Honestly, I played PSX Doom to destruction for years and the visplane overflow was the only glitch I ever had. The PSX looked like it was struggling to hold the game together at the seams (Gran Turismo 2 was like this too) but it always managed it. A legendary console with legendary games.
Awesome, I remember this happening to me back in the day. I tried to get a bunch of enemies to fight with eachother, then I backed into a cave and used the bfg and ended up crashing the game like this. Thanks for posting this, brings back memories!
This happened to me so many times during my PS1 Doom linkup coop sessions on this map. Map 44. Suburbs. I would intentionally spawn as many as I could without killing them. I'd never look towards where they all were. I went up the stairs into the building where you can look out of the little window down upon the huge field of monsters and bam: texture cache overflow time.
i do the same as i know it would triggure the glitch to happen. interestingly enough the saturn, despite being an exact copy of the PS1 port doesn't triggue this glitch. i still don't understand this glitch but it can happen on the Xbox original Doom 3 release doom classic version too as chocolate doom the engine it runs on is suseptable to this glitch.(?)
There's a PC source-port of PSX Doom called PSYDoom which reverse engineers the PSX port of Doom with more video memory, a higher resolution and widescreen support, and also a save game feature. All that is required is an image file of PSX DOOM and/or PSX FINAL DOOM (BIN, ISO, CUE format) in order to run.. but be aware you have to watch out for corrupt files, I'm afraid it's very picky with some image files.
This has never happened to me! Although it might be because I play Doom 1 a lot more than Doom 2 on the PSX. I figure this gotta get quite annoying after a while.
Let's see why. We have Imps, Cacos, Mancubis, Imp and their projectiles. Notice how that Revenant (which has smoke trails and it's own melee attack which also uses VRAM) and Mancubi's protectiles has eight directions of movement which clogs up the VRAM. Teleport effects also counts as sprites. The PSX's VRAM just cannot handle way too many sprites at once which is why we see less animation and recolours of sprites.
Honestly, I played PSX Doom to destruction for years and the visplane overflow was the only glitch I ever had. The PSX looked like it was struggling to hold the game together at the seams (Gran Turismo 2 was like this too) but it always managed it. A legendary console with legendary games.
Awesome, I remember this happening to me back in the day. I tried to get a bunch of enemies to fight with eachother, then I backed into a cave and used the bfg and ended up crashing the game like this. Thanks for posting this, brings back memories!
+Jake no problem. It's what I do. Some people don't realise this though and dislike it hahaha
This happened to me so many times during my PS1 Doom linkup coop sessions on this map. Map 44. Suburbs.
I would intentionally spawn as many as I could without killing them. I'd never look towards where they all were. I went up the stairs into the building where you can look out of the little window down upon the huge field of monsters and bam: texture cache overflow time.
i do the same as i know it would triggure the glitch to happen. interestingly enough the saturn, despite being an exact copy of the PS1 port doesn't triggue this glitch. i still don't understand this glitch but it can happen on the Xbox original Doom 3 release doom classic version too as chocolate doom the engine it runs on is suseptable to this glitch.(?)
O̶b̨li͂͑̀vion Wal̵k̡er̛T҉A̡҉̛G̷̴ - saturn have more ram than PS1 :P
@@Naitoraven951 Yep!
I also seem to remember this happening on the map : Perfect Hatred.
And The Courtyard level
@@jonbourgoin182 Never happened to me there myself but I'll take your word for it
Funnily enough, this doesn't happen in the Sega Saturn version despite being a conversion of this version made with worse framerate.
I own the Japanese saturn version and I can indeed confirm this doesn't happen. Pretty strange
Actually I just found out why. The Sega Saturn has more RAM than the PS1 so that might explain it.
There's a PC source-port of PSX Doom called PSYDoom which reverse engineers the PSX port of Doom with more video memory, a higher resolution and widescreen support, and also a save game feature. All that is required is an image file of PSX DOOM and/or PSX FINAL DOOM (BIN, ISO, CUE format) in order to run.. but be aware you have to watch out for corrupt files, I'm afraid it's very picky with some image files.
What's the point though? The PS1 was fine for what it was in '95, but still inferior to the PC original.
@@williamsmith666 Well, i prefer the PS1 port.
@sebastiankulche me too
Increase in RAM fixes it.
Note taken
is this what happens when the game loads too many sprite animations at once?
+mahmud ghdamsi well the game only dedicated 640K or something VRAM. So when that exceeds it crashes the game.
so yea you're right
Welp, I just lost a lot of progress, bullshit!
+Feelin' DanDy lol that's exactly how I felt when that happen...
After that shock, I realized I could just password warp to the level and put all guns cheat in to bring me back to where I was. Thank god for that!
+Feelin' DanDy I agree. Thank god for passwords and cheats.
This has never happened to me! Although it might be because I play Doom 1 a lot more than Doom 2 on the PSX. I figure this gotta get quite annoying after a while.
Same, I've tried to intentionally do this glitch but haven't managed it.
No way to trigger this on epsxe for android? I tried this map on UV and nothing happened
Some emulators have the exception handler built in so nothing generally happens. Only emu I’ve managed to make it trigger is through bizhawk
Do you fix it by hitting the reset button?
Yeah that will do the trick.
hahah :)
Let's see why. We have Imps, Cacos, Mancubis, Imp and their projectiles. Notice how that Revenant (which has smoke trails and it's own melee attack which also uses VRAM) and Mancubi's protectiles has eight directions of movement which clogs up the VRAM. Teleport effects also counts as sprites. The PSX's VRAM just cannot handle way too many sprites at once which is why we see less animation and recolours of sprites.