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Hokuto No Doom disclaimer : |
![]() This "Hokuto No Doom" game adaptation mixing the two universes of "DOOM" and of "HOKUTO NO KEN" : - has no commercial target and could radically NOT BE SOLD. - is NOT affiliate / licenced by ID Software, NSP, Hara, Buronson, COAMIX. - is a respecfull fan tribute to all the listed authors. Details : Realisation of the ‘Hokuto No Doom’ game is a respectfull fan tribute and non commercial project developped between 3 countries (France, Belgium, USA) websites from October 2006 till September 2007. Engines used to develop the game are original DOOM V1.666 and WIN95 V1.9 first episode WAD files. Result is a commonly named "TC" (Total Conversion) of DOOM1 shareware of 1993. Caracters of ‘Hokuto No Ken’ were respectfully took from the original TV animation designed using the episodes #1 till #22. This reduced help file had been generated by crossing Id Software’s DOOM95 ‘HLP’ file content and Hank Leukart’s DOOM FAQ v5.8 from DOS V1.666. PSP version details : Hokuto No Doom runs using "Doom for the PSP" (by Chilly Willy). Additionnal details : Target of this file is to allow DOOM gamers to better recognize the visual changes (switches, keys, weapons, power-ups) in the "Hokuto No Doom" WAD and to clarify the different development aspects. If you may see a possible commercial popup in this help screen, this is NOT a "pay per click" as this adaptation is STRICTLY NOT FOR SALE. This is the way to get eStat'Perso free statistics account management able to follow "Hokuto No Doom" informations with professionnal tools in the whole world. This window appears only once a day for each IP adress and doesn't appear on offline machines. Apologies for possible inconveniences. |
Who created the universes of DOOM and of HOKUTO NO KEN ? |
Original authors | |||
DOOM by ID SOFTWARE | |||
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Programmers : - John Carmack - John Romero - Dave Taylor Artists : - Adrian Carmack - Kevin Cloud |
Designer : - Sandy Petersen Biz : - Jay Wilbur Software support : - Shawn Green - American Mc Gee |
Additionnal support : - Sound code : Paul Radek - Music/FX : Robert Prince Special thanks to : - Gregor Punchatz |
HOKUTO NO KEN | |||
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Artist : - Tetsuo Hara Scenarist : - Buronson |
TV adaptation : - Toei Animation |
Music : - KODOMO Band |
How could I support their work ? |
OFFICIAL WEBSITES | |||
As this game is non commercial and based on different characters. If you appreciate this game and its universe, you can buy those official creator mangas, comics, DVDs, videogames, T-Shirts and other official supports. ID Software Website : http://www.idsoftware.com ID Store : http://www.idsoftware.com/store HARA TETSUO Website : ![]() TOEI ANIMATION Website : http://www.toei-anim.co.jp |
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![]() ![]() KENSHIRO : "You're already buying their official work !" SHIN : "Buy their official work or I'll kidnap your girlfriend !" |
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What machine do I require to play the game ? You require a PSP with at least a firmware 3.xx |
What is the story of the game ?![]() ![]() ![]() ![]() ![]() After beeing surrended by a nuclear war in 199X, many people try to survive in a world in ruins were the law of the stronger is the only way. In this period, SHIN, a karate master kidnapped brutaly your girlfriend YURIA and let you 7 scars ![]() You survived your injuries and filled with anger and courage fight all SHIN lieutnants to get her back. |
How do I play the game ? |
MOVING AROUND Walking : Use the Forward and Backward keys to move in the direction you are facing. Turning : The Left and Right keys turn you left and right. Running : Hold down the Speed Key and the appropriate arrow key to speed yourself up. Strafe : There are two ways to sidestep: use the Strafe Left and Strafe Right keys or use the Strafe key along with the Turning keys. Note : Jumping is very important for successfully completing the game. Though there is no Jump Key, you can leap from ledges by getting a running start. The faster you are moving the further you will go. ON SCREEN INFORMATION : The game provides on-screen information that's necessary to survive. The status bar : ![]() Messages : Often you 'II find yourself running over various items. DOOM tells you what you're picking up by printing a message at the top of the screenunless messages are off. THE AUTOMAP To help you find your way around the game, you're equipped with an automap device. By pressing the map key, you replace your normal view with a top-down map of everything you've seen up to date. The white arrow represents you, and points in the direction you're looking. ![]() Moving the automap : Using the arrow keys, you can move yourself while viewing the Automap. This is dangerous, since you can't see the enemy while viewing the Automap. |
Who are the caracters in the game ? |
Main caracters | |
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KENSHIRO : 63th heir of the Hokuto Shinken karate school, try to save YURIA from SHIN. |
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YURIA : KENSHIRO’s fiancee kidnapped by SHIN. |
Friends | |
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RIN : Gives you a yellow key to open locked doors. |
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BAT : Gives you a red key to open locked doors. |
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VILLAGE CHIEF : Gives you a blue key to open locked doors. |
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JOHNNY THE GROCER : Gives you 100% extra energy bonus. |
Enemies | Resistance ("A ticket to hell" mode) | |||||
Fist | Iron bar | Nunchaku | Kick | Tenha Kassatsu | ||
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ZEED : (weapon : axe) A Z-666 tattoo on his head shows that is the chief of a villians tribe |
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SPADE : (weapon : arbalest) Steel grains to innocent pesants. |
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HEART : (technic : fat body) A brutal fat man that doesn't support to see his blood. |
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GOLAN : (weapon : boomerang) Mad Colonel of an army. |
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JOKER : (technic : teleport) The best lieutnant of SHIN. Rebirth the deaths in the most difficult game mode. |
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Boss | ||||||
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![]() SHIN : (technic : flying kick) The master of karate who kidnapped YURIA. |
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What are the weapons and technics available ? |
Technics and weapons | ||
![]() "Classic" |
1 "Classic" - FIST : Never use unless you have Berserk (see cheat code section). This is really cool, but not as good as the 100 HITS. 1 "Extended" - 100 HITS : ![]() Good for tight corners. Perfect to defeat HEART. This is probably the best weapon for non-shooting enemies. |
![]() "100 HITS" |
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2 - IRON BAR : ![]() Average weapon. Does damage to ZEED and SPADE, but the kick is preferred. Only to be used when in dire need of ammo. |
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3 - KICK : ![]() ![]() ![]() This is probably the best all around technic. Use this much of the time as it is very powerful. Its only problem is that its rapid hitting is not very fast. Very useful in "mazes" where enemies are very close but not in large amounts. |
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4 - NUNCHAKU : ![]() ![]() This weapon takes a fair amount of time to kill enemies. Good for a lot of enemies in a row. Also very useful for GOLAN because the nunchaku can keep him from throwing his boomerangs. |
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5 - TENHA KASSATSU : ![]() ![]() Good for occasional long shots at many enemies in one place. Be careful, however, this weapon can hurt you as well if the aura bursts at close range. Very useful in DeathMatch mode. :) |
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What are the items available ? ARMOR : ![]() ![]() ![]() ENERGY : ![]() ![]() ![]() ![]() MAP : ![]() ARTIFACTS : ![]() ARTIFACTS : ![]() ARTIFACTS : ![]() ARTIFACTS : ![]() |
How is the environment after the nuclear war ? Some parts of the HOKUTO NO DOOM environment can be more dangerous than the villians you'll face. Areas containing exploding barrels or lava fields should be approached with caution. EXPLODING BARRELS: ![]() LAVA : ![]() ![]() |
How could I activate the mechanisms ? As the game plays in a world were technology was almost destroyed, electricty is no more active so consequently to keep the architecture of the original DOOM game active, they were subsituted by hydraulic and mechanic parts (These objects all have many different appearances) LION HEADS, HANDLES or PRESSURE VALVES : ![]() ![]() ![]() ![]() ![]() When you successfully operate a mecanism, it will change in some way (lights up, flips a handle, etc.) If a mecanism does not change after a couple of tries, it is probably assigned to do a task that cannot yet be accomplished. DOORS : ![]() ![]() ![]() ![]() ![]() Some doors have security locks, and require you to have a color key to open them. Other locked doors are operated by a mecanism on a nearby wall. Rather than walking up to the door, you'll need to operate the mechanism. HIDDEN DOORS : Some doors are hidden. Many of these can be opened by finding a mecanism. In some cases you just need to walk up to the wall and press the Use Key. If you've found a secret door, it will open for you. There are clues that reveal a secret door a wall that's shifted down or a different color, a flashing light on a wall, etc. ELEVATORS : ![]() You'll see platforms that raise and lower. Some platforms operate continuously, while others must be activated. Some of them sense your proximity and lower automatically. Others have a nearby mechanism. Those without a mechanism can usually be operated by walking up to the platform and pressing the Use Key TELEPORTERS : ![]() |
How coud I cheat to survive longer ? Here is a list of the cheat codes from DOOM. After entering, a message should be displayed at the top of the screen telling which cheat mode was activated. idbehold : Displays menu (followed by S, V, I, R, A, or L for choice) S = Strength (Berserk) V = Invulnerability I = Invisible moves A = Full Automap R = Lava protection suit L = Motorbike goggles idchoppers : Gives you the 100 hits ![]() iddt : Toggles Automap between normal, full, and full with objects. ![]() idspispopd : No clipping (you can walk through walls) |
Why creating this game in 2007 on a so old game platform ? 2007 is the year of the north star bear constellation (7 stars to draw a seven in the sky). A game of the nineties to receive a comic of the same period, as most of Kenshiro TV viewers were now 30 years old, there would have some ‘nostalgia’ to play with good old games. Hokuto No Doom offers to play as never all official released game done, you simply are Kenshiro in Doom tridimensional universe. Choice to use Doom engine was due to the fact that this game offers certainly in the recent era of videogames the most modified, patched, changed game ever made. Consequently many tools were available to realise this job as it was impossible with the reduce capacity of engineering to create a complete new game. Furthermore, its reduce engine size and a basis of only 9 levels makes the game fit compressed on few Mb and be able to respect the original floppy disks packing size. |
Who created this amazing adaptation ?![]() PROJECT MANAGEMENT : http://www.icemanpage.com DESIGN & TESTS : http://www.icemanpage.com HISTORICAL ASPECT : http://www.hokutolegacy.com TECHNICAL ASPECT : http://www.doomwadstation.com |
What are the complete technical details ? Duration of project : From October 2006 till September 2007, estimated worktime : 1200 hours. DOOM WAD files working source : V1.666 DOS ; WIN95 V1.9 Demos were re-recorded on a V1.666 to be compliant with both versions. PC version texts substitution : Both versions include new EXEs with modified texts to fit perfectly the story. "HOKUTO.EXE" for DOS version (original doom.exe in this archive). "HOKUTO9X.EXE" and "DOOMLNCH.DLL" for Window version (original doom95.exe and DLL renamed a .bak in this archive). HOKUTO NO KEN sources : After buying the 6 first official French DVD’s, proceeded screen captures. Caracter modeling source : KEN-OH/RAOH 15cm action figure. SAINT SEYIA Pisces golden night action figure, took in photography dressed with paper clothes to respect caracters colors. Development machines : - 486, DX2 66Mhz, MS DOS 6.22, 20 Mb RAM, SBPRO compatible, 14" screen - Pentium 4 centrino, 1.8 Ghz, Windows XP SP2, 1Gb RAM, integrated soundchip, 15.4" screen PSP port : "Doom for the PSP" (by Chilly Willy) : Website IDENTIFIED BUGS - ‘WIN’HND had been tested WINDOWS VISTA and Microsoft Direct Sound issue had been fixed on by including an additionnal driver ‘dplay.dll’ directly in the archive. - Screen blinks due to keypress shortcut, simply press twice the ‘escape’ key and continue your game. - DOS and WINDOWS savegames are not compatible, you need to use respective versions. - If computer has an ugly display on 320x400 and 640x400 modes, prefer 320x240 and 640x480 ones to solve issue. - Some computer may have an increased volume on MIDI music, so you need to manually increase WAVE ones. - The "100 fists" weapon cuts the sounds of "action" and "jump", once this weapon is selected, sounds are uncomplete. TWILIGHT ZONE ![]() - Located a double entry of texture SW18_7, this is the only one that is twice in the game, made not work DMGRAPH correctly. - Light system is used at 50% (i.e. when you're near of a window or behind a huge wall the light is in reality different while in the game it's often an ambient light). Consequently complete review of all levels including amazing lighting effects and gradient lights. - 20% of textures are not used or visible in the game, so they were substituted by a single pixel image in order to reduce the archive of 300Kb. Used DOOM tools to create the game : - DMGRAPH (by Bill Neisius) - DMAUD (by Bill Neisius) - DMMUSIC (by Bill Neisius) - MIDI2MUS (by Id Software) - DTEDIT (by Dylan Hicks) - DOOMBUILDER (by Pascal vd Heiden) : Website - XWE (by Csabo) : Website Used emulators to test the game : - DOSBOX (by the DOSBOX crew) : Website DOSBOX offers to have complete sound emulation on non compliant Windows machines. Simply press F11 and F12 to set game speed. Textures sources : - http://www.davegh.com - http://www.cgtextures.com - http://www.grsites.com/textures - http://www.mayang.com/textures - http://www.louvre.fr SFX sources : - http://www.therecordist.com Midi songs sources : Level 1 : "Ai wo torimodose" - Unknown artist Level 2 : "Semari kuru kiba" - Unknown artist Level 3 : "Ken il guerriero" (Italian version) MIDI by Mr.Zap & Fegg Level 4 : "Heart of madness" MIDI by Stefan "SDB" Hauschildt Level 5 : "Tough boy" MIDI by Gabrio "KBL" Secco Level 6 : "Silent survivor" - Unknown artist Level 7 : "CR Hokuto No Ken" / Hokuto No Ken fighting "Title Screen" - Unknown artist Level 8 : "Ai wo torimodose" instrumental version MIDI by WinJammer Demo Level 9 : "Silent survivor" - Unknown artist Interstage map : "Yuria wo eien ni" - Unknow artist Ending : "Purple Eyes" (1986 movie ending) MIDI by Stefan "SDB" Hauschildt Fonts sources : - http://www.dafont.com/fr - http://www.typografski.de - DESTROY Font by Heinrich Lischka - http://www.larabiefont.com - CRETINO Font by Ray Larabie - http://www.blambot.com/ - MANGA TEMPLE Font by Nate Piekos Power-ups sources and special animated effects : - http://www.fightersgeneration.com Paintings details : ![]() - Jacques-Louis DAVID "Le Serment des Horaces", 1784. ![]() - Hubert ROBERT "Grande Galerie du Louvre en Ruines", 1796. ![]() - Jacques-Louis DAVID "Le Sacre de l'Empereur", 1805-1807. ![]() - Theodore GERICAULT "Le Radeau de la Meduse", 1819. ![]() - Eugene DELACROIX "La Barque de Dante", 1822. ![]() - Eugene DELACROIX "La Liberte guidant le peuple", 1830. ![]() - Francis BACON "Pope", 1951. |
POST SCRIPTUM Special notes : INTERVIEW : 3 QUESTIONS TO JOHN ROMERO DURING THE PROJECT Q1 : Why are so much unused sprites and textures ressources in your original WADs ? A1: If there were unused sprites and textures in the final release it was probably because we didn't run a redundancy check program on all the data. Lots of games have extra data in them but I don't think we had a lot of extra in our WAD. Q2 : Could you explain why you didn't use all capacity of the engine, in example as unused progressive lighting effects in corridors ? A2: It was a ton of work to concept, create, iterate, refine, etc. the entire game in only a one year time period. We did as much as we could with the time we had and if we had continued developing the game for another year who knows how much better it could have been? We stopped when the game seemed perfect. Looking back, there's always things you didn't know while you were in the middle of development just as we never thought about rocket-jumping while making Quake. Q3 : Could you explain why the Baron of Hell contains 8 directions sprites while the other got only 5 and use symetry to generate the rest of images ? A3: The Baron of Hell was the first monster we created and we thought we had to have 8 directions of the sprite but then we came up with the idea to programmatically horizontally flip three of the graphics so we could have a full 8. Mr Romero's website : http://www.rome.ro/ AEROSPACE : JOHN CARMACK'S PROJECT www.icemanpage.com personnaly wishes good luck to Mr Carmack John, one of the DOOM game creator, in his project of rocket system for space tourism. Visions of some people may change the future of others, hoping that Mr Carmack will help to make space tourism accessible for common people. Mr Carmack's aerospace company : http://www.armadilloaerospace.com/ |