Ooh yeah, thanks for posting about that.
I've recently e-mailed Randy Linden about the possibility of having Freedoom assets in the DoomFX source code.
He said that replacing the assets with those from Freedoom should be easy.
He also gave an outline of what the phases are:
So yeah, I might be looking forward to seeing a SNES version of Freedoom sometime in 2021 or something.Randy Linden wrote: Hi,. Nikku!
Phase 2 was just posted now -- it's some tools, scripts and revision information files.
Phase 3 will probably be the last bits and pieces
Phase 4 will be data files, graphics, sounds, music, etc.
Then I'll have similar phases for the ToolChain "ACCESS" -- it's the cross-assembler, linker, source level debugger, etc.
I understand that, but I still think someone should make a patch to swap the roles of the trigger buttons with that of the left and right D-pad directions for those spoiled by source ports and modern 3D PC games like me.tokumaru wrote: ↑Wed Jul 15, 2020 11:08 pm At the time Doom was released, turning was the primary form of side-to-side movement, as established by Wolfenstein 3D and earlier games that didn't even have strafing. If I'm not mistaken, strafing only became the norm when aiming with the mouse became the norm. For people who never got into modern FPSs, such as myself, turning with the D-pad feels very natural.