Doom NUTS.WAD PlayStation Port (Nightmare Revenant Edition)
8 replies, posted
https://www.youtube.com/watch?v=XSMKTzgk808
the colors duke, the colors
Geez, been forever since I've seen the PSX port of Doom in action.
The invisible crush sector was a necessity as NUTS2 on PC slows down even more if you activate the crushers that are in the first area. Visible crushers with that many enemies on screen woulda made the PSX version commit suicide from engine stress.
And of course they went with the Club Doom music.
Yikes, the PSX port is slow as shit. It may be the most playable console ports of the era but it still kinda chuggy.
marphy black continuing to be a trooper
On the contrary, I'd say this is impressive as shit. 100 enemies on screen and it runs like that?
Plus it says it should run similarly on an actual ps1 which is kind of insane
I don't know why the crusher is invisible. I didn't set it up to be, but it just turned out that way.but I liked how it looked, so I left it that way.
There are 250 Revenants in the room, that number chosen because the sprite rendering limit appears to be 256. However, the PlayStation engine theoretically supports up to 6,553 things in a map, meaning potentially upwards of 6,000+ Revenants. In practice, this theoretical maximum is actually much lower due to the 64 KB size limit on all of the WAD's lumps. I successfully tested around 1,000 monsters in the room, but while they were all actually working, it was largely fruitless since over three-quarters of them weren't being rendered.
hey at least it's better than 64 revenants and 21 empty rooms, right?
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