i just tried it. graphics are very sharp, even though i only have s-video cables. audio is exactly as you described. but i like to add that i investigated a little and on the official cubedoom website, the port author said that he wanted to add mp3 music instead of midi. the controls are very twitchy because the analog stick doesn't have any deadzone configured, so you need to be very careful when moving around. also, you can't change to the fists manually, the only way is to run out of ammo and switching weapons can be problematic because the controls don't always respond when switching weapons and you need to press more than once or press the other button, it's like if the button press gets stuck. otherwise very good port. with a little more time, it could have been a solid option to play doom. the author made some more progress after this version, unfortunately, he never made the source code public, so it is lost, but going by what can be seen with a hex editor, it is based on lxdoom 1.3.2.
@@KopperNeoman Nothing about how the gaming industry is now or its problems have anything to do with any of that. It's literally all just owners and investors squeezing everything while being very detached. It's kinda always sucked, they just have a lot more money and resources now.
If you listened to only the audio of CubeDoom's gameplay, you'd think it's Jaguar Doom. Not just because of the lack of music, but also because of the sound quality.
Lack of interest is probably the right reason. The GameCube had its run while Doom 3 was in development. Culturally, nobody in their right mind would release a 2D or 2.5D game when 3D finally became the norm. It wasn't until the start of the indie era that old school presentation was socially acceptable again. Speaking of Doom ports, the Acorn Archimedes has one. Have you had a chance to check that one out?
@@eightcoins4401 It could play Doom reasonably well with an actually good control setup. The basic "move with left stick, strafe with right" setup, shooting with R, interacting with A, and reserving the other buttons for weapon swaps, with the option between cycling through them or hotkeying like on keyboard.
Yeah you might have a point with that. Doom was past its prime but not old enough to be cool again. It was on GBA but GBA was pretty much always considered 5-10 years behind. Nobody would've bought a dedicated full price version of Doom though on gamecube. It would've had to be some budget game or a pack-in with something, and as such would've probably not gotten appropriate attention.
Curious how the button layout would be. Z for map , X and Y previous and next weapon. A fire, B open/Use. The c stick would be odd for turning but could work for the map or the D-pad.
I love that this exists because I tried playing the SNES Doom on my modded GameCube, it doesn't work at all. Which is strange because all my other roms work perfectly fine.
Why does this port use a variant of _Boom?_ Where are the hit flashes? Why is this running at an 16:15 ratio instead of 4:3? And can you disable the _Boom_ colored fonts for the stats?
Supposedly, the Gamecube actually had a good amount of GPU power. If it had more RAM, it probably could've done the Xbox port of Doom 3. Shame it didn't have that extra girth to do it, it might've gotten the OG Dooms as part of it.
Looks neat but yeah looks like someone's proof of concept they just got working, polished up a bit then moved on. With a modern source port and a gamecube SDK, it does seem like something someone with some more experience could get working fairly quickly. Interesting that it doesn't work in Dolphin. Might be an interesting bug to report. Otherwise yeah there's no reason a Gamecube couldn't run Doom perfectly. It far surpasses the original system requirements fully rendering in software. A hardware renderer for gamecube would be way more work but would raise the capabilities of how heavy of maps it could run that much further. As for the aspect ratio. I wonder if the software set up the framebuffer to 720x480, which is a common resolution for analog TV output standards from digital systems as I guess it represents some kind of nominal resolution based on analog bandwidth, or something, then stuck a 640x480 image in to it, or something along those lines, which is then getting squished because the capture card is doing the correct thing and presenting it in animorphic 4:3. That audio buffer size is absolutely enormous. They would've had to turn that way up probably just to get the audio to work. If it was a sensible audio size it would've likely been even more crackly. More evidence that it's just something quick for a proof of concept. Software MIDI playback may've been a bit too heavy and was left out and/or they just couldn't get the mixing working with the pre-existing audio problems.
loving the content and amount of uploads, keep it up mate
I really appriciate that
i just tried it.
graphics are very sharp, even though i only have s-video cables.
audio is exactly as you described. but i like to add that i investigated a little and on the official cubedoom website, the port author said that he wanted to add mp3 music instead of midi.
the controls are very twitchy because the analog stick doesn't have any deadzone configured, so you need to be very careful when moving around. also, you can't change to the fists manually, the only way is to run out of ammo and switching weapons can be problematic because the controls don't always respond when switching weapons and you need to press more than once or press the other button, it's like if the button press gets stuck.
otherwise very good port. with a little more time, it could have been a solid option to play doom.
the author made some more progress after this version, unfortunately, he never made the source code public, so it is lost, but going by what can be seen with a hex editor, it is based on lxdoom 1.3.2.
That's really cool info!
At the time, their publisher was Activision, so that should tell you all you need to know.
Tells me nothing
The industry wasn't DEI obsessed like it is now, so even the worst of publishers were miles ahead what is now the norm.
@@KopperNeoman Nothing about how the gaming industry is now or its problems have anything to do with any of that. It's literally all just owners and investors squeezing everything while being very detached. It's kinda always sucked, they just have a lot more money and resources now.
If you listened to only the audio of CubeDoom's gameplay, you'd think it's Jaguar Doom. Not just because of the lack of music, but also because of the sound quality.
I thought you said "Microsoft s3x box" had to rewind. Man I have issues😂.
Sadly my accent lets me down 😂
@ThatNukemGuy no I'm just tar...ded sometimes 😂
Here for Doom stayed for That Nukem Guy
Thank you!
By 2004, duel analog fps gameplay was very much established. So I wonder why turning wasn't mapped to the c-stick.
Lack of interest is probably the right reason. The GameCube had its run while Doom 3 was in development. Culturally, nobody in their right mind would release a 2D or 2.5D game when 3D finally became the norm. It wasn't until the start of the indie era that old school presentation was socially acceptable again.
Speaking of Doom ports, the Acorn Archimedes has one. Have you had a chance to check that one out?
The gamecube controller seems kinda bad for old fpses tbh.
@@eightcoins4401 It could play Doom reasonably well with an actually good control setup. The basic "move with left stick, strafe with right" setup, shooting with R, interacting with A, and reserving the other buttons for weapon swaps, with the option between cycling through them or hotkeying like on keyboard.
Yeah you might have a point with that. Doom was past its prime but not old enough to be cool again. It was on GBA but GBA was pretty much always considered 5-10 years behind. Nobody would've bought a dedicated full price version of Doom though on gamecube. It would've had to be some budget game or a pack-in with something, and as such would've probably not gotten appropriate attention.
The "Does it run Doom" confirmed true for GameCube!
Curious how the button layout would be. Z for map , X and Y previous and next weapon. A fire, B open/Use. The c stick would be odd for turning but could work for the map or the D-pad.
Left stick to run and turn, shoulder buttons to strafe? So it plays like the Retropie version, neat.
Man, I _hope_ it'd run well. 500mhz machine with what, 24mb RAM, and a 3mb video card?
I think it had around 48MB of ram
I love that this exists because I tried playing the SNES Doom on my modded GameCube, it doesn't work at all. Which is strange because all my other roms work perfectly fine.
Why does this port use a variant of _Boom?_ Where are the hit flashes? Why is this running at an 16:15 ratio instead of 4:3? And can you disable the _Boom_ colored fonts for the stats?
The aspect ratio was interesting. I made the decision to leave as it presented rather than fix it to 4:3
I want to DooM 3 for the GameCube
Supposedly, the Gamecube actually had a good amount of GPU power. If it had more RAM, it probably could've done the Xbox port of Doom 3. Shame it didn't have that extra girth to do it, it might've gotten the OG Dooms as part of it.
Looks neat but yeah looks like someone's proof of concept they just got working, polished up a bit then moved on. With a modern source port and a gamecube SDK, it does seem like something someone with some more experience could get working fairly quickly.
Interesting that it doesn't work in Dolphin. Might be an interesting bug to report.
Otherwise yeah there's no reason a Gamecube couldn't run Doom perfectly. It far surpasses the original system requirements fully rendering in software. A hardware renderer for gamecube would be way more work but would raise the capabilities of how heavy of maps it could run that much further.
As for the aspect ratio. I wonder if the software set up the framebuffer to 720x480, which is a common resolution for analog TV output standards from digital systems as I guess it represents some kind of nominal resolution based on analog bandwidth, or something, then stuck a 640x480 image in to it, or something along those lines, which is then getting squished because the capture card is doing the correct thing and presenting it in animorphic 4:3.
That audio buffer size is absolutely enormous. They would've had to turn that way up probably just to get the audio to work. If it was a sensible audio size it would've likely been even more crackly. More evidence that it's just something quick for a proof of concept. Software MIDI playback may've been a bit too heavy and was left out and/or they just couldn't get the mixing working with the pre-existing audio problems.
You should do DC Doom and NX Doom for Dreamcast. I actually got a lot of playtime out of those.
@@MisterSouji They're on the list for future videos!
To be fair GameCube did have Serious Sam
Will watch the video tomorow
did you?
Big if true
cubedoom uses boom as the engine??