Doom(NA): Difference between revisions
Created page with "== Trailers == * 3DO Video Game Sampler 5 VHS <youtube> iqq2nEAoon4</youtube>" |
No edit summary |
||
| Line 1: | Line 1: | ||
<!-- ===================================================================== --> | |||
<!-- Disc Archaeology — Doom (1995, Art Data Interactive, US) --> | |||
<!-- Paste into the Doom game page --> | |||
<!-- ===================================================================== --> | |||
== Disc Archaeology == | |||
''Findings from a byte-level analysis of the US retail disc image (210,636,800 bytes / 102,400 blocks; 228 filesystem entries).'' | |||
=== The port's entire symbol table ships on the disc === | |||
The executable was pressed with its '''complete ARM debug symbol table intact''' — over 870 function and variable names, a source-level map of the famous ten-week port. It contains three layers of history: | |||
* '''id Software's original function names''': <code>D_DoomMain</code>, <code>P_Move</code>, <code>EV_DoDoor</code>, <code>A_BFGSpray</code>, <code>P_SpawnDoorRaiseIn5Mins</code>, <code>AM_CheckCheat</code> and hundreds more, straight from the Doom source. | |||
* '''The porter's engine layer''': Burger-engine names like <code>LoadAResource</code>, <code>DrawRezShape</code>, <code>MiniLoop</code>, <code>AllocAHandle</code> — plus the assembly source filename <code>BlitAsm.s</code>. | |||
* '''Ghosts of cut monsters''': <code>A_CyberAttack</code> and <code>A_SpidRefire</code> — the Cyberdemon's and Spider Mastermind's attack code, compiled into the shipping game even though neither monster appears in the port's Jaguar-derived level set. | |||
When the port's source code was released in 2014, it matched this symbol map — the retail disc had been carrying the source's table of contents for nineteen years. | |||
=== The cheat codes, concatenated === | |||
The cheat system ships as one packed string: <code>SEEALLUACSEERUBBLEURABADASSALABARACASUCCEDALLURSURREAL</code> — readable within it are the codes <code>SEEALLU</code> ("see all", the map reveal), <code>URABADASS</code>, <code>ALABARACA</code> (an abracadabra-style magic word), <code>SUCCEDALL</code> and <code>URSURREAL</code>. Alongside sits the input alphabet <code>ABCUDLRSE</code> — the letters map to controller inputs (A/B/C buttons, Up/Down/Left/Right, and shift keys), so each "word" is a button sequence. The automap's <code>AM_CheckCheat</code> symbol confirms where they're processed. | |||
=== The soundtrack's missing numbers === | |||
The famous live-recorded soundtrack ships as streamed files <code>Song1</code>–<code>Song15</code> — with '''Song2 and Song4 missing''' — plus a single outlier, '''<code>Song29</code>'''. The numbering implies a much larger recording session than the thirteen tracks that shipped, with over a dozen numbered pieces absent. | |||
=== Burger engine fingerprints === | |||
* The resource archive (<code>REZFILE</code> — the entire game's levels, sprites and textures in just 4,694,831 bytes) is validated by the engine with the magic number <code>BRGR</code> ("Burger") and the error ''"Invalid Resource file!"''. | |||
* id's episode-complete victory text ships in full (''"the horrors of hell could not kill you..."''). | |||
* Publisher branding: <code>AdiLogo.cine</code> (Art Data Interactive) and <code>IDLogo.cel</code>; preferences save to <code>/NVRAM/DoomPrefs</code>. | |||
=== No text credits === | |||
A full-image sweep finds no staff names as text anywhere on the disc — no programmer, publisher or porting credits exist as strings; the credits are pre-rendered graphics inside <code>REZFILE</code>. | |||
=== Filesystem notes === | |||
The root directory copies verify hash-identical. The copies of <code>/system/Devices</code>, <code>Drivers</code>, <code>Folios</code>, <code>Programs</code>, <code>Scripts</code> and <code>rom_tags</code> disagree between generations — the common multi-pass mastering artifact, pressed into every disc; not dump damage. | |||
=== Unallocated space === | |||
22,796 blocks (~45 MB, 22% of the disc) belong to no file, in two runs. Every byte was checked: 100% standard <code>iamaduck</code> mastering filler, nothing hidden inside. | |||
== Trailers == | == Trailers == | ||
Latest revision as of 08:23, 14 August 2026
Disc Archaeology
Findings from a byte-level analysis of the US retail disc image (210,636,800 bytes / 102,400 blocks; 228 filesystem entries).
The port's entire symbol table ships on the disc
The executable was pressed with its complete ARM debug symbol table intact — over 870 function and variable names, a source-level map of the famous ten-week port. It contains three layers of history:
- id Software's original function names:
D_DoomMain,P_Move,EV_DoDoor,A_BFGSpray,P_SpawnDoorRaiseIn5Mins,AM_CheckCheatand hundreds more, straight from the Doom source. - The porter's engine layer: Burger-engine names like
LoadAResource,DrawRezShape,MiniLoop,AllocAHandle— plus the assembly source filenameBlitAsm.s. - Ghosts of cut monsters:
A_CyberAttackandA_SpidRefire— the Cyberdemon's and Spider Mastermind's attack code, compiled into the shipping game even though neither monster appears in the port's Jaguar-derived level set.
When the port's source code was released in 2014, it matched this symbol map — the retail disc had been carrying the source's table of contents for nineteen years.
The cheat codes, concatenated
The cheat system ships as one packed string: SEEALLUACSEERUBBLEURABADASSALABARACASUCCEDALLURSURREAL — readable within it are the codes SEEALLU ("see all", the map reveal), URABADASS, ALABARACA (an abracadabra-style magic word), SUCCEDALL and URSURREAL. Alongside sits the input alphabet ABCUDLRSE — the letters map to controller inputs (A/B/C buttons, Up/Down/Left/Right, and shift keys), so each "word" is a button sequence. The automap's AM_CheckCheat symbol confirms where they're processed.
The soundtrack's missing numbers
The famous live-recorded soundtrack ships as streamed files Song1–Song15 — with Song2 and Song4 missing — plus a single outlier, Song29. The numbering implies a much larger recording session than the thirteen tracks that shipped, with over a dozen numbered pieces absent.
Burger engine fingerprints
- The resource archive (
REZFILE— the entire game's levels, sprites and textures in just 4,694,831 bytes) is validated by the engine with the magic numberBRGR("Burger") and the error "Invalid Resource file!". - id's episode-complete victory text ships in full ("the horrors of hell could not kill you...").
- Publisher branding:
AdiLogo.cine(Art Data Interactive) andIDLogo.cel; preferences save to/NVRAM/DoomPrefs.
No text credits
A full-image sweep finds no staff names as text anywhere on the disc — no programmer, publisher or porting credits exist as strings; the credits are pre-rendered graphics inside REZFILE.
Filesystem notes
The root directory copies verify hash-identical. The copies of /system/Devices, Drivers, Folios, Programs, Scripts and rom_tags disagree between generations — the common multi-pass mastering artifact, pressed into every disc; not dump damage.
Unallocated space
22,796 blocks (~45 MB, 22% of the disc) belong to no file, in two runs. Every byte was checked: 100% standard iamaduck mastering filler, nothing hidden inside.
Trailers
- 3DO Video Game Sampler 5 VHS