![die hard trilogy psx soundboard die hard trilogy psx soundboard](https://1.bp.blogspot.com/-s8cJfCMYfUg/Tuk2jIAJceI/AAAAAAAAAiA/om6vQYFcIDM/s1600/diehard1.jpg)
Also there is a SCREENS folder which features IMG files for the game's titlepic, end title sequence, credits, etc.
#DIE HARD TRILOGY PSX SOUNDBOARD PLUS#
A PLAYERS folder which contains, among other technical things, various IMG, BIN, and LMP files used for in game graphics, plus player sprites (which is odd since there is no multiplayer mode in this version, I'm guessing they are for the three final sub-bosses) plus an AVF file for all the sound effects that you hear in each level (weapon sounds, player and some monster noises, etc.). ⦁ Other file folders include a STR folder, for all the game's FMV cutscenes. According to Doomwiki, the Leafs lump was created by Williams Entertainment for PSX Doom, so were Probe perhaps using PSX Doom as a reference for their port of Hexen? Most interesting however is that between the map's Blockmap and Behavior lumps is the familar Leafs lump as originally seen in PSX Doom. TEX files for level textures instead of a master WAD file like PSX Doom.
![die hard trilogy psx soundboard die hard trilogy psx soundboard](http://ps1.fr/wp-content/uploads/2020/11/gunpack-diehardtrilogy1-1-pal.jpg)
#DIE HARD TRILOGY PSX SOUNDBOARD PC#
Sidedefs also give the same texture names as their PC counterparts, although this port appears to refer to individual. Viewing the maps also show the maps as a thin straight line. Opening them in ZDoom gives a invalid vertices error.
![die hard trilogy psx soundboard die hard trilogy psx soundboard](https://www.myabandonware.com/media/screenshots/a/alien-trilogy-294/alien-trilogy_5.jpg)
⦁ The WAD files can be opened individually in both Slade and Doombuilder (under the regular Doom and Doom II map types, but not under Hexen map types), but appear to be compressed in some unknown fashion. TC file, which I can't tell what their purpose is. AVF file (which contains all the SFX for that map only), as well as a. The actual map itself is stored in a WAD file. ⦁ Within each map folder are seven files which make up each map. Also, the maps in folders CLUSTER3 and CLUSTER4 appear to have been swapped as they break the sequential order (CLUSTER3 having MAP27-34, CLUSTER4 having MAP21-26) There appears to have been an error in numbering the levels though, as there are no Map numbers 14-20 (Also true on the Saturn disc). There are five folders, titled CLUSTER1, CLUSTER2, and so on which contain six more folders that have the data to each of the games levels. ⦁ Files on the disc are arranged very similarly as to how PSX Doom's are. The "frames" of his face appear and disappear on the wall like a slideshow instead of smooth animation, the time between different voice clips is about double to triple the amount of time in other ports, and after he speaks the door remains closed much longer than it normally should. The funniest instance are Korax's taunts at the beginning of each hub. Much like Saturn Doom, opening the automap or turning to face a wall during script events makes them go at the same speed as the other ports. ⦁ Scripting only appears to be slowed down by how much content is being rendered by the screen. On top of that, the dates attached to the files on the PSX disc all date from either January or March of 1997, whereas the files on the Saturn disc are mostly from the Fall of 1996. Release dates on GameFAQs state that the Saturn port came out two months BEFORE the PSX port. One would assume that the PSX version is the earlier of the two, but it actually isn't. ⦁ Of the two disc based ports, the PSX version appears to be the more primitive of the two as it runs at a slower framerate, has slower scripting, and lacks gibbing enemies. ⦁ One common rumor about this port and the Saturn port is that they were both based off of an unfinished beta of the PC version, which would be a possible reason for simplified levels, one sided enemies, and other strange quirks inherent to these two versions. ⦁ This version was ported by Probe Entertainment, who also made Alien Trilogy for the PSX and Saturn only a year before they ported Hexen. So what exactly went wrong with this version? Here's some random info: The Playstation port of Hexen is commonly regarded as the worst of the three console ports, which is surprising considering how well regarded the Playstation port of Doom is. Each of the three ports have their own little quirks about them, so I guess I'll document what I've found out about each of them here: Hexen stands out as being the only other Doom engine game that was ported to multiple consoles back in the day. So I guess it's been a little while since I've done one of these, but as of late I've taken an interest in the console ports of Hexen.