads out for the lads!
If GBA were 240p then it would look better than the 200p DOS version. It’s actually a slightly wide 160p.
I wonder if it's possible to pare down the visualizing segment of Google's Gamengen Doom "port" to the GBADoom native resolution in order to allow a demonstration of the concept to run on something less powerful than the fuckoff-powerful system it requires now.
Does this have something with GBA Doom Total pc conversion romhack from 2021 or is it something completely different?
shoulder buttons to strafe? not great imo, they should be for turning and the d-pad for running. is there an option for it?
I smell a Cacoward!
Ok, crackpot theory, couldn't you somehow pass analog stick input trough the gameboy player? While the gameboy didn't have any analog input, PRBoom itself should recognize it.
In theory, you could implement that by utilising the GBP's ability to run data from the GameCube to the GBA via the EXT bus (the link cable port); basically creating a kind of emulated extension device like what Game Boy Interface uses for cartridge dumping and checksumming. Officially, Nintendo used this for rumble and for disabling the video cartridges. The Start-Up Disk firmware (and optionally GBI) presses all four directions on the D-Pad at once when it sees the Game Boy Player splash screen to tell the GBA that it's actually a GBP.
It wouldn't work if you have something connected to the EXT port though, both in terms of the bus being overloaded with data and because the GBP has a lever in its EXT port that disables the GameCube's ability to send data to the GBA when it's pressed down.
Bro! Does Chex Quest work on this?! I bet that would feel like it belongs on the GBA.
Would love to see you do a GenZD video it’s on iOS and allows any wad
Did you use an HDMI plug for your GameCube? I have problems with GBI blurring in and out when using the EON MKII, so I am curious what settings you use?
@@SturmAH I use a Kaico HDMI output for my GameCube. I tried a bunch of things and they all gave varying results. I also use the GBA Interface rather than the official GBA Player, that blurs the GBA games and it isn't a good optiob
@@ThatNukemGuy Ah thanks! I will give it a try.
Just fired up my old cartridge of GBA Doom and I was surprised how many differences there were. Never thought about it as a kid.
@@SturmAH It's not a bad port,.it's just very specifically tailored to GBA and that means a lot of weird quirks
@@ThatNukemGuy Oh indeed! I actually bought 2 copies of Doom 1 just so I could play multiplayer with my friends. 😂
It even had a few unique multiplayer maps (well I think they were unique, but they could be ported from somewhere else)
@@SturmAH Interesting you say that because I've just bought 2 copies of Doom GBA and a link cable so I can do that for a future video 😂
Thy Fleshc Consumed on GBA is probably impossible to beat, it's already difficult enough on PC
Now try to create a port of the Brutal Doom mod for GBA
Took a similar journey exploring different WADs in GBA doom recently too. Could you share how/where you got SIGIL working for it? Was never able to find that, or make it work otherwise
If you go to my channel page and shoot me an email, I'll send you the file back. I haven't got an issue doing that with Sigil as it's not an official game
Fun fact: The GBA and GameCube both have the exact same D-Pad. Also, can’t you use a GBA as a controller for the GB Player with GB Interface?
You can but it's a bit of a pain
I don't get why you're surprised about Doom running on a GBA. It ran on a SNES. Considering that the GBA is more powerful than a SNES, it's kind of a given that it would run.
"I would be really keen to see [the later levels]" yah sherlock, so would we, that's why we watch youtube and not twitch or go play it ourselves
We need a good version for the Saturn. Good for the gba but we really need something for the garbage 12fps shooting doom on the 32bit of Sega
Nuts gba is just 128 monsters xd
Still hella impressive for the hardware!
I wish there was a way to load Heretic.
The fact Heretic never got a console port
@@ThatNukemGuy even with it being a straight doom clone, I truly do love it more than Doom.
@@ThatNukemGuyyea what’s up with that? Consoles had hexen. Tbh, I’d love if heretic got some eternal treatment.
wow, torus games seems really cool. Hopefully they don't make a gba game that ends up making someone go crazy!
3:18 TBH Nintendo has always been lacking when it comes to d-pads, I've never understood why it's always been so difficult for so many to get d-pads right. I never liked the Playstation design either where the inner part is under the plastic so it's like 4 'separate' buttons but they sorta move together. Might have been better to just make them independent buttons like the camera buttons on the N64 controller which worked really well for FPS's actually. The original DS d-pad was particularly bad, it felt stiff from what I remember and not comfortable either.
The Xbox one is better than PS or almost anything from Nintendo IMO, and a lot would probably say the Sega Saturn is the GOAT. It just makes sense to make them more like a circle, or between that and 4 directions, depends some on the video game genre of course. I think maybe a good design would be a semi-circular design with 8 contacts inside the controller instead of 4, so it doesn't require pushing 2 to go diagonal. And I suppose you could even get 16 directions that way optionally. 4-way is more precise though when going for up down left or right in some situations so no design is going to be perfect for everything so I guess that's why it's difficult to come up with a design everyone is happy with lol.
GBA and GameCube have the same D-Pad
That's interesting because I hate the GameCube D-Pad now
Not bad
But can it run NUTS?
SHART CUMMINGS?? LMAO AND WHY ARE YOUR LETTER Rs AND Ws CONFUSED?
Potato
GBA resolution is actually 240x160, if googled results are to be believed. If it had been 320x240, it would've been able to display Doom just fine, given the game's original resolution is 320x200.
Why are you using a gamecube controller? Shouldn't you be using the GBA's own buttons? :)
The GBA screen is tiny compared to PC monitors. And as said at the start of the video,.I was using the GameCubes Game Boy Player to capture footage.
@@ThatNukemGuy Don't have a GBA-GC link cable to use a GBA for controls? ;)
Seriously though, I can tell from the crispy quality that you're using the Game Boy Interface driver, not the Start-Up Disk. Good man.
@@KopperNeoman I found the retail disk smoothed the image out too much and it wasn't good enough.
"Just because you can, doesn't mean you should"
Experimenting is never a bad thing!
@@ThatNukemGuy true, not necessarily a bad thing. Now useless and a waste of time? Yes. But hey as long as you are having fun, nothing wrong with it
Calling it a "mod" in your description is a bit weird. It's a port of prBoom.
I use the word mod in the description to keep it consistent with all the other videos in this series which also have mod links
Now do Master Levels 😂
GBA Doom is flawed but nice.
😂
This video would've been better if it was scripted
PlayStation Doom sux.
I gotta tell ya, it's not great. I usually say it's always better to have more options than less, but in this matter..i'd rather play Pokemon or the Earthbound games cause I've not played the latter
The GBAs cpu is about half of the power of an i486
This is cool and all, but can it play NUTS.WAD?
But can it run NUTS?
Yes but only once