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1996-06-29
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*----------> Bad Mood v2.14 alpha release - 28/06/96 <----------*
Bad Mood is a special project planned as the basis for a PC Doom /
Doom II / Heretic compatible (pseudo) 3D game system for the Atari
Falcon & compatibles.
The system itself is intended more as a generic game engine than
any specific game, in order to allow open-ended flexibility and
therefore encourage development of a vast array of generically
similar games on the Falcon. Bad Mood itself is being developed
into a fully playable game in order to demonstrate the power of
this engine. Tools are also under development to allow players
to develop their own levels & even develop customised games to
their own specification.
There is still much to do before a final release, but with new
people joining the team, the project is becoming more and more
a reality.
This software is currently 'freeware', and is therefore available
free of charge. The Bad Mood developers retain the right to alter
this freeware status for future releases, although this is highly
unlikely. Sourcecode is also freely available.
*----------> Features <-----------------------------------------*
* Doom, Doom II & Heretic IWAD compatible.
* Supports Doom, Doom II & Heretic PWAD files.
* 16-bit truecolour graphics.
* Perspective mapped walls.
* Rotating, perspective mapped floors & ceilings.
* Transparent wall textures.
* Alpha-channeled wall textures.
* Wraparound sky textures.
* Artificial & depth-cued lighting.
* LRU graphics cache for high speed & low ram requirements.
* Variable x & y detail settings.
* Variable viewport size up to 320x240.
* Scaled player movement.
* Simulated 'bobbing' movement.
* Advanced version of BSP & occlusion algorithms for speed.
* Works with all good CPU accelerators, including 68040 CPUs.
* Fully FastRAM compatible with both FXRam & real 32-bit RAM.
* Sources are freely available from several FTP & Websites.
*----------> Instructions <-------------------------------------*
Bad Mood must be invoked with command-line parameters specifying
paths for WAD level files and any additional options for warping
to levels and so on. The original syntax had to be changed to make
room for sensible '-xxx' switches for PWAD overlays & other more
complicated options. The old syntax is still supported if these
switches are not detected.
Usage:
-----
The new syntax for Bad Mood v2.xx (alpha) is as follows:
bm.ttp -i<iwad.wad> [-p<pwad.wad>] [-w<levelmarker>]
Or, keeping compatibility with previous versions of Bad Mood:
bm.ttp <iwad.wad> [<levelmarker>]
Parameter list:
--------------
-i <main iwad> select path for main IWAD game file.
-p <optional pwad> select path for optional PWAD file.
-w <level-marker> warp to a specific level.
Breakdown:
---------
IWAD path:
-i <main iwad> select path for main IWAD game file.
The '-i' switch is used to specify the path for the main IWAD
level file. This file is required in order to load the normal
game levels & most of the graphics & audio data.
IWAD files are very large - which makes them very easily
distinguishable from the much smaller PWAD variety. They are
typically anything between 5 and 40MB, depending on which
Doom-compatible game they are intended to be used with.
A (non-exhaustive) list of IWAD files and their sizes are
described elsewhere in this text for easy identification.
IWAD files are not intended to be optional, since they are
needed for 95% of most game-related data. Even if a PWAD
file is used, the IWAD is normally still needed for the
majority of game graphics & other important data.
Bad Mood IS capable of running without an IWAD, but only
when supplied with a PWAD containing sufficient data
to function alone. This is EXTREMELY RARE and is a side-
effect of Bad Mood being written from the ground-up as
opposed to a direct port from the PC. Bad Mood is much
much cleverer. ;)
PWAD path:
-p <optional pwad> select path for optional PWAD file.
The '-p' switch is used to specify the path for an optional
file called a PWAD. PWAD files (or Patch-WADs to give them
their full name) are a clever way of customising normal IWAD
game levels, or replacing them completely - by overlaying
some (or all) of the components contained within the IWAD
with new customised level data.
Normally, you will want to try out PWAD files which have
already been developed and distributed on and for the PC
platform. The only consideration here is that it can be
difficult to determine which game each PWAD is designed to
work with. Most often, the PWAD will be based on Doom or
Doom II, but trial-and-error is occasionally needed to find
out. The wrong choice will result in trashed graphics! A
tool called FalconWadTool is available which will help
solve such problems, allowing the contents of each PWAD
(or IWAD) to be examined in detail and therefore allow the
user to determine each PWAD game type. See lower down for
more details.
You can replace a level by generating a new map using GemDEU
(still under development by one member of the BM team) and
by then loading the resulting PWAD alongside the IWAD for
which it was designed. You must either design your PWAD to use
the graphics from a full IWAD, or you might even want to add
your own graphics to the PWAD itself. It doesn't really matter
so long as the graphics used by the new map are available
from either specified WAD. Missing or unavailable textures
will result in trashed graphics!
PWAD files have many advantages which include small size,
the lack of restrictions on free distribution (unlike most
IWAD files which are strictly commercial-ware) and the fact
that PWAD files are easily modified and hacked about using
a vast array of tools and editors.
Level warp:
-w <level-marker> warp to a specific level.
The '-w' switch (based on the -warp switch from Doom & Doom
II) is used to 'warp' directly to any given level. The level
itself is specified using what is called a level marker.
Level markers usually come in the form 'ExMy' where 'x' is
the 'episode' and 'y' is the 'mission'. In other words, e1m2
would be episode #1, mission #2. This format is used for Doom
& Heretic compatible WADs. For Doom II, the format is a little
different: 'MAPxx' where 'xx' is the level number. map02 would
specify level #2 and map14 would specify level #14.
This difference is a bit annoying, but then it wasn't my idea.
People just can't stick with their own standards! :)
Examples:
--------
Bear in mind that specifying a PWAD path and 'warp'ing to specific
levels are completely optional in all the following cases.
Doom / Heretic:
--------------
Doom or Heretic game:
bm.ttp -idoom.wad -we1m2
Doom or Heretic game with a PWAD level overlay:
bm.ttp -idoom.wad -psilly.wad -we1m1
Doom or Heretic game using old BM syntax:
bm.ttp doom.wad e1m3
Doom II:
-------
Doom II game:
bm.ttp -idoom2.wad -wmap12
Doom II game with a PWAD level overlay:
bm.ttp -idoom2.wad -pdaft.wad -wmap01
Doom II game using old BM syntax:
bm.ttp doom2.wad map24
*----------> Additional help <----------------------------------*
Identifying WAD files:
---------------------
PWAD files:
By examining the WAD in a text editor or some other form of
ascii dump tool, you will see the word PWAD right at the start
of the data. If you see IWAD instead, then you should start to
worry about how you managed to load a multi-megabyte file into
a text editor. IWAD files are never small!
Further examination using this technique, or by using something
like FWT (FalconWadTool) you should be able to spot the words
'E1M1' or 'MAP01' somewhere in the file. E1M1 or similar means
this is a Doom or Heretic PWAD. MAP01 or similar means a Doom II
PWAD.
Beyond this, it's not so easy to distinguish between Heretic &
Doom PWAD files. You will just need to experiment on the basis
that Doom PWADs are very much more common.
IWAD files:
IWAD files are much easier to spot. They are BIG, and there are
only a few different ones available. Here are some of the more
well known IWADs for easy identification:
DOOM1.WAD (4MB) - Doom #1 shareware
DOOM.WAD (10MB) - Doom #1 registered
DOOM.WAD (12MB) - Doom #1 commercial (Ultimate Doom)
DOOM2.WAD (14MB) - Doom #2 commercial
HERETIC1.WAD (5MB) - Heretic shareware
HERETIC.WAD (??MB) - Heretic registered
HEXEN.WAD (10MB) - Hexen shareware (NOT SUPPORTED!)
HEXEN.WAD (??MB) - Hexen commercial (NOT SUPPORTED!)
There are others, but these are the ones I am familiar with.
*----------> Recent History <-----------------------------------*
v2.11a -> v2.12a:
* Sky textures incorporated - highest available sky index is used.
* Transparent walls now rendered as objects. No vertical repeating!
* Nasty z-clipping bug rectified in wall-mapping for very long walls.
* Transparent walls optimised for generation & clipping.
* DSP floor-buffers increased to allow greater scene complexity.
* Small modification to IKBD routine for badly behaved AB040 boards.
* Screen routines made slightly more modular for easier access.
v2.12a -> v2.13a:
* Incorrect sky texture scaling rectified.
* Display size corrected to 320x168 (status bar) & 320x200 (fullscreen).
* Optimised for 2-sided linedefs with matching opposite sectors. This
leads to major speed improvements on very complex levels - especially
with large, fragmented expanses of sky or floor & adjoining corridors
or doorways.
v2.13a -> v2.14a:
* Some inconspicuous Doom 'bugs' emulated to allow better WAD compatibility.
* Quick-alpha texture assigned to 'middle' textures named 'sky1'.
* Some optimisations made to wall/floor-generator.
*----------> Text Credits <-------------------------------------*
Documentation compiled by:
Doug Little @ Black Scorpion <101573.1275@compuserve.com>
*----------> End <----------------------------------------------*