This has nothing to do with it, and as of Beta 4, the code is already expanded to support 255 or 256 maps, I can't remember which one for sure. So, do I understand right that inability to use the entire set of levels is not possible because it takes quite a lot of time to load map data recorded close to central area of a CD disk, plus it may also cause other in-game defects?īecause, with the reverse-engineered code it is possible to increase the limit of available maps, and the ROM size is at least twice as small comparing to CD's capacity. BTW, I don't know if PlayStation's laser can read the whole CD as most PSX games don't come even close to CD limits. They're not usually seen unless in co-op, correct, but Doomguy, the HUD, and so on are always loaded into RAM no matter what. It's just one of those things that may or may not be what they aim for on their project. Nobody's really trying to shoot you down (at least, I'm not). ![]() ![]() If anything I'd suspect the memory requirement might be minimally less as you don't have to see the Doomguy sprite in single player like you do in coop.īut it seems like you know more about this than me or GEC, Anyway thanks for your time, I certainly didn't expect to be shot down by a firing squad over a harmless request. Based on previous the topic posts GEC already have the ability to build their own executable for Doom and have already made more ambitious changes to the game like adding missing monsters among many other things. Why would the retail maps require optimization for this feature? You effectively get the same monster count/thing layout playing coop via two playstations on the original game.
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