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Doom 64 (Nintendo 64)

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Title Screen

Doom 64

Developer: Midway Games
Publishers: Midway Games (US/EU), GameBank (JP)
Platform: Nintendo 64
Released in JP: August 1, 1997
Released in US: April 4, 1997
Released in EU: December 2, 1997


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Hmmm...
To do:
A few todos:
  • There's a debug mode here; I'm not sure how it's accessed and IDK enough to find all the code IDA won't disassemble
  • A prototype build of Doom 64 has been leaked into 4chan, work on the page about it. Here is the ROM directly.
  • A WAD file for a bunch of early game resources along with the prototype was leaked on a Twitter post. Make a development page about findings, for example this Mother demon frame from an extended death animation. It is recommended to use SLADE for viewing WAD files.
    • More discoveries here: 1, 2, 3, 4, 5
    • As a quick note the WAD file likely pertains to the prototype leaked alongside it, meaning some content seen there may also be present (used or otherwise) in the prototype. Make sure to focus on content only present in the WAD or that has differences to the prototype/final.

Unlike all of the other console Doom games, which are just ports of the PC versions, Doom 64 has all-new content and was developed specifically for the Nintendo 64. While it loses a couple of the monsters from Doom II due to limited cart space, it features higher resolution resources, some nifty colored lighting effects, and a form of scripting which allows level designers to create far more interesting setups than the original engine ever did. Bethesda would eventually rerelease the game on modern consoles, to coincide with the release of Doom Eternal in March 2020.

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info

Unused Enemies

Green Marine

Doom64 Marines.png

The Marines in the title screen are actually enemies. There are two variants used in the title screen, but a third Green Marine variant goes unused. (Pictured in the center here) The Marines act just like any other monster and are hostile to the players, but the Cyan and Red Marine are not used outside of the title screen.

If spawned in a custom map, the Green Marine will shoot burst hitscan shots similar to those used by the Zombieman. The Green Marine will fire six shots at once. It has no speed so it will also be immobile similar to the Cinematic Cyberdemon.

The Green Marine may originally have been blue, as the Blue palette for the cut Multiplayer mode appears to have been corrupt.

Unused Graphics

Doom64-Questionmark.png

An odd texture that, unsurprisingly, doesn't appear during regular play. It automatically appears on walls that lack textures. Very rarely seen, it can be found when the player "breaks" the room-over-room effect, stumbling into a room inescapable without cheating. It's titled with a question mark in the game's internal WAD.

Unused Sounds

SNDZSIT3

SNDZDIE3

Two sounds related to the Zombieman and Shotgun Guy enemies that go unused, because the game has a limit of at most 2 sets of sounds for enemies sighting the player and their death animation.

SNDRVACT

SNDRVHIT

Two sounds related to the Revenant enemy from Doom 2 that were most likely carried over from the PlayStation version of Doom, which Doom 64 is based on. One being the "action" sound Revenants chasing the player make, and the "punching" sound they make when their melee attack connects.

According to Tim Heydelaar, the monsters from Doom 2 that didn't make it into the game were cut due to storage constraints. Apparently, there were intentions to include at least the Revenant, since Randy Estrella has expressed his favoritism towards the enemy. Other sounds related to the Revenant are found within the ROM, but are given different names and uses. The swinging fist sound (originally DSSKESWG, renamed SNDDART in Doom 64) is reused as part of the dart traps found in some of the maps, and the Revenant fireball sound (DSSKEATK, named SNDTRACR in Doom 64) is used by the homing fireball traps, as well as Mother Demon's homing fireball attack.

Breakdown Secret

The magenta highlights on this map show secret-flagged, tagless one-sided linedefs.

In an interview with the website Doom Depot, level designer Tim Heydelaar claimed that there was an undiscovered secret in Level 20: Breakdown. While this secret has seemingly been removed from the final game, remnants of it still exist – in particular, several one-sided linedefs with no action and method of activation are flagged as hidden. The hidden flag is used for obscuring sector height differences and interactive lines in the game's automap, making them appear as normal one-sided lines, and its use is pointless in the case of these lines.

While these flagged lines may simply be a mistake, several are in the room with the red key and one is in the secret room with the BFG9000, locations Tim mentions in the interview. In addition to the flagged lines, macro 17 is intended to activate on level start, but lacks the flag required to do so. Macro 23 lowers the floor of a sector with tag 27, but no sector with this tag exists. There are also references to macros 24 and 25, which do not exist.

(Source: Doom Depot Interview)

Debug Features

Features Menu

Doom 64 Features Menu.png

Enter the password ?TJL BDFW BFGV JVVB then pause during gameplay to access a features menu, which contains a level select, invulnerability, health, and weapon toggles, and an option to view the whole map.

Version GameShark code
US 1.0 8005A7D3 0001
US 1.1 8005A883 0001
Japan 8005B5A3 0001
Europe 8005AA23 0001
(Source: Animal)

Leftover Debug Strings

Doom 64 Unused Features Options1.png Doom 64 Unused Features Options2.png

Stored in the ROM in the list of strings used for the various menus are strings:

DEBUG
TEXTURE TEST
WALL BLOCKING
MACRO PEEK
MUSIC TEST
WARP TO FUN
LOCK MONSTERS
SCREENSHOT

(They are separated by various used strings.)

These strings are all that is left of debug functionality that was to be part of the Features menu. You can re-activate these in the Features menu with the below GameShark code, however they do not have any functionality left.

Unused Features Menu Options Set 1
Version GameShark Code
USA 8005AB67 001A
8005AB73 001D
8005AB7F 001F
8005AB8B 0023
8005AB97 0024
Unused Features Menu Options Set 2
Version GameShark Code
USA 8005AB67 0026
8005AB73 0027
8005AB7F 0028
(Source: Samuel Villarreal (information), Punk7890 (GameShark code))

Debug Crash Text

Doom 64 Crash Message1.png Doom 64 Crash Message2.png

If the game ever crashes in a certain way, these messages will appear on-screen and lock the game.

Unused Text

Medikit Message

This message apparently even appears in this game, and the way it works is the also the same: if the player picks up a medikit with less than 25 health, this should be displayed:

Picked up a medikit that you REALLY need!

As health is added before the check is made, the player's health is always greater than 26 when it checks which message to use. This message is eventually restored in the 2020 remaster of the game, as stated by Quasar.

Regional Differences

US Europe/Japan
Doom64-BrightnessUS.png Doom64-BrightnessEU.png

The default brightness setting has been increased in the European and Japanese releases.

US/Europe Japan
Doom64-BloodEU.png Doom64-BloodJP.png

The blood spatter sprites have been recolored green in the Japanese version. The blood on the monster death sprites and various gore decorations is still red, however. The original red blood sprites are still present in the WAD and can be re-enabled through the use of codes.

Red Blood (Japanese Version)
Version GameShark Code
JP 81053072 01EE
81019396 01EF
810193AA 01F0
(Source: Nova)

The green blood sprites are also present in the European version, but are unused. They can also be enabled with codes.

Green Blood (European Version)
Version GameShark Code
EU 81052392 01F2
810193D6 01F3
810193EA 01F4
(Source: Nova)

In the US and European versions, waiting about 30 seconds while the player is dead will display some messages mocking the player. These messages are completely removed from the Japanese version.

Revisional Differences

Two versions (1.0 and 1.1) of the US ROM exist. The 1.1 version contains two minor code changes.

  • Quitting a game, changing the brightness on the main menu, then starting a new game no longer causes a crash.
  • The screen position (changed by the "Center Display" option) is reset to default when resetting the console.
(Source: Nova)

The 1.1 version also contains an unused copy of the European version's copyright screen (under the lump name "PLLEGAL"), but does not carry over the increased default brightness from the actual European ROM.

(Source: Quasar)

The lumps for the three copyright screens (named "USLEGAL", "PLLEGAL" and "JPLEGAL") are all present in both the European and Japanese versions, but the two extra ones in each are unused.

(Source: Nova)