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- ========================================================================
- FIRST THE POSITIVE COMMENTS
- ------------------------------------------------------------------------
- Per Samuelsson writes:
-
- I just want to tell you that your adoom work fine on my a1200 with 060
- 64 mhz (AGA).
-
- ------------------------------------------------------------------------
- ^_^ <bitbrker@ionet.net> (Tm2) writes:
-
- ADoom is excellent!!!!!!!!!!! It runs very reasonably on my
- 030-50MHz with 8MB RAM. Please continue your efforts, as they are
- most appreciated.
- [...]
- I'm enjoying your ADoom port more every day! It's one slick
- piece of work!
- [...]
- Again, thanks a lot for the port! I have had really a lot of
- fun on my Ami thanks to your efforts. It won't be forgotten!
- [...]
- I will say, however, all in all it all runs in an impressive speed
- on my 030-50MHz. Much faster than I would have thought possible!
-
- Your Doom port is something magical! (It's sort of scaring me now!)
- [...]
- I've been playing Doom II with ADoom v0.6 for the last few hours,
- and I can wholeheartedly say: YAHOOOO!!!!! GREAT, GREAT FUN!!!!
-
- Oh yeah! It is fast, fast, fast on my 030 now. On some scenes it's even
- faster than my 486 PC. Of course with some complex views, it's a bit slower.
- ;)
- [...]
- I downloaded v0.8 and tried it, and it is MOST COOL!!!
- Now that the popping in the music is gone, the game has a really
- polished feel! And, I noticed on some simpler levels, the engine
- really speeds up on my 030 (up past 10fps).
- [...]
- ADoom v1.1 is awesome! I can actually run it in 320x240 with
- no noticable slowdown!
-
- I tried 640x400, 640x480, even 704x500 (which looked incredible!).
- All of them a barely playable on my machine, but the resolution was
- truly impressive looking! Very cool!
-
- How *do* you do it?
-
- ------------------------------------------------------------------------
- Benjamin YORIS <afe@mygale.org> writes:
-
- By reducing a bit the screen size (2 times from the maxsize) the result is
- very impressive on my Apollo 1240/40 Mhz NTSC. Congratulations !!
-
- ------------------------------------------------------------------------
- "Simon Kempster" <skempster@enterprise.net>
-
- Very impresive, for such a short period of time. :) I've checked out
- the other ports that I could find, and yours is definitely the best so
- far. Now, if you could just get the speed up a bit...
- [...]
- My machine is A1200 + Blizzard 1260 + 16Mb Fast RAM. Standard AGA, no
- graphics card.
- [...]
- I wrote to you a couple of weeks ago about ADoom 0.1, saying that I
- was impressed, but if you could just get the speed up...
-
- Well, ADoom 0.5 absolutely *flies* on my Blizzard 1260 now -
- definitely the fastest of the available Doom ports for my machine.
-
- Bloody good work! :)
-
- ------------------------------------------------------------------------
- Dominique Harelle <dharelle@mpx.com.au> writes:
-
- I download you version of Doom yesterday and think that it's great. I
- have been trying to setup AmiDoom but have trouble with getting the
- sound to work properly, small screen corruption and the game freezing
- when you select a menu option.
-
- Your version doesn't display any of these problems, sound works
- without the need for AHI. The graphics look as they should on a
- 320x240x256 CGFX screen and it play very smoothly indeed.
- [...]
- Well done for a good game port and thank you.
-
- ------------------------------------------------------------------------
- David Wahlberg <hergeir@algonet.se> writes:
-
- I have tested ADOOM with the sharware wad.I have an A1200 with
- Blizzard 1230-IV and it works great!. Not fullscreen, but close. And
- with some Optimation for AGA and 020+, it would be even better. So i
- wish to thank you for bringing us this great game.
-
- ------------------------------------------------------------------------
- Lars Nelson <lars@infohwy.com> writes:
-
- Thank you so much for ADoom. I would like to buy the
- Amiga Port when Networking support is finished. I used it
- on a low-res CyberGraphX screen, and it plays without a
- problem. I like it better than the one at www.pluk.com
- because yours has sound support, and did not crash.
-
- ------------------------------------------------------------------------
- Gareth Murfin <gazy@globalnet.co.uk> writes:
-
- This letter concerns Adoom. Firstly id like to tell you what you've
- done. You have brought the very finest the gaming world has to offer
- to Amiga, you have given us a PERFECT conversion of Doom, except this
- is better, it can Multitask. Whats more is that this early beta
- version runs like it is on a bloody p200, on my 060/50. yes it runs
- like a bloody dream! Its fast, Its Smooth and its down right
- impressive. To be honest I didnt think even an 060 was capable of
- this. But this has re-wrote the book on how good the Amiga is. With
- my 060 and AGA I can play this game which i thought was impossible.
- Yes for years Ive thought that games such as gloom are better, and
- indeed i still think that Gloom is unbeatable, but doom is pushing it
- very close.
-
- Pete, you're a god! ;)..
- [...]
-
- ------------------------------------------------------------------------
- -CFP <mailto:duckstrer@hotmail.com> writes
-
- hello and thanks for your work on the doom src. as for aga compatibility,
- it works fine on a4k 040/40 and there are no trouble when exiting the
- game. default adoom res is dblntsc lowres on my system and gfx speed is very
- fine. i just copied the wad from the macdoom demo i had on my shapeshifter
- partition. it complains about wrong version of the builtin demo but
- otherwise works fine for playing.
-
- ------------------------------------------------------------------------
- "H.R. Laser" <hrlaser@netcom.com> writes:
-
- Thanks for doing this port - I'm sure Amigoids all over the world are
- chanting your name in praise by now.
-
- It runs perfectly on my 40mhz 030 A1200. (Haven't tried it on my 060 yet
- because that machine is only ECS).
-
- ------------------------------------------------------------------------
- mad@mail.cosmos.it (Guido Falsi) writes:
-
- Hello, I'm using adoom 0.2 and it's very good(on aga it's not very
- fast, but I'm sure that in a few days(when I'll have a CV3D ;-) it
- will go as fast as it goes on PCees ;-)
-
- ------------------------------------------------------------------------
- Alexander Niven-Jenkins <anj@cremlinsoftware.org> writes:
-
- All I can is excellent, it runs brilliantly on my 060 far better than
- AmiDoom, [...]
-
- ------------------------------------------------------------------------
- Niko Tomatsidis <ntomatsi@c2i.net> writes:
-
- This game is great, and it's so fast that you would not belive it:)))
- I got one big problem with this version. You got to use CTRL to
- fire, and since I got a PC (natural keyboard) the Caps lock is
- The CTRL key, and therefore it won't work, so I can't fire:((
- can you please make ALT or Amiga the fire key.
-
- ------------------------------------------------------------------------
- "Ben 'bean' Cass" <bean@ideal.net.au> writes:
-
- ADoom is bloody brilliant! It runs quite smooth at almost full screen on my
- AGA A4000/040 25MHz! I run NewWPA8 which may have something to do with the
- great speed but doesn't the latest SetPatch do the same thing?? You say there
- is not much Amiga specific code yet. Does that mean it could get even
- faster?!? At the moment it is running faster than Gloom!
-
- Ah well, it's great to have such a good game finally for free on Amiga!
-
- Keep the 040 optimisation BTW. You need it. I need it. It's good enough. ;)
-
- THANKYOU THANKYOU THANKYOU!!!
-
- At least Adoom works unlike some others. ;)
-
- ------------------------------------------------------------------------
- "Jon Aslund" <jooon@hem1.passagen.se> writes:
-
- I just want to send you a I-like-your-port-it's-better-than-the-others-letter.
- You have made a good job. Firstly, it works. Secondly, it's fast. I read
- that it had optimized c2p for 040 and I was very happy, because I have 040.
- I tried it and it was definitely faster than the others that I had tried.
- It took some time to figure that I had played the game WITHOUT 040
- optimized c2p. I had to start without startup-sequence because of little
- memory and then the FPU wasn't recognized until I started setpatch. THEN it
- went FAST! :)
-
- ------------------------------------------------------------------------
- aTmosh@amiga.cistron.nl (Thomas Tavoly) writes:
-
- v0.2 exits with 8000.0003 here BTW, and the SHIFT key needs to be
- let go and re-pressed in order to be running again, seems killing
- monsters switches it off. Otheriwise it works great. Too bad the
- Heretic sources aren't available yet, it's the best of the 3D
- crop..
-
- ------------------------------------------------------------------------
- Fabian Jimenez <fabian@cais.com> writes:
-
- Yeah, I got it and it works great. I will safely say that you have smoked
- the other version hands down. [...]
-
- ------------------------------------------------------------------------
- Georges Segel <segel@club-internet.fr> writes:
-
- Adoom 0.2 work very well on my AMIGA.
- I see you use SAS/C 6.58 so do-you think to do
- a version PPC Adoom with the SAS/C PPC update patch ?
-
- My config is:
-
- A4000/PPC604e/200MHz/060/50MHz with PICASSOII under CyberGraphX.
-
- If you want somebody to test a version PPC, I'm ready :-)
-
- ------------------------------------------------------------------------
- "Jason Watson" <ilya@enterprise.net> writes:
-
- Just a short mail to say how impressed with v0.2 of ADoom I am.
- [...]
- Just for your reference my setup is:-
-
- A4000 40Mhz 040 Wb3.1 Ks3.1 2Mb Chip 24Mb Fast.
- Cybervision 64/3D 4Mb and Scandoubler using r69c CyberGfx3.
-
- I usually use a 320x200 8-bit CGfx display on ADoom but it also works
- very well on every standard screenmode I have tried so far.
-
- I have compared ADoom with the other amiga versions currently being
- distributed and so far yours has impressed me the most. For a start
- it is more functional.
-
- ------------------------------------------------------------------------
- Andrew Deacon <andy@deakmann.demon.co.uk> writes:
-
- Congrats first version i've tried that works!
-
- ------------------------------------------------------------------------
- "Steven Pearson" <steven.pearson@ukonline.co.uk> writes:
-
- WOW!
-
- ADoom is amazing =)
-
- I'm playing on a 030/50 No Fpu with AGA
-
- Any chance of any optimisation =)
-
- And sound REALLY made the difference!
-
- ------------------------------------------------------------------------
- metrodj@swlink.net (Troy Bastin) writes:
-
- I have a 1200 with a 40Mhz 030 without a graphics card (yet).
- It doesn't run any slower than Gloom in full screen mode
- [...]
- Also wanted to tell you "Good job"---I don't know where we
- would be right now without people like you. Thank you.
-
- ------------------------------------------------------------------------
- CMM <turk@gulftel.com> writes:
-
- ADoom is cool and you've done a good job. Both
- Dooms...yours and AmiDoom fly on my A3000T, 32MB,
- PicassoII & WarpEngine 040/40mhz.
- [...]
- Keep up the great work. The game flys on my
- machine and so does Amidoom. Id were assholes
- to even say that the Amiga couldn't run a game
- like this, because it runs better on my Amiga
- than I've ever seen it run on a PC! :)
-
- If either version were any faster they would
- be unplayable as they would be too fast! :)
-
- Anyway...great job!
-
- ------------------------------------------------------------------------
- Toby Zuijdveld <hotcakes@abacus.net.au> writes:
-
- First I have to say... Well bloody done!
-
- The most playable DOOM port I have seen on my 020 yet!
-
- ------------------------------------------------------------------------
- CMM <turk@gulftel.com> writes:
-
- ADoom is great and the other one is nice as well but
- you have outdone them with the sound and all. :)
-
- ------------------------------------------------------------------------
- Henrik Mattsson <asparagus@mail.bip.net> writes:
-
- It's always fun to be of some kind of help, btw, I really appreciate
- adoom! Yeah, in case you want to compile a list of specs. that works
- well with adoom: a1200 + blizzard 1230 50 w. 8Mb fast - works fine
- except some jerkiness in fullscren.
-
- ------------------------------------------------------------------------
- Matthew Gregan <kinetik@caverock.net.nz> writes:
-
- First, let me congratulate you on your port of Doom. I got your
- version after getting the AmigaDoom version, and found it too be much
- better, having ECS support, and being easier to get running (ie no
- crashes from ADoom (0.2) and it ran straight off... AmigaDoom crashed
- many times...
-
- ------------------------------------------------------------------------
- Mauri Hiltunen <mauri.hiltunen@dlc.fi> writes:
-
- I dowloaded your ADoom archive from aminet and tried it. Perfect it
- works fine and it is the only doom port that works with my Amiga. But
- there are two things. Sounds are not played correctly, there seems to
- be missing lot of samples and when the samples are played they come
- with deley and when I quit the Doom it crashes the hole system.
-
- My Amiga is:
-
- A1200 motherboard on Mikronik tower + zorroII slots Kikstart 3.0
- Cybervision 64/3D + CGX Software v3.1
- Blizzard 1230-IV / 16 MB of fast Ram
- And the programs that I use with my Workbench are
- AmigaOS3.0 with MCP, Magicselector, Newicons4.1, Toolmanager
-
- Thanks for good port, keep it going.
-
- ------------------------------------------------------------------------
- Benni <gerhard.schilling@nuernberg.netsurf.de> writes:
-
- after some test and looking around for all tose Amiga Doom ports I
- have to say that yours looks like the best imho. [...]
-
- ------------------------------------------------------------------------
- "Matthew O'Neill" <mash@dingnet.demon.co.uk> writes:
-
- I'm just writing this email to say how brilliant I think ADoom is. and
- eerrm, thats it really.
-
- I suppose you'll want to know what machines it works on and about s
- and so on, so here they are.
-
- My machine, 1200 blizzard 030 FPU@50MHz and 16 mb SIMM 60ns
-
- on my machine, I use the third from largest window, and I get a very
- good frame rate. I guess that this runs at twice the speed of
- alien breed 3d II.
-
- ------------------------------------------------------------------------
- Per Jonsson <per.jonsson@laetus.se> writes:
-
- I just wanted to congratulate you to a VERY good Doom port.
-
- I was really amazed, I hope you will continue to port/optimize it
- further.
-
- Very good work!
-
- ------------------------------------------------------------------------
- timboo@innotts.co.uk (Tim Pykett) writes:
-
- Having tried out your demo of
- ADoom . I must say it's the best
- i've tried so far. Keep up the good work!!
-
- ------------------------------------------------------------------------
- Hexagon of Topex <Hexagon@Programmer.net> writes:
-
- I have ADoom 0.2 and found it the best and fastest among the 3 other ports.
- I'm using Amiga 1200 with blizzard 1230-IV 50MHz and FPU.
- I have no gfx-card (except my graffiti) and have 16 MB fast.
-
- As you can see I'm using AGA, and it works perfectly. [...]
-
- The greatest with your ADoom is the sound !!!
-
- ------------------------------------------------------------------------
- madjack@zumzum.tky.hut.fi (Tuomas Aho) writes:
-
- I just found program called ADOOM. version was 0.2 (1.1.98)
-
- I have never seen such a FAST doom in Amiga. My computer is
- A1200+020/28Mhz and it works with it quite fast & good, but....
- sometimes after few minutes play (5-15) it just crash (program
- jummed). Tasks will change (ctrl+m) but the game does not move.
-
- Well.. can you do something ? :) I know i know.. it's very hard to track down
- bugs like that but the game is so fast and nice....
-
- The other version of adoom (hmm.. that was made by trace or something?) does
- not work at all. Besides i hate programs which uses Ixemul.library ;-)
- [...]
- btw; i found another bug.. in 0.2 game exits middle of game very
- often and says just 'returnconde 20' .
- [...]
- Well.. i just install version 0.3 of ADoom but it still exists middle of
- action! But now is discover to write errorcode to paper.. here it is:
-
- 'Error: z_ct at w.wad.c:514'
-
- plus that returncode 20..
-
- HUH! hope you can find reason of this very bad bug..
- [...]
- Humm.. huh.. i just tested full version of Doom1 .. same things happen and
- there should not be any wrong maxtransfer rates on the hd..
-
- [This one's got me stumped, Peter McGavin]
-
- ------------------------------------------------------------------------
- Chris Seward <Cool@dcandy.demon.co.uk> writes:
-
- I just downloaded your amiga doom thing and would like
- to congratulate you on your successful port of this
- great game. I only have a A1200/020cpu/8Mb Fast/710Mb HD
- and a 33600bps modem and few other bits but none to
- be used in a game like doom. Although as you would expect
- I could only run it in second to smallest window it
- all worked perfectly. I am soon to get a Blizzard 030/50Mhz
- and will be eagarly awaiting it's arrival to play Amiga
- Doom.
- Thanks again for porting it!
-
- ------------------------------------------------------------------------
- Steffen Flick <sflick@stud.uni-frankfurt.de> writes:
-
- Your Port (I tested the others too) works perfectly on my machine (A4000
- Cyberstorm060 Cybervision3D).
-
- ------------------------------------------------------------------------
- Stephen Kroh <steve@ici.edu> writes:
-
- I downloaded this game two days ago, and my wife and I haven't been
- able to stop playing it! Bravo on an excellent job. We haven't had a
- single bug, and gameplay has been very smooth.
-
- For reference, here's my system:
-
- An A4060T made by Quikpak, with 32 meg of RAM.
-
- A PicassoIV video card.
-
- I have prepareemul for Shapeshifter running at startup, Newicons,
- QMouse, etc etc, and no problems at all! I just choose 320x240 24-bit
- as my graphics mode at startup, and off I go. Pity the game doesn't
- adjust to higher resolutions, but from what I hear that was a
- limitation of the original.
-
- ------------------------------------------------------------------------
- Martin_Dirk@t-online.de (Dirk Martin) writes:
-
- Great,fantastic,unbelievable Doom on Amiga.
- My second Christmas !!
- Thangs Peter for convert this fantastic game.
- It worgs good on my Amiga 4000 (040 25Mhz).
-
- ------------------------------------------------------------------------
- Stephen Bucknall <Steve@brackenburgh.demon.co.uk> writes:
-
- I would just like to say thanks a lot for all the hard work you must have put
- in to port Doom over to the amiga.
- I never thought I would see the day when I could play this [one of my
- favourite games] on my humble amiga.
- Doom v0.2 ran straight away on my set-up, A1200,030/50,8mb fast ram, the game
- runs very fast and smooth with very little slowdown. Once again a big
- Thank-You.
-
- ------------------------------------------------------------------------
- Tim Cribbin <tim@cribbin.demon.co.uk> writes:
-
- Congatulations - didn't they say it could never be done?
-
- I downloaded ADoom 0.2 from the Aminet on Friday. Had a bit of trouble
- getting the WAD file but eventually downloaded it from Marcus
- Geelnard's (AmiDoom) site (other sites were very slow and kept
- throwing me out before the end).
-
- Anyway the game runs great, very smooth on about 3/4 full screen. I am
- using an A1200 with 040/33 Apollo board and 8MB fast (AGA only). So
- far I have had no crashes and it multitasks well with Workbench 3.0,
- with no problems on exiting. Sound is a bit off and on (occasionally
- samples are missed if several other sounds are already playing - is
- this a limitation of the audio.device/Paula chip?). No music either.
-
- Keep up the good work. Perhaps this example will be the inspiration
- that the big software companies need to get back into the Amiga
- market.
-
- Long live Amiga!
-
- ------------------------------------------------------------------------
- Benjamin Busche <bbusche@os-net.de> writes:
-
- first Thanks for the Amiga Doom Port !!!
-
- I have a Blizzard 1230-4 (68030) with 16 MB of Ram without ! GraphicCard. And
- Doom works fine !
-
- ------------------------------------------------------------------------
- jhaas@novia.net (John Haas) writes:
-
- Thanks for your work on porting Doom to the Amiga. I've enjoyed playing
- it! [...]
- __
- __ /// A1200, 3.1 OS, 10 Meg, 85Meg HD, SCSI+, '030/FPU/MMU.
- \\\/// A600, 3.1 OS, 10 Meg, 540Meg HD, SCSI+, '030/FPU/MMU, HD Floppy.
- \XX/ EZ135/28.8Modem/NEC210 CDRom/1960 Monitor. MailTo:jhaas@novia.net
-
- ------------------------------------------------------------------------
- RaYzor <rayzor@northnet.org> writes:
-
- My name is RaY, I live in NY USA .. and I just wanted to thank you for
- ADoom. It runs well enough to play on my A3000 030/25 w/CybergraphX
- and 10 Megs RAM with decent speed. [...]
-
- ------------------------------------------------------------------------
- arnold@quicktel.com (Arnold Ford) writes:
-
- i've play adoom on my 1200, and my 2000
- the 1200 is just a 3.0 rom, has a 030 at 50 mhz, plays ok , good speed
- on the 2000, it has a 030 at 25 mhz, works but slow, and lacking in colors,
- but playable
-
- ------------------------------------------------------------------------
- Chris Morris <Chris@xcntalien.force9.co.uk> writes:
-
- I am running ADoom on an A4000 with a PicassoIV and a Cyberstorm060
- and it runs just as quickly as it does on a PC! I was pleasantly
- surprised.
-
- ------------------------------------------------------------------------
- John Rorland <rorland@algonet.se> writes:
-
- I want to thank you for your doom port
- I have 4 doom ports (including yours).
-
- And your Amiga port was the first one to work
- and work good.
-
- I remember when doom came out a couple of years ago,
- many amiga owners bought PC's instead.
-
- They said doom couldn't be ported to the amiga,
- now thanks to ID software and you I can play doom on my AMIGA
- at last.
-
- Thanks!
-
- I have an AMIGA 4000 030 with picasso IV and it works great.
- Hope I can afford one of those Cyberstorm PPC with 060 someday soon
- and it will be even better.
-
- ------------------------------------------------------------------------
- Mario Cattaneo <cattaneo@studcs.uni-sb.de> writes:
-
- great job you did (are doing) with this port of D**M for the Amiga.
- On my A1230 with CV3D it's not the fastest (no wonder with this processor :)
- but it quite as fast as AB3D2 was :-))
- [...]
- BTW, wouldn't a Alien Breed 3D 2-Level to doom.wad converter be great? This
- way one would get AB3D2 on a gfxboard :)
-
- ------------------------------------------------------------------------
- Moses Leslie <marmoset@ctr.net> writes:
-
- Great work on the port, it worked out of the box on my
- picassoIV/mkII060-66 a3000, which is more than I can say for some
- commercial software.
-
- ------------------------------------------------------------------------
- bamo@algonet.se (Bahman Moallem) writes:
-
- I know that you can not use this letter to pay your bills or feed your
- pet but still I wanted to show you my appreciation for your work and
- your Doom port. It works excellent here (CS 060, CV64) right out of
- the box. Thank you!
- [...]
- Please keep up the good work. Your port is BEST!
-
- ------------------------------------------------------------------------
- "Roberto Patriarca" <R.Patriarca@flashnet.it> writes:
-
- Hi Peter, this is just another message to say thanks. Thanks for giving us a
- wonderful port of one of the best games ever made. It runs very smoothly and
- without a crash on my A3000 equipped with a 66 MHz 68060 and a Retina Z3
- graphics board, run by CGX v2.
-
- ------------------------------------------------------------------------
- Martin Biro <mbiro.i3m@metronet.de> writes:
-
- Gratulations,
-
- I tested your Games ADoom and it works verry well with my
- System configuration:
-
- System: Amiga 1200T
-
- Processor: CPU: 68060 / 50 MHz (ID $0430, Rev 5)
- FPU: 68060 / 50 MHz
- MMU: 68060
-
- Chipset: AGA, RamSey None, Gary None, ChunkyPlanar None,
- BattClock Found
-
- Mother RAM: 32 Bit, 70 ns Access, Double CAS, 4x Bandwidth
-
- Inst Cach: Enabled
-
- Data Cache: Enabled
- Superscalar
- Branch Cache
- Store Buffer
-
- AmigaOS: 3.1 (= V40.68), SetPatch V43.6, ROM 512.0KB
-
- Exec: V40.10
-
- Workbench: V40.4
-
- Graphics: CyberGraphX 3
-
- Audio: AHI (v4.18)
-
- NOTES: 68060.library v43.0, RTG v27.0 installed
-
- You see it works fine, but some times it took a verry long time 2 Init the
- DOOM
- refresh daemon ... sometimes it's fast like hell ;)
-
- [...]
-
- I am now running AmiDoom v0.5 and it works well !
-
- I've burnned the Game to a CD-R and it works faster on CD-ROM (24x)
- than on my HD ;)
-
- ------------------------------------------------------------------------
- Gordon Stewart <gordstew@alphalink.com.au> writes:
-
- Greetings from australia.
- I have an amiga 2000 ecs denise, 1mb chip ram
- with blizzard 2060 board,
- 36m ram,
- 200mb harddrive,
- and 12x cdrom drive
-
- Seems to work ok in all modes with wad1 downloaded from
-
- http://www.pluk.com
-
- Thanks for the effort
-
- ------------------------------------------------------------------------
- Alvaro Thompson <alvaro@enterprise.net> writes:
-
- A couple of days I downloaded the AmiDoom v0.3 engine..... WHAT A
- BRILLIANT ENGINE! I have played Doom in nearly every format available
- (PC, Playstation, Saturn, Snes, 3DO, Jaguar), and I must say, that is
- one BRILLIANT version of it!
-
- ------------------------------------------------------------------------
- Steven Jeffery <sajeffer@cs.adelaide.edu.au> writes:
-
- Thankyou very much for your work in porting Doom to the Amiga. I know
- that it is nice to have your work appreciated, so I am letting you
- know it IS appreciated..if the thousands of web site hits to download
- it didn't already make that clear!
- [...]
- Keep up the great work and thanks again!
-
- ------------------------------------------------------------------------
- Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes:
-
- I own a 060+picassoII and it works pretty smooth on full screen 320x200.
-
- ------------------------------------------------------------------------
- Dirk Neubauer <neubauer@rz.uni-greifswald.de> writes:
-
- Thanks for your work. Its great also on my machine. Works fine with P96.
- The speed is normal, if the screen is not to big, with little margin.
-
- ------------------------------------------------------------------------
- Garry McCandless <garrymcc@enta.net> writes:
-
- Great port mate your's is the fastest I've played : A1200 - 030,28Mhz
-
- ------------------------------------------------------------------------
- "Paul Webb" <orion@thenet.co.uk> writes:
-
- I've been playing ADoom for a few days now and I think it's just
- great, so first I'd like to say thank you for your work, it's people
- like you that keep the Amiga alive and kicking.
- [...]
- I've just had a go on ADoom 0.9 and I have to say these things just
- get better and better.
- [...]
- The new version of ADoom is even better than the last one, how do you
- do it? I've even got my Amiga to run the game at 640x400, its slow but
- it works, thank you.
-
- ------------------------------------------------------------------------
- emilio@mediterranea-net.it (Emilio Bova) writes:
-
- Very good work.
- It seem to be the fastest port on my 68060
- (it runs really fast on AGA screens too) :-)
-
- ------------------------------------------------------------------------
- Martin Johansson <martjo@algonet.se> writes:
-
- One of the first DOOM recompilations for the Amiga that I tested was ADoom
- and I was really amazed (I still am :) over the speed of it, in fact that
- it was running on a custom 256 colour screen and multitasking!!
- It runs very well on my A1200 040/40 AGA, and I run it in 3 sizes below
- the full screen window to make it go smooth, although it's playable in
- fullscreen too, but not as smooth.
- Today I've tested several Amiga DOOM compilations, but ADoom is still,
- without doubt the fastest one (at least on my 040/40 AGA) and the sound
- effects work perfectly! For example AmigaDoom uses AHI for the sound and
- it doesn't sound very good with annoying clicks every time a sound is
- played, I don't know if this is caused by AHI or if the author(s) of
- AmigaDoom has made some mistakes.
-
- ------------------------------------------------------------------------
- JBB <starsky@club-internet.fr> writes:
-
- Congratulations for your brilliant work on ADoom.
- I think it is the best port of all...
-
- ------------------------------------------------------------------------
- Jan Christiansen <janc@post7.tele.dk> writes:
-
- your port of Doom for the Amiga is great!!!
- ADoom v0.4 runs very nicely on my A1200 with 1230 50 MHz with 16 MB Fast
- RAM.
-
- ------------------------------------------------------------------------
- parzys john <parzys@club-internet.fr> writes:
-
- a big thank for DOOM ;)
- a 68060 c2p was cool :-D
-
- ------------------------------------------------------------------------
- Peter Mattsson <pmats@algonet.se> writes:
-
- I have now tested 4 different Amiga DOOM conversions based
- on the DOOM source from ID. In my opinion your port is the best and most
- serious, [...]
-
- ------------------------------------------------------------------------
- Sascha Glade <lizard@cybercomm.nl> writes:
-
- I really like ADoom and I hope you continue to improve it.
-
- btw I found one little bug:
-
- If you start ADoom from shell, it still reads the tooltypes of the icon,
- which shouldn't happen IMHO.
-
- ------------------------------------------------------------------------
- "Paterno' Tobia" <mc6346@mclink.it> writes:
-
- Yeah! I must admit I'm flyin' High with latest ADoom0.5!
- My plane is good ol' B2000 enchanced with Blizzard 2040/40 ERC, 2 Mb Chip
- (MegaChip 2000), a mix of OCS/ECS, as I've (absolute) standard Denise.
- So, you've guessed, I'm hailin'u from an ExtraHalfbrite screen, and going
- fullscreen with statusbar, between 12 - 14 FPS, an enough acceptable rate.
- With this the actual C2P routines make their job in max. 31 ms per frame.
-
- ------------------------------------------------------------------------
- Aragorn Son of Arathorn <necropolis@oncomdis.on.ca> writes:
-
- I recently downloaded your doom port ot the amiga, and thought I would
- write to say.....AWSOME job... I really like it, and it even runs fast on my
- computer....(Amgia 3000 picasso 96, with picasso II board, 16megs ram, in case
- you care :>)
-
- ------------------------------------------------------------------------
- John Girvin <girv@girvnet.demon.co.uk> writes:
-
- thanks for ADoom :) Works a treat here on my new Blizzard 1260!
- [...]
- FYI, 0.5 flies on my B1260 fullscreen. Excellent!
-
- ------------------------------------------------------------------------
- Sasha Coubrough <snakeskn@icarus.ihug.co.nz> writes:
-
- GREAT CONVERSION!!! ; )
-
- I have A1200 030/40Mhz 16Mb RAM 500Mb HD (Soon to have 200Mhz PPC/060!!!!)
-
- ------------------------------------------------------------------------
- Craig Howard <C_HOWARD@LONDON.rage.co.uk> writes:
-
- just a quick note to say well done on an excellent port of doom.
-
- The music option is good and doesnt seem to slow the game down
- much, if at all.
-
- Its so kool it even runs under uae on my p266. I look forward to
- even more speed ups in the game, and also if possible running doom in a
- widow on my cgfx wb.
-
- ------------------------------------------------------------------------
- fabsced@techplus.com (F. Shaun C Edwards) writes:
-
- You have done it once again. Made the impossible, possible. MUSIC playing in
- doom while keeping the FPS from dropping. WHOOHOO!!!! I run an A1200 with
- 060-50 & AGA. I have 40 megs ram so I load the whole doom setup that I wish to
- run into ram, then start it. From what I heard I thought the screen fps would
- slow-down from the music going, but they were wrong. The screen fps was just
- as fast as hell with the music & Sound FX running. I don't know how you pull
- off such awsome shit, but keep it up.
-
- ------------------------------------------------------------------------
- Rick ijS Klaassen <ijs@maximum.demon.nl> writes:
-
- Just again another email to send a big THANK YOU to you for making the best
- doom port on Amiga! It runs very fast (486 DX2 level) on my stock a4k040 /
- CV64/3d / CGFX3 / OS 3.1 and I've also seen it running on an a1230/50 at which
- the speed was very impressive too. I've had absolutely NO problems at all
- (except for some tiny red glitches sometimes, but they didn't bother me),
- either running from workbench or without startup-sequence.
-
- It made me very happy that the game runned so slick on our great Amiga, and
- once again it shows what a simple Amiga can do with it's 'puny' MC680x0! And
- again it shows the tremendous enthousiasm of Amiga users, the sourcecode's
- only 10 days out and a PeeZee game is very succefully ported 5 times to our
- so-called 'dead' platform, and loads of people are already playing it,
- according to userhints.txt! Gr8 stuff, and it certainly will keep a few more
- people from giving in to the 'dark side'. ;)
-
- Please keep up the good work, and maybe somebody can add support for that nice
- S3-Virge chip on that CV64/3d of mine?
-
- ------------------------------------------------------------------------
- acdc_hacker@hotmail.com (MAX HEADROOM) writes:
-
- A friend & I have been REALLY enjoying your version of DOOM for the
- AMIGA. Yours is _the best_ so far. :) Yours even kicks DoomAttack &
- AmiDooms ass. That may not be your objective (?). ;) Please continue the
- excellent work. [...]
-
- COMPUTER: A2000+040/MMU/FPU/28Mhz - Kickstart 40/Workbench 3.1
- 17MB RAM.Picasso2+CGX(24bit)/Exabyte 8200 DAT/2.2 Gigs HD Space
-
- ------------------------------------------------------------------------
- "Thomas Danielsson" <thomda@Algonet.se> writes:
-
- I want to thank you very much for a really nice conversion of Doom for Amiga.
- Today i download ADoom0.5 from Aminet and now with music, that's exellent keep
- it up man. On my A1200 030 40Mhz fpu 40Mhz 24Mb, HD 1.61 GB with AFS, Datic
- Multisync monitior, CD- Rom 8x. It's really playable and load's fast to.
-
- ------------------------------------------------------------------------
- StAn <efabre@hol.fr> writes:
-
- Hey... I saw all your congrats mail in ADoom 0.5 archive; and I didn't
- even thank you for the port !
- So here it is: THANKS ! *<;-)
- [...]
- My config: A1200 OS3.0 AGA 68030 50 MHz 16Mo 60ns (with BlizzMagic)
- BTW I'm surprised by all these people saying that they're playing with
- a big window size with a 68030: I need the smallest window, or just
- one step bigger, otherwise it's too much jerky and difficult to sight.
-
- ------------------------------------------------------------------------
- Jason Frecknall <jay@blidworth.demon.co.uk> writes:
-
- Adoom 0.5 is amazing! It's at least twice as fast as previous versions on my
- 060 (and it was fast then). I need never shrink the screen again! Bring on
- the 640*480 full screen modes.
-
- ------------------------------------------------------------------------
- Sascha Hoogen <shoogen@cww.de> writes:
-
- ADoom is just brilliant, thank you very much for this perfect port!
-
- It works like a charm on my A4000/060@50/CV64, I would never have
- guessed that a Doom port for the Amiga could run that smoothly
- (in fact, yours is the only one that does, the other ports don't
- even come close).
-
- On my A3000/040@25/Picasso-II it runs ok if I set the screen
- to a smaller size. Finally I found a good reason to tune up
- this machine! ;)
-
- Programs like ADoom help to keep the Amiga alive, thank you very much!
-
- ------------------------------------------------------------------------
- "David E. Golden" <goldens@iol.ie> writes:
-
- Just a note to say well done on your
- DOOM port - It flies along on my system
- (Bliz. 1260 A1200 with FastExec, KS remapped, CopyMemQuicker patch)
- Thank you.
-
- ------------------------------------------------------------------------
- CHRISTOS COUCOULIDES <flatline@acropolis.net> writes:
-
- Your Doom Version 0.5 in my 4000 MK II 68060 with Music ON
- Full Screen AGA,
- works great and also faster than 0.4.
- All my PC Users friends now have epilipsia!!! :)
- Thanks Peter You done a great work.
- All works Perfect.
-
- ------------------------------------------------------------------------
- Isak Schmidt <robert_b@algonet.se> writes:
-
- Weeeha!!
-
- I tested your port of Doom the other day and I was really stunned. I
- had played AmigaDoom but your port was something special. Surely it
- can't really beat Doom on PC when it comes to speed but it is cool to
- be abel to play Doom on your favourite computer (Amiga :)!! [...]
-
- ------------------------------------------------------------------------
- "Andy Gardner" <valkyrie@enterprise.net> writes:
-
- First of all I'd like to congratulate you on your excellent ADoom game! It's
- been a long time comming (Doom that is) and when it does arive it does so with
- style and not a slow, buggy, dodgy conversion. Well done that man!
-
- I'm using it on my 50Mhz 030 A1200 without any problems at all & have had no
- problems since Version 0.2 onwards. Even though it seems I'm downloading a new
- version every other day, they are well worth it as each version brings
- something new and worth while with it.
-
- ------------------------------------------------------------------------
- Lebrun Loïc <prod2463@eurobretagne.fr> writes:
-
- your 0.5 version of Adoom is very very very very very very very very
- very very very good. I love it on my 68060. and the music work fine !
-
- I'don't know what can you add in the futur version !!! Your engine is
- very exelent.
-
- ------------------------------------------------------------------------
- George W Fairham <gwfairham@enterprise.net> writes:
-
- WOW!
- I have an A4000/060/050,Retina BLT Z3 running CyberGraphix and Adoom Runs VERY
- fast.
-
- ------------------------------------------------------------------------
- "Paolo D'Urso" <granata@dns.caribusiness.it> writes:
-
- I'm playing with your ADoom... congratulations! So far it's the best Doom
- emulator for our beloved Amiga. Thanks!! :)
-
- Eheh no problems to answer me... i perfectly understand you (i'm too a
- developer and i receive hundreds of email too) :) I just wanted to let you
- know one more Amigan appreciated your work!
-
- ------------------------------------------------------------------------
- Nick Tamm <nicktamm@nmol.com> writes:
-
- Hello, I am just writing to thank you for making a wonderful port of Doom to
- the Amiga. It works great on my computer, an Amiga 4000/040 with 12mb of ram
- and 2 of chip.
-
- ------------------------------------------------------------------------
- Steve Cutting <stevejc@c031.aone.net.au> writes:
-
- Just downloaded your ADoom 0.5, it runs quite a lot smoother than the
- last version on my 060/050/CV64 :-)
-
- ------------------------------------------------------------------------
- "michel gilles" <mg@bruker.be> writes:
-
- Congratulations for your DOOM port on the Amiga. Like many people,
- i consider your port is the best of all i have seen for far.
-
- ------------------------------------------------------------------------
- Frank Durban <fdurban@canberra.rz.fh-offenburg.de> writes:
-
- I found your port of Doom on the web recently. And to me
- it seems as this one is the fastest and most advanced port I have
- seen by now. It runs bloody fast on my A1200T with 060 and
- Picasso II Gfx Card. Thanx for this great piece of soft !!!!
- I hope you'll keep on optimizing it (optimized 060 code ??, PPC-port ??).
-
- ------------------------------------------------------------------------
- Benji <ben.cowdall@qatraining.com> writes:
-
- Thanks for supporting the port of Doom on the AMiGA!
-
- I have downloaded and played all versions so far (about 7 I think) of
- Doom on the AMiGA and yours in certainly the fastest and most friendly!
-
- I have an 040/40 with CyberVision 64/3D in my A4000. It flies along! The
- only criticism is that when you run the -timedemo switch it slows right
- down - is this something to do with sync to sound effects?
-
- ------------------------------------------------------------------------
- "R.J.Lundie" <MBCX4RJL@mail1.mcc.ac.uk> writes:
-
- Excellent conversion! I have only played the demo WAD but I was up
- til 2 last night trying to find hidden rooms etc...
-
- ------------------------------------------------------------------------
- CC601190@ntu.ac.uk (RD Young)
-
- Just a quick note, to say good work!
-
- Your version of doom seems to be the best on my 030/50 A1200.
-
- I knew Doom would happen on the Amiga one day, I just never expected it
- to be as good as you have made it.
-
- Well done!
-
- ------------------------------------------------------------------------
- Marius Lauritzen <Marius.Lauritzen@fix.no> writes:
-
- I play Doom on my 68030-amiga..... Its playable as hell! :)
- But.... Could be faster too.... :)
-
- ------------------------------------------------------------------------
- Ruben van Staveren <ruben@luna.net> writes:
-
- I have enjoyed your port for Doom, ADoom since v 0.5
- (accidently, I thought I was downloading a new version of Trance's Amidoom
- where rtgmaster crashes my machine)
-
- It runs happily on my system and in coexistence with al my other patches
- whereas for example AB3dII did not, and hey, ADoom is faster
- which I did not hold for possible :)
-
- ------------------------------------------------------------------------
- "Zoltan Szalay" <zoltan.szalay@tecton.sk> writes:
-
- ADoom runs very fast on my machine.
- My machine-> A4000, Cyberstorm MK II - 060/ 56Mhz, SCSI, CV3D, CGX69c
-
- ------------------------------------------------------------------------
- Peteroo <Peteroo@aol.com> writes:
-
- _Very_ nice work on ADoom -- on so many scores I wouldn't know where to start.
-
- ------------------------------------------------------------------------
- Morten =?iso-8859-1?Q?T=F8rrisen?= <mtorrise@online.no> writes:
-
- Just calling in from Norway to tell you that I love the job
- you've done on ADoom. I've played it for
- hours allready.
-
- ------------------------------------------------------------------------
- K.B.K.@t-online.de (Klaus B. =?iso-8859-1?Q?K=FCsche?=) writes:
-
- your port of Doom does a great job on my A4000 with PowerUp 060/50 604e/200
- and Merlin with CyberGfX.
-
- ------------------------------------------------------------------------
- Andrew Deacon <andy@deakmann.demon.co.uk> writes:
-
- Thanks again for Adoom i've been playing it for a couple of weeks
- now and even bought the Doom Trilogy CD's.
-
- I must say I'm amazed AGA can be this good.Adoom plays faster than any
- native Doom clone i've come across.
-
- I can't understand how Doom can be ported so quickly and reliably,
- when the games industry seems to take months if not years to port
- games between platforms.
-
- ------------------------------------------------------------------------
- rake@suicide.turboland.de (Marc Spengemann) writes:
-
- Hi, this is Rake, a german Amigauser... YOU ARE KEEPING THE AMIGA ALIVE!!!
-
- ------------------------------------------------------------------------
- "James Gerard Brown" <jim-brown@mailexcite.com> writes:
-
- Have been using your port of doom since version 0.3 on my a1200
- 030/28mhz,I`m very impressed. However, yesterday i finally purchased a
- 040/40mhz and tried ADoom again and was blown away ;) The speed was
- incredible.
-
- ------------------------------------------------------------------------
- "Jeroen T. Vermeulen" <jtv@xs4all.nl> writes:
-
- thanks for porting Doom! It's not so much that I like the game, as much as
- that I find it a vindication for the Amiga. It runs something like 27 fps
- on my machine (with -nosound -nosfx -nomouse -forcedemo -timedemo demo3,
- which strangely doesn't actually disable sound output) and at one point I
- spotted it doing 35 fps.
-
- ------------------------------------------------------------------------
- Tomasz Kepa <domel@box43.gnet.pl> writes:
-
- I'm writing about your ADoom, which, as many people agreed, is superb.
- [...]
- Anyway, you know, I've seen ADoom (0.8) on A1200 eq. with 030@50 and
- it was as fast as on my 040@25!!! What the hell?
- (in a window smaller than the biggest by 3 steps it was getting
- about 14-15 fps...)
-
- ------------------------------------------------------------------------
- Benjamin Vernoux <bvernoux@inforoutes-ardeche.fr> writes:
-
- Your Doom port is very very good it's the best i think.
- [...]
- Thanks for this incredible Port of Doom Bye
-
- ------------------------------------------------------------------------
- Jacek =?iso-8859-1?Q?R=F3=FBa=EFski?= <jacza@free.polbox.pl> writes:
-
- Your work is great. If it appeared few years ago the fate of Amiga might
- be different. Nevermind.
-
- ------------------------------------------------------------------------
- cHAVEZ <chavez@pironet.de> writes:
-
- Yeah, ya` doom port for amiga is incredible! i haven`t seen
- a better one up to now! I`m actualy using V0.8 and it works fine,
- perfectly and fassssaaaaast on my A1200 kicked with 060/50mhz! :)
- *jo, peecee lamers, now we`ve got also a fast`n highrated game :)*
-
- bye, and many thanx 2 u for giving us this piece of happyness :)))
-
- ------------------------------------------------------------------------
- Steffen Flick <sflick@stud.uni-frankfurt.de> writes:
-
- You Port is now the greatest - music simply rules - it is much more
- atmosphere now :)
-
- ------------------------------------------------------------------------
- Peter Thiessen <pkarlos@pangea.ca> writes:
-
- Can I just say that the new music instruments are awesome. But the
- newmap stuff is just amazing. Having the map overlayed on the game
- screen (ala AB3DII) doesn't slow it down at all!
-
- Yet more proof of what the Amiga can do over the PC, given the chance!
- [...]
- PS. ADoom runs pretty impresivly even with MYST (CGX/P96) version
- running in the background!
-
- ------------------------------------------------------------------------
- "Peltenburg, G.J.H." <gpeltenburg@wxs.nl> writes:
-
- [...] I'm really impressed with the playability of ADoom on my
- A4000/AGA/060(Cyberstorm MkII with a total of 74MB RAM).
-
- ------------------------------------------------------------------------
- Marius Lauritzen <Marius.Lauritzen@fix.no> writes:
-
- Btw. Adoom V0.8 runs almost completely fluidly with reduced gfx and full
- screen on my Blizzard 1230-IV 50.
-
- Really Excellent!!
- [...]
- Okey! For a couple of months ago.... We only played Doom on Playstation...
- We did NOT think it was possible to run Doom on the Amiga.
-
- MAY THE AMIGA LIVE FOREVER!
-
- ------------------------------------------------------------------------
- Gerald Schnabel <Gerri@studbox.uni-stuttgart.de> writes:
-
- Wow, ADoom is really great! It's the only Doom conversion that runs
- without any errors on my AMIGA! Not fast but it works fine!
-
- My configuration is: A500/ECS/020-33Mhz/882-33MHz/1MB-Chip/8MB-Fast
-
- ------------------------------------------------------------------------
- "john aadnoey" <aadnoey@c2i.net> writes:
-
- [...] Thanks for a very good Doom game.. Doom has always since it's
- release been the game everyone had to compare their 3D games release
- against. And at last it has reached the Amiga..
- So thanks again for that..
-
- ------------------------------------------------------------------------
- "R. Tracey Pickens" <tracey_pickens@hotmail.com> writes:
-
- I love your Adoom series of Doom. I have been playing since
- you came out with v0.2! Thank you very much for all your hard
- work! [...]
-
- ------------------------------------------------------------------------
- MISTROT Jean-Philippe <mod4g26@tgv.edu.ups-tlse.fr> writes:
-
- [...] many congratualtions for your port of Doom, it s fantastic.
- My config : 1200 + 060 AGA only => 23 fps cool.
-
- ------------------------------------------------------------------------
- Gregers Jacobsen <amirogue@vip.cybercity.dk> writes:
-
- Thanks for a great port of Doom, just goes to show how much ID-Software knew
- when they said that there would never be
- an Amiga version of Doom, now I hear that there is going to be a port of
- Quake, more spit in their eye I think.
-
- ------------------------------------------------------------------------
- Predator <ncart@ix.net.au> writes:
-
- Congratulations on the fantastic game!!!!!!!.
- I just wrote to let evry1 know that ADoom will run on an 020/881 with
- 6Mb RAM (2 Chip, 4 Fast) quite quick. I keep hearing all these stories
- that ADoom runs really well on an 030 or higher, but I find it to be
- quite fast even on my 020. The only problem is that sound FX don't
- work
-
- ------------------------------------------------------------------------
- Matthias Latocha <101.30219@germanynet.de> writes:
-
- Many thanks for ADOOM !!!
- It`s the best DOOM port on the Amiga .
-
- ID say it`s impossible to port DOOM to the Amiga,
- but you show ID how "easy" it is to make a Amiga Version of DOOM !
-
- Keep on your good work !
-
- Btw: I`ve got a 1 MB Agnus and a old Denise (OCS) and ADOOM works
- perfect !
- [...]
- > What kind of CPU do you have?
-
- I`ve got a 68020/40 cpu
-
- ------------------------------------------------------------------------
- Olli-Pekka Kaikuaho <olli-p@finlink.net> writes:
-
- I think your Doom-port is simply the best, and I use it a lot on my A1260
- (works fine BTW)...
-
- ------------------------------------------------------------------------
- perttu juntunen <olho@sci.fi> writes:
-
- You have done very well!!!! :) on my
- a1200+blizzard1230-IV+8mbfast+2mbchip+OS3.0 and Q-Drive it runs in 2nd
- episode and 1level full screen!!! that's great
-
- ------------------------------------------------------------------------
- David Birch <david_birch@frost3.demon.co.uk> writes:
-
- Just d/l of 0.5 and 0.7 of your adoom editor. :-))
-
- Brilliant is a word that springs to mind, plays just like the pc version.
- The joypad support is good to allowing side steps opening of doors and a
- options screen button.
-
- ------------------------------------------------------------------------
- Dirk =?iso-8859-1?Q?L=F6sche?= <dirk.loesche@metronet.de> writes:
-
- This is the best Doom Port of the Amiga!!!!!
-
- ------------------------------------------------------------------------
- Teemu =?ISO-8859-1?Q?K=E4rkk=E4inen?= <wizor@xgw.fi> writes:
-
- I just downloaded ADoom0.8 yesterday and i also took the Doom2.wad.
- After little tuning up i got it working and well it was as fast as i
- expected it to be on MY machine. Not playable, but working and looked
- awfull too and was silent (-nosfx). Here's my hardware list:
-
- Amiga 500 w/ ECS Agnus / OCS Denice / 1Mb CHIP / OS3.1 ROM
- 68030(mmu) 14Mhz and 68882 25Mhz with 4Mb of 32bit fastram onboard.
- Supra SCSI-II controller with 2MB 16bit "fastram" and
- 540MB Quantum Lightning / Toshiba 3401 CD-ROM / IOMega 100Mb ZIP Drive
-
- ------------------------------------------------------------------------
- david.martinez@dret.upf.es writes:
-
- I only would like to thank you for doing such a geat work with your port
- of Doom. It litterally flies on my 060 A1200 AGA!!! (all the game runs
- between 20-30 fps in high detail mode, two steps away from the maxsize).
-
- ------------------------------------------------------------------------
- Ezequiel Partida <epartida@telnor.net> writes:
-
- Thanks Peter for Adoom, I personaly don't play games a lot, I'm just too
- desperate or unpatient and don't like to try and try to get in to a new game
- level, but since I started playing ADoom everything just changed, now I play
- Adoom every minute I can and I just keep trying and trying until I get in to
- the next level, Adoom it's GREAT!.
-
- Adoom works great on my A3000 25mhz, I hope that you add FPU support to make
- it even faster, I does feel a little slower when I use Doom2.wad but it's
- playable alright. :)
-
- Like we say in Mexico, Adoom está Chingòncisimo. :)
-
- ------------------------------------------------------------------------
- Mikko Liimatainen <mikkol@norssi.oulu.fi> writes:
-
- I downloaded ADoom last Friday...it REALLY rocks. thanks.
-
- ------------------------------------------------------------------------
- Andy <jmalcolm@ifb.co.uk> writes:
-
- congratulations on your excellant ADoom port I tried also
- DoomAttack which seemed to be marginally faster but crashed.
-
- ------------------------------------------------------------------------
- "Frederic Steinfels" <fst@active.ch> writes:
-
- ADoom is very cool. It's the only doom clone that runs on my machine
- without crashing while starting up.
-
- ------------------------------------------------------------------------
- inelec@sa.omnes.net (tgm) writes:
-
- I recently downloaded ADoom from Aminet and i'm absolutly deligted
- with this amazing game on the Amiga. I feel it runs much better than
- the PC counterpart (BUAG).
- [...]
- Thank you very much for your effort in porting this 'trascendental'
- game, who everybody said, was impossible to be run on an Amiga.
- Obviously, they were wrong !
-
- ------------------------------------------------------------------------
- Ricardo Jorge Lopes Cabete <mop23395@mail.telepac.pt> writes:
-
- I am writing to you to congratulate on your fantastic Doom port. I have a
- A4000/040, 18Mbs Ram, std AGA and it runs without any problem at all.
-
- I was also unable to find any bug :-)
-
- ------------------------------------------------------------------------
- beavis@escape.ca (Steven Becker) writes:
-
- Cheers on Adoom your version is the best so far. I was
- wonder if Adoom could do a screen resolution of 640 x 400
- just like the Mac version.
-
- [It does now, but the Mac version is 2x2 and ADoom is 1x1, Peter McGavin.]
-
- ------------------------------------------------------------------------
- Bottermelk2@t-online.de (.o0 sICk nICk 0o.) writes:
-
- THE ULTIMATE DOOM KICKS ASS AGAIN!!!
-
- ------------------------------------------------------------------------
- Alexander Niven-Jenkins <anj@cremlinsoftware.org> writes:
-
- [about ADoom 0.9]
- Good news it is working brilliantly as normal and glad to see the map
- markers are working properly now! Although with the map overlayed on the game
- screen it does run a little slower than it did in v0.8.
- [...]
- Again, thanks for the best Doom port!
-
- ------------------------------------------------------------------------
- SillyCat@ping.be (Silly Cat) writes:
-
- By the way 0.8 is great on my 060/cgx/XCv64/3d...
- I hope to see a direct Virge hardware support one day ?
-
- ------------------------------------------------------------------------
- Marius Lauritzen <Marius.Lauritzen@fix.no> writes:
-
- Oh yeah....;) Funny..... Amiga-Doom is faster than many of the doom-clones on
- Amiga.....
-
- Alien Breed 3d II TKG is VERY slow on my machine! :(
-
- ------------------------------------------------------------------------
- D.WEISS@a-link-h.altair.de (Daniel Weiss) writes:
-
- First I have to say that I'm very Impressed. I never thought that Doom
- could run in a playable Speed on such a slow Machine like mine (A1200 with
- Blizzard 1230-IV (68030 @ 50 MHz) / 2+32MB RAM) and AGA-Chipset only.
- V0.9 is the first I used and it seems to be very stable. No Enforcer-Hits
- or such things and even better: full multitasking!
-
- ------------------------------------------------------------------------
- "Matti 'Death Parrot' Niskanen" <datnism@lapinopisto.fi> writes:
-
- I downloaded the Amiga DOOM port from the Aminet.
- I just thought it was a jerky demo.
-
- I was extremely impressed... It's almost as fast
- as Doom on 486 - and my Amiga is just
- A1200 + Blizzard 1230-IV + 16 MB RAM.
-
- I never liked Doom very much on the PC, but just
- because of the Amiga barrier-breaking artwork
- I had to play many levels.
-
- Thank you for this superb port!
-
- ------------------------------------------------------------------------
- Frank Hodges <wishbone@enterprise.net> writes:
-
- I have been using ADOOM .9 on my A4000.060 50Hz Cyberstorm along with
- a Cybervision 64 4meg and Oxypatcher.
-
- What can I say?
-
- It works great.
-
- ------------------------------------------------------------------------
- "Fergal" <post.office@fergal.abel.co.uk> writes:
-
- Congratulations for spending your time porting Doom to the Amiga, if
- its any consolation, yours is the only port I use..
-
- ------------------------------------------------------------------------
- DJNick <djnick@marsh.co.yu> writes:
-
- I'm playing your ADoom 4EVER and it works grrrrrrrr8 on my 030 !=)
- To enjoy in best speed I only had to start ADOOM without MUSIC :)
- (anyway, it,s better to listen some music CD's that original
- Doom music ;)) The latest version I downloaded is 0.9 =)
-
- ------------------------------------------------------------------------
- Pieter-Jan Kuyten <Kuyten_PJA@cft.philips.nl> writes:
-
- First off, let me congratulate you on a job well done. ADoom really works
- like a charm.
-
- I just have one small request. Could you add a hires mode? You know,
- 640x480x256.
-
- Because since playing Doom II on the higher levels, where all the wide open
- spaces are, the moire effect caused by all the distant walls is giving me
- eye cramps.
-
- If you could manage to add the hires mode, this would releave my eye strain
- enormously (I hope)! >B')
-
- ------------------------------------------------------------------------
- "station-internet.3@wanadoo.fr" <station-internet.3@wanadoo.fr> writes:
-
- Here is a french amigans who wants to talk you about your beautiful
- program Adoom which really wonderful.
-
- ------------------------------------------------------------------------
- Linus =?iso-8859-1?Q?Sj=F6?= <zider@gotland.crosswinds.net> writes:
-
- Keep up the good work! ADoom really rocks the boat!
- [...]
- Amiga 4000 Bigtower - Cyberstorm mk1 060/50MHz - CyberSCSI - 72Mb RAM
- 6,5Gb harddrive - PicassoIV 24bit gfxcard - Ariadne network - CDROM
- USRobotics Sportster 33600 - Philips Brilliance 15" - 100Mb Zipdrive
-
- ------------------------------------------------------------------------
- artpodr@pub.osf.lt (Anonymous) writes:
-
- I think ADoom version is the best ! :)
-
- ------------------------------------------------------------------------
- Colin Smith <colinsmith@enterprise.net> writes:
-
- ussual thanks for a good job on ADoom :-)
-
- ------------------------------------------------------------------------
- John HLB Tyler <nightspeed@ids.net> writes:
-
- This is the best damn Doom adaptation, but you've already
- heard that.
-
- ------------------------------------------------------------------------
- John HLB Tyler <nightspeed@ids.net> writes:
-
- Frankly, I don't know how you manage to do all you do in
- the short amount of time you've done it in.
-
- ------------------------------------------------------------------------
- NCC23970 USS Nelson <uss-nelson.demon.co.uk@post.mail.demon.net> writes:
-
- I downloaded your ADoom V0.9 not expecting to get much playability
- from it on my A1200/030-33mhz but am glad to say it's brilliant!!
-
- ------------------------------------------------------------------------
- Roy =?iso-8859-1?Q?H=E4llil=E4?= <rch@sci.fi> writes:
-
- First i must say that your work is brilliant.
- I didn't believe in first time a saw the Amiga running DOOM so fast.
- Just great.
-
- ------------------------------------------------------------------------
- Ali Graham <agraham@hal9000.net.au> writes:
-
- Firstly, thanks for your excellent work on the ADoom program :)
- I really would like a faster machine than my 28MHz 030 w/AGA to
- play it on, but that will have to wait :(
-
- ------------------------------------------------------------------------
- Sten Dagslott <stendag@online.no> writes:
-
- I recently got your Doom-port ADoom v0.4. It played incredibly nice on my
- A1200.
-
- ------------------------------------------------------------------------
- Antonio <antonio@horny.demon.co.uk> writes:
-
- Bloody amazing program Adoom
-
- ------------------------------------------------------------------------
- Martin Caspersson <Martin.Caspersson@ida.utb.hb.se> writes:
-
- ADoom is probably the fastest 3D-game I've seen on my 060 A1200. It's
- much, much faster than e.g. Genetic Species and that's basically a
- wolfenstein engine. The fps counter usually displays somewhere between
- 20-30 fps in one step smaller than fullscreen, and I haven't even got
- a GFX-card.
-
- ------------------------------------------------------------------------
- Willem Schaaij <schaaijw@club.tip.nl> writes:
-
- Great job you've done to make the best port of Amiga-Doom i.m.h.o.
- there is for M68k Amiga's. Using an Amiga4000-desktop with Cyber-
- Storm060/50 MK2 and a CyberVision64 4MB GFX card (CyberGFX v2.25)
- and 74 MB ram, I can tell you that even in the higher resolution
- modi the game is very good playable. It's a miracle: more than 35
- fps in 320x200 and more than 12 fps in 640x400, with all sensible
- options on!
-
- ------------------------------------------------------------------------
- Adrian Hind <lawless@lawless.nwnet.co.uk> writes:
-
- let me congratulate for the best doom port on the AMIGA ive been using
- it since I saw V0.5 on Aminet full screen mode in low detail on a 030 runing
- in DBL NTSC is perfectly playable
-
- ------------------------------------------------------------------------
- "Gabriel Cwik" <gesteem@hotmail.com> writes:
-
- Your ADoom port is Great !!
-
- On my A1200 AGA 040/40 32MB Doom run very smoothly.
-
- ------------------------------------------------------------------------
- LOVE <maclove@freemail.c3.hu> writes:
-
- I appreciate your great work ADOOM!
- I use and play only this version of DOOM
- because this is the BEST!
- I'm happy about running stunning WADs
- eg. DARKENING or Memento Mori 2.
-
- ------------------------------------------------------------------------
- "Ross Kirk" <ytuun@krikssor.u-net.com> writes:
-
- I've used versions 0.5, 0.9 and 1.1
- 1.1 is deffinatly the best of all the DOOM games on my setup, it is
- the fastest and most stable. A1200/040 with 8 Mb FastRAM.
-
- V0.9 well impressed my PC owning mate, as it ran faster in high mode
- than his P120!!
-
- Quality conversion, it's the best so far
-
- ------------------------------------------------------------------------
- Mario Cattaneo <cattaneo@coli.uni-sb.de> writes:
-
- just wanted to tell you that you are still doing a great job! :-)
- Now with ADoom1.1 I get about 3 FPS more then with V0.9 with my 030 and
- CV/3D.. Now it's even smoother ;-)
-
- ------------------------------------------------------------------------
- mtpokets@ix.netcom.com (Michael Torres) writes:
-
- Once again the tenacity of the AMIGA programmer
- comes through.
- Porting Doom successfully, (i.e. plays WELL!)is one
- hell of an accomplishment.
- Thank you very much!
- Doom.wad and Doom2.wad runs better now than on the 486SX/66
- we have.
-
- our AMIGA:
-
- A2000 w/68040/40 Tekmagic
- 32mb RAM
- OCS w/ 2mb MegaChip
-
- I copy ADOOM drawer to RAM:; quit Workbench; run it from RAM.
-
- ------------------------------------------------------------------------
- "Slavomir Spisak" <SSpisak@vsz.sk> writes:
-
- Thanx for DOOM. I have A1240/40, 32 Mb FastRam, SCSI 8x CDROM, 2,5 GB HDD
- and DOOM I and II works FINE !!!!!!
-
- ------------------------------------------------------------------------
- Philip Goddard <philip@amethyst.demon.co.uk> writes:
-
- [...] I think that ADoom is definitely the best Doom client for the
- Amiga, none of the rest come close in terms of stability! :)
-
- ------------------------------------------------------------------------
- Ian Stedman <si528@greenwich.ac.uk> writes:
-
- Thank you for porting Doom to the Amiga! Your conversion is superb. It
- runs pretty smoothly on my machine and is immensely playable. Keep up the
- good work.
-
- Oh my machine is a CD32/SX32 Pro with 68030 50 Mhz and 18 Mb Ram + 1.4
- gig HD. It runs smoothly with a setting 3 down from full screen. The MAP
- rotate on head up runs fine with no slowdown on this sytem.
-
- ------------------------------------------------------------------------
- Hexagon of Topex <Hexagon@Programmer.net> writes:
-
- Recently I became the lucky ovner of a 060 axx card, now ADoom really
- flies :) It's very fast, actually too fast, thats why I am asking you
- to add a "MAXFPS=" option in the tooltypes. In ADoom I have from 30 to
- 35/36 frames per second, and it doesnt feels smooth. I guess with a
- max framerate of 25 it would be very smooth.
-
- Anywayz, thanx for a GREAT GAME!
-
- ------------------------------------------------------------------------
- Daniel Kovacs <dkovacs@cyberbeach.net> writes:
-
- Today I decided to test something that has received alot of hype lately,
- Doom on the Amiga. I was pleased to see what the noise was all about - an
- excellent version of Doom for an excellent computer.
-
- Over the past 4 years, the Amiga has received alot of bad press. There are
- some fundamental problems with the Amiga hardware - but when programmed
- properly, they are barely noticable. Several years ago, I defected to the
- PC, since there was more money in it.
-
- As I said, I have downloaded ADoom, and spent about 3 hours playing today.
- All I have is an A1200 with 68020/68882 @ 33Mhz, but the it was really fast
- in 3/4 the screen size.
-
- Great job - the Amiga needs more programmers like you and less programmers
- like myself defecting to the PC. You have given me the inspiration to
- return to programming on the Amiga.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- OTHER DEVELOPERS ASSOCIATED WITH ADOOM
- ------------------------------------------------------------------------
- People who said they successfully compiled ADoom from all that was in the
- archive:
-
- Gabriele Greco <ggreco@iol.it>
-
- Matthew Gregan <kinetik@caverock.net.nz>
-
- Danny Robinson <dannyr@pangea.ca>
-
- Aki M Laukkanen <amlaukka@cc.helsinki.fi>
-
- Joseph Fenton <jlfenton@ctaz.com> (for PPC)
-
- "Frank Wille" <frank@phoenix.owl.de> (for PPC --- VDoomPPC)
-
- Arto Huusko <arto.huusko@pp.qnet.fi>
-
- ------------------------------------------------------------------------
- People who said they tried to compile ADoom and had problems:
-
- magicsn@birdland.es.bawue.de (Steffen Haeuser)
-
- Sebastian Schlesinger <s.sch@hof.baynet.de> (for PPC PowerUp)
-
- Antel@pub.osf.lt (Andrej Teleshov)
-
- Martin Berard <martin.berard@drev.dnd.ca> (for PPC)
-
- Tim Boescke <boescke@ibm.net>
-
- "Jeroen T. Vermeulen" <jtv@xs4all.nl>
-
- Marius Lauritzen <Marius.Lauritzen@fix.no>
-
- ------------------------------------------------------------------------
- People who sent me source code:
-
- Gabriele Greco <ggreco@iol.it> (CD32 joypad)
-
- j.selck@flensburg.netsurf.de (DrawColumn(), DrawSpan(), C2P merge)
-
- Aki M Laukkanen <amlaukka@cc.helsinki.fi> (draw, fixed-pt, memcpy, C2P)
-
- Juergen Fischer <fischerj@informatik.tu-muenchen.de> (C2P, draw)
-
- Philipp Grosswiler <trance@master.echo.ch> (AHI interface)
-
- Henrik Mattsson <asparagus@mail.bip.net> (C2P)
-
- Joseph Fenton <jlfenton@ctaz.com> (MUS-player)
-
- Tim Boescke <boescke@ibm.net> (draw, fixed-pt, from Mac DOOM)
-
- Cyril Deble <Cyril.Deble@inforoute.cgs.fr> (rotatemap, maponhu, 640x200)
-
- "Jeroen T. Vermeulen" <jtv@xs4all.nl> (patches for I_SetPalette)
-
- "G.J. Peltenburg" <gpeltenburg@wxs.nl> (IPX lib support)
-
- Danny Robinson <dannyr@pangea.ca> (BSP algorithm optimisations)
-
- "Laszlo (Phoenix) Torok" <torokl@alpha.dfmk.hu> (P96 PIP example code)
-
- Arto Huusko <arto.huusko@pp.qnet.fi> (asm versions of many C routines)
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- THE COMPLICATED SUBJECT OF WHICH WADS WORK
- ------------------------------------------------------------------------
- Arto Huusko <arto.huusko@pp.qnet.fi> writes:
-
- As a note: I tried the WAD from Ultimate Doom and it worked although
- the fourth episode was not visible and no demo was played... the game
- just exited and complained something about HELP2 (sorry but I did not
- write it up). If one was fast enough the game could be entered.
-
- ------------------------------------------------------------------------
- Sinan Gurkan <sinan2@geocities.com> writes:
-
- Also when I try a registered DOOM WAD file..it doesn`t
- run..I`m sending you the log file of Adoom when I try
- to run Registered Doom..
-
- ADoom Log File:
- -------------------
- ADoom 0.1 (29.12.97)
- DOOM Registered Startup v1.10
- [...]
- ST_Init: Init status bar.
- Error: W_GetNumForName: STBAR not found!
- I_ShutdownSound()
- I_ShutdownMusic()
-
- ------------------------------------------------------------------------
- mad@mail.cosmos.it (Guido Falsi) writes:
-
- Now, I'm writing you becouse I've tried adoom with the 10Mb commercial
- wad(taken from the original dischettes...) and It does not work: first he
- complains that the demo is from another version, and second when I select the
- game the game quits...
-
- ------------------------------------------------------------------------
- "Jason Watson" <ilya@enterprise.net> writes:
-
- I am using v1.9 of both Doom1.wad (shareware) and Doom2.wad
- (commercial) without trouble on my setup. The only problem I have so
- far encountered is the one you have found yourself, mainly that ADoom
- guru's occationally when quiting.
-
- ------------------------------------------------------------------------
- J.Urbanek@t-online.de (Juergen Urbanek) writes:
-
- Yesterday I became The Original DOOM for the PC and ADOOM Breaks with the
- Message :
-
- [...]
- Error: W_GetNumForName: HELP2 not found!
-
- ------------------------------------------------------------------------
- stefano <mc7509@mclink.it> writes:
-
- hello i'm stefano from italia, many many compliments for your amiga porting
- of doom(0.2). i have tested on my a1200 with blizzard 1240t (40mhz) and
- 32mb of fast ram and work fine. i have tested my old wads for the first
- doom pc version but don't work.
-
- ------------------------------------------------------------------------
- schon <schon@iname.com> writes:
-
- the Doom.wad (shareware) that you mentioned in the readme doesn't work
- because it's from Doom1.. and the 'early' WADs you talk about probably have
- the same problem, they're likely for Doom1 and not Doom2 (the shareware WAD
- for Doom2 works just fine, as does any standard 'Doom2' PWAD)
-
- ------------------------------------------------------------------------
- "Rask Ingemann Lambertsen" <rask@kampsax.k-net.dk> writes:
-
- Btw, I found the DOOM2.WAD from Doom 2. Not only does it work fine with
- ADoom, it is also has much better gameplay than the unregistered DOOM1.WAD.
-
- ------------------------------------------------------------------------
- "Ben 'bean' Cass" <bean@ideal.net.au> writes:
-
- Also, I have a Full Doom I WAD which appears to be from the Ultimate
- Doom package and although it loads up fine whenever I go to the second
- information screen (the one /after/ the screen which shows the key
- layout) the game exists and says 'HELP2 not found' or something like
- that. Apparently it works fine on Amiga Doom. Any idea what could be
- wrong??
-
- ------------------------------------------------------------------------
- Steve Clack <steeevc@ndirect.co.uk> writes:
-
- Ok, i'm using the shareware doom 1 wad (4196020 bytes) and Adoom comes
- up with the error:
-
- P_Init: Init Playloop state.
- Error: R_TextureNumForName: SW1BLUE not found
-
- ------------------------------------------------------------------------
- stefano <mc7509@mclink.it> writes:
-
- i have tested some doom2 wad but don't work but isn't a problem your
- porting is really great
-
- ------------------------------------------------------------------------
- "Matthew O'Neill" <mash@dingnet.demon.co.uk> writes:
-
- also, no other wads seem to work. I've tried 5 other, but none work.
- Some even have 2 files eg. hell-gfx.wad and hell-snd.wad ?????
-
- ------------------------------------------------------------------------
- Adam Sibley <adamie@enterprise.net> writes:
-
- i've tried all the commercial doom wad files on my a1200 030/882 18mb 3.1 and
- they work perfectly...
-
- ------------------------------------------------------------------------
- Steve Clack <steeevc@ndirect.co.uk> writes:
-
- > One person told me that any "Doom2 PWAD" works fine.
-
- Thanks :o) I got this one and it works fine, the mac version would
- have worked ok but it got called DOOM.WAD instead of DOOM1.WAD and
- made ADoom/etc mess up :o( maybe you could make a note of that in the
- docs :o) oh and i hear someone
-
- ------------------------------------------------------------------------
- Nicholas Piper <pcomm@inorbit.com> writes:
-
- All DOOMS require a WAD, this contains all the game information,
- like sounds, graphics, level details etc. etc. If you don't
- want to pay for one, use the Shareware WAD from the original
- Shareware DOOM. This is availible at
-
- http://www.dtrance.ch/doom/download/Doom-[Shareware].lzx
-
- and
-
- http://www.pluk.com/
-
- I think. This is the ONLY WAD you can use without paying. If you
- want to use all the hundreds of custom WADS and 3rd party levels
- (say from ftp://ftp.cdrom.com/) you need the commercial
- WAD. This contains loads of more information that these
- custom 3rd party WADS don't contain but the game needs. You
- can get this WAD by buying the Doom game and copying it over
- to your Adoom/AmiDoom directory. You can then use them
- by doing "Adoom -file custom.wad" etc.
-
- You are NOT paying for ADoom or AmiDoom, but for the commercial
- WAD. Sure, ID software gave the source away, but they still
- want money :-)) Its only about 9.99 UKP, so go and buy it... maybe
- it'll encourage ID to give us the source to more games :-)
-
- When you add a custom.wad via -file, it replaces one or more
- of the levels. The level and episode should be given in the .txt
- file that belongs to the WAD. E2L3 would mean that the wad replaces
- Level 3 on episode 2. Therefore, to play that new level, you need
- to play the game until you get to level 3, after selecting episode
- 2. (The second one on the list....) OR you can jump to that section
- by typing in IDCLEV23. To jump to E1L3 it would be IDCLEV13, etc.
- Sometimes you might see E3M3, but it means the same thing, they
- just used the word mission, instead of level I guess :-)
-
- Alternatively, you can warp straight to the level, by using
- the command line, =
-
-
- adoom -file whatever.wad -devparm -warp 2 5 -skill <skill number>
-
- Where <skill number> is in the range 1 to 5.
-
- [...]
-
- Questions Then (the FAQ bit)
- ----------------------------
-
- Q. "Error: R_TextureNumForName: SW1BLUE not found"
- What does this mean ?
-
- A.
- You have named the shareware WAD as doom.wad, it should
- be named as doom1.wad. I'm using doom1.wad, which is
- 4196020 bytes. If yours is that size, call it doom1.wad,
- remove all the other wads, and off you go :-)
-
- ------------------------------------------------------------------------
- Thomas Szedlak <TSzedlak@gmx.de> writes:
-
- 1. The WAD-files of Doom 1 Shareware and Doom 2 work fine, but not the
- WAD-file of Doom 1 Registered. Nearly the end of the startup, there are
- following messages:
-
- HU_Init: Setting up heads up display.
- ST_Init: Init status bar.
- Error: W_GetNumForName: STBAR not found!
- I_ShutdownSound()
- I_ShutdownMusic()
- ADoom failed returncode 20
-
- ------------------------------------------------------------------------
- J.Urbanek@t-online.de (Juergen Urbanek) writes:
-
- PS: Here my Config and my test WAD files (if you interestet for)
-
- A4000/MKII '060/CV64/CGFX2/74MB
-
- [these work, Peter McGavin]
- Doom.wad 12408292 bytes
- Doom2.wad 14612688 bytes
-
- ------------------------------------------------------------------------
- mcbalch@eskimo.com (Mike Balch) writes:
-
- Ultimate Doom works just fine as the wad file
- for ADoom.
-
- People that are using the Ultimate Doom wad file
- with ADoom should remane their wad file to
- doomu.wad. This allows them access to the special
- fourth Episode that was provided as part of
- Ultimate Doom.
-
- This is suggested in the changelog file that
- was part of the doom source archive from Id
- Software. I tried it and it works.
-
- ------------------------------------------------------------------------
- Arto Huusko <arto.huusko@pp.qnet.fi> writes:
-
- You asked in Adoom.readme wheter Ultimate DOOM WAD works.
- Well it does just well. All episodes work fine and nice.
- The name for the file must be doomu.wad though to get
- the Thy Flesh Consumed episode available.
-
- ------------------------------------------------------------------------
- krash@pcug.org.au (Kresimir Rogic) writes:
-
- Great to see Doom On the Amiga. I have used Regisstered Doom, Doom II
- and Final Doom (Both "The Plutonium Experiment" and "Evilution") and
- they all work quite well (although Final Doom seems a wee bit slowish
- compared to the rest).
-
- ------------------------------------------------------------------------
- "Anders Dalshov" <dalshov@online.no> writes:
-
- You wonder if the doom2.wad and the ultimate doom wad file works? Oh yeah! No
- problem what so ever. I'm using the doom2.wad and the ultimate doom wad. v1.9
- I believe. Both wads runs _very_ nice in fullscreen on 060 + CGFX.
-
- ------------------------------------------------------------------------
- J.Urbanek@t-online.de (Juergen Urbanek) writes:
-
- In "DOOM 2: Hello on earth v1.10" in Level 7:Dead simple - I can't end
- the level because the wall comes up not down ?! Whith an cheat I can
- play level 8 and so on....
- [...]
-
- >It looks like you're the first person other than me to find the problem
- >with "Dead Simple" in DOOM 2 v1.10. I haven't got a clue what the problem
- >is yet. I suspect the original Linux version has the same bug.
-
- I don't think so. The Other Doom-Port works...
- The Wall moves to much up, and the Spiders-Doors have to open after the two
- big Monsters are dead...
-
- Could this help you ?!
-
- ------------------------------------------------------------------------
- Chris Morris <Chris@xcntalien.force9.co.uk> writes:
-
- [...] I have just gone and bought the commercial versions of DOOM I
- and II to try. They both worked sucessfully, although DOOM I seemed to
- have a problem with a missing HELP2 - persumably this is named
- differently in the WAD file than it is expecting in the source file.
-
- ------------------------------------------------------------------------
- "Adam Atkinson" <ghira@mistral.co.uk> writes:
-
- >I think -file is for third-party WADs, like axe8.wad, satan666.wad, etc.
- >It doesn't work for selecting between standard WADs. Also, -file doesn't
- >work at all unless there is a standard *registered* WAD also in the same
- >directory.
-
- yep, I have one copy of adoom with the registered doom1 wad and another
- with the registered doom2 wad
-
- I've been trying to use WADs from web pages and the third CD in the doom
- box. No apparent luck so far.
-
- [...]
- >I think -file is for third-party WADs, like axe8.wad, satan666.wad, etc.
- >It doesn't work for selecting between standard WADs. Also, -file doesn't
- >work at all unless there is a standard *registered* WAD also in the same
- >directory.
-
- Ok, I've worked it out. I didn't realise WADs replaced individual levels.
- turned out the wads I was trying to play DIDN'T replace level 1, so of
- course I was seeing the normal level 1. Hmm...
-
- if I -file a wad that replaces level 1, all is well. except that it's very
- hard :-)
-
- ------------------------------------------------------------------------
- Moses Leslie <marmoset@ctr.net> writes:
-
- [...] many custom wads don't work for me if I run with a normal
- startup-sequence, etc, but they do from a minimal one. I haven't tracked
- down the culprit, but it's not any of the normal things like mcx. My
- minimal startup included picasso96 drivers and cpu060, so those things are
- fine :) I'm not too concerned about it, but if I track it down I'll let
- you know.
- [...]
- Ok, I figured out what the problem was, and I have no idea why it would do
- this, but it's "prepareemul" from shapeshifter that's causing the problem
- with the custom wads for me. It could be because of my 060, it could have
- some other root cause, but getting rid of it makes custom wads work, and
- putting it back in makes it crash on "ST_Init: Init status bar". Probably
- not a particulary useful bug report, but something to put in a faq or
- something, maybe ;)
-
- ------------------------------------------------------------------------
- Adam Carrano <adamca@aix.pacwan.net> writes:
-
- I use ADoom with WADs from a Mac version without any problem
-
- Shareware version:Doom1.WAD 4.1Mo
- Ultimade Doom: Doom.WAD12Mo I renamed it to DoomU.WAD
- Doom II:Doom2.WAD14Mo
- Addictive DeathMatch:addictiv.wad1.5Mo needs doom2.wad
-
- ------------------------------------------------------------------------
- Kees Veling <kees@captainvideo.nl> writes:
-
- I have copied my registered mac doom2 wad to my amiga and it works! It even
- plays WADs i made myself with hellmaker(a mac wadbuilder util)!
-
- ------------------------------------------------------------------------
- Steven Jeffery <sajeffer@cs.adelaide.edu.au> writes:
-
- BTW I am using Ultimate Doom WAD and it works fine except you don't
- get to choose the 4th episode. Could this be fixed at all?
-
- ------------------------------------------------------------------------
- zrx.oms@sci.fi Wed Jan 7 21:16:19 1998 writes:
-
- I've been playing with the Doom1.WAD from MACs shareware version and
- it works fine... And I've also managed to get my hands on to one of
- the additional parts in Doom II "The Plutonia Experiment",
- Plutonia.WAD, and after 18 levels out of 35 it's still working fine
- (Altought the Plutonia version runs a bit slow 'coz it does have a bit
- larger levels than Doom I)...
- [...]
- Tested so far:
- - Shareware Doom (DOOM1.WAD), works fully.
- - Ultimate Doom (DOOMU.WAD), works fully.
- - Doom II: Hell On Earth (DOOM2.WAD), works fully.
- - Doom II: The Plutonia Experiment (PLUTONIA.WAD), works fully.
-
- ------------------------------------------------------------------------
- sCRAM <scram@innocent.com> writes:
-
- Big Greets from Russia!
- This is a report about working WAD's for ya ADoom v0.2 & 0.3
- Ok,here we go...
- Ultimate Doom Regged - works fine
- Doom2 Regged - ok
- FinalDoom1 ( TNT.WAD 18mb ) - ok
- FinalDoom2 (PLUTONIA.WAD 18mb ) - ok
- Note: all files taken from PC cd's
-
- ------------------------------------------------------------------------
- BMartin@tnet.cz (Bren Martin) writes:
-
- I try WAD HEXEN.WAD and I only see:
-
- Error: R_TextureNumForName: SW1BRCOM not found
-
- ------------------------------------------------------------------------
- Garry McCandless <garrymcc@enta.net> writes:
-
- I have a copy of Doom2's WAD file (Got a friend with a PC).
-
- When I run Adoom using the shareware WAD file then save the game. Then
- change to the Doom2 WAD file and load the same saved game Adoom quit's
- with the following error.
-
- Error:P_UnarchiveSpecails: Unknown tclass 16 in savegame.
-
- ------------------------------------------------------------------------
- DELPY Jean-Jacques <jdelpy@hol.fr> writes:
-
- please, help me/...
- [...]
- adoom -forcedemo
-
- DOOM Registered Startup v1.10 =
- [...]
- Error: W_GetNumForName: STBAR not found!
- I_ShutdownSound()
- I_ShutdownMusic()
-
- ------------------------------------------------------------------------
- Matteo Rocco <xs@xnet.it> writes:
-
- I have just downloaded the original DOOM II WAD to play a Pwad made
- by a friend...
- Using ADOOM 0.4 the DOOM2.WAD runs perfectly on my 030 50Mhz but I have to
- have 2000 buffers in my device...when I try to play my Pwad there occurs an
- error... it perfectly loads refresh,then I chose
- NEW GAME,then one of the violence mode,bit after a while it says:
- ERROR: W_CacheLumpNum:2558669 >= numlumps
- AARRGHH!! WHY?? do you need the WAD file??
-
- ------------------------------------------------------------------------
- Jan Christiansen <janc@post7.tele.dk> writes:
-
- I have tried two WADS with ADoom at this time, both from the shareware
- Doom DOS-PC version. The WAD from version 1.2 doesn't work. The game
- loads, but when the episode and difficulty level have been selected, the
- game stops and returns to the OS.
-
- The WAD from version 1.666 does work.
-
- ------------------------------------------------------------------------
- Joseph Fenton <jlfenton@ctaz.com> writes:
-
- IWADs are the main WAD files; PWADs are patch wad files. If you check
- the head of a wad file you will see 'IWAD' or 'PWAD'. It's how DOOM
- tells whether or not a patch wad file is really a patch wad file.
- You assume the IWAD is in the same directory as ADoom unless you
- specify a patch wad with the -file switch; if you specify -file,
- you assume the IWAD is in the same directory as the patch wad.
- You need the ability to set where the IWAD is and where the PWAD(s)
- are independent of each other or ADoom. Mike thinks you should
- keep a path for EACH patch wad, but at least have the ability to
- do seperate paths for the IWAD, the PWAD(s), and ADoom.
-
- ------------------------------------------------------------------------
- Sasha Coubrough <snakeskn@icarus.ihug.co.nz> writes:
-
- Just tested Doom Attack which is definitely faster (A bit more coding
- optimization I suppose) but very buggy. Low Res full screen works fast but is
- a bit crap since hi res works fine on ADOOM and at quite a good speed. Havn't
- had any trouble getting any of
- the conversions to Run but ADOOM seems the best. However MORE OPTIMIZATION for
- the AMIGA please!!!
-
- ------------------------------------------------------------------------
- "Gary Bryant" <gary@bryant.u-net.com> writes:
-
- [...] after episode 1 of Doom. You get the text
- screen to try the next episodes. The ESC key, fire or space keys don't
- work. Pressing return crashes the game. Both these crashes occured
- under 0.4 as well.
-
- In the log file generated by the game, the error message is:
-
- Error: W_GetNumForName: HELP2 not found. Both crashes chuck me back to
- workbench.
-
- I'm using the DOOM.WAD file from the latest registered version of
- Doom. (Ultimate Doom)
-
- ------------------------------------------------------------------------
- fabsced@techplus.com (F. Shaun C Edwards)writes:
-
- The -file command even works on ALL external WAD files I have for
- Doom.
-
- ------------------------------------------------------------------------
- Harry Sintonen <sintonen@jyu.fi> writes:
-
- I've tested some wad files with ADoom (not with others, but I think all
- the ports use same code for wads...). Anyways, I've succesfully played
- Final Doom WADs (plutonia.wad and tnt.wad). I also tried doom.wad of MAC
- doom 1 demo and that wad does NOT work (at least with ADoom, and btw it's
- not the same file as in doom1wad.lha).
-
- ------------------------------------------------------------------------
- DELPY Jean-Jacques <jdelpy@hol.fr> writes:
-
- [...] the previous problem was in fact that i had a latest too
- recent version of doom2 commercial, and this one was not supported by doom
- linux or adoom. i tested adoom (at least ) with a casual doom.wad and it
- worked well...
-
- ------------------------------------------------------------------------
- StAn <efabre@hol.fr> writes:
-
- Strange, all the wads I tested except doom2 reg and the one at www.pluk.com
- do not work:
- -msdos doom 1 v1.666 shareware
- -msdos doom 1 v1.9 shareware
- -msdos doom 1 v1.95 complete
-
- msdos doom2 v1.666 wad work ok, except of course the "Dead Simple" level.
- Need to use the IDCLIP trick to get to the exit...
-
- ------------------------------------------------------------------------
- Jonas =?iso-8859-1?Q?=D6sterberg?= <drkoss@algonet.se>
-
- Doom 1 registered wad doesn't seem to work with ADoom 0.5,
- and ADoom seems to lack the "jump" function required in some DoomII levels.
- DoomII registered wad otherwise runs just fine though.
-
- ------------------------------------------------------------------------
- "John Herzfeld" <johnh@user1.channel1.com> writes:
-
- Adoom rocks. I really like it.
- I like it so much I bought a registered version of Doom.
- Ultimate doom
-
- That wad works fine, but there is one thing weird about it.
- On my WIN95 machine I get a choice of 4 episodes, while
- on the Amiga I only get 3. (I am missing "Thy Flesh Consumed").
-
- All 3 episodes work, so that's cool.
- [...]
- >Try renaming the Ultimate DOOM WAD to doomu.wad . Several people said
- >that make the 4th episode visible.
-
- That did it. Thanks!
-
- ------------------------------------------------------------------------
- jean-philippe.humbert@ramses.fdn.org (Jean-Philippe Humbert) writes:
-
- I must finished the ultimate Doom :-) Great job, it works well with my
- A4000/040 and AGA chipset. Maybe you could ask money to ID Software
- or Phase 5 because i bought Doom I & II and think to buy a Picasso IV.
-
- ------------------------------------------------------------------------
- Nick Tamm <nicktamm@nmol.com> writes:
-
- I am using the DOOM2/Ultimate Doom Wads, and they work fine,
- along with nearly every other extra wad I come across.
-
- ------------------------------------------------------------------------
- Stephen Webber <s.g.webber@strath.ac.uk> writes:
-
- I tried the WAD file from Ultimate Doom, renaming it has Doom1.WAD, and
- I still got the message telling me that Doom was shareware, and that was
- about all as it wouldn't initialise any further. I'll try renaming it
- to Doomu.WAD to see if this makes a difference. Otherwise, I can't seem
- to find a copy of the original Doom anywhere over here, with Ultimate
- Doom being the oldest version still around.
-
- ------------------------------------------------------------------------
- Alexander Niven-Jenkins <anj@cremlinsoftware.org> writes:
-
- [...] how do you get the registered doom 1 wad working with ADoom, um,
- I have version 1.2 do I need a newer version? Because I can get the
- menu up but I can not actually play any level?
-
- ------------------------------------------------------------------------
- "Lorens Johansson" <lorensjohansson@hotmail.com> writes:
-
- BTW: DOOM2.WAD works...
-
- ------------------------------------------------------------------------
- "Matthew O'Neill" <mash@dingnet.demon.co.uk> writes:
-
- also, by renaming the registered ultimate doom wad to doomu.wad ,
- gives you all 4 chapters
-
- although it doesn't allow me to use all the PD wads :(( it tells me
- the wad has been modified?? (i brought it by the way, not pirated)
-
- ------------------------------------------------------------------------
- ^_^ <bitbrker@ionet.net> (Tm2) writes:
-
- I also tried a complex remake of MAP01 I make on the PC with WinDeu called
- "NewTest.wad". On my 486, it is rather sluggish because I used LOTS of deep
- areas, steps, and etc. ADoom renders it easily and much faster than my 486
- does. Of course, to my Amiga's credit it has about 10MB of RAM while my PC
- had 7MB+640k RAM.
-
- But still, a 486DX2-50MHz should be a LOT faster than an 030-50MHz,
- shouldn't it? =)
-
- ------------------------------------------------------------------------
- "Ben 'bean' Cass" <bean@ideal.net.au> writes:
-
- [...] I mentioned a problem a while ago with 'HELP2 NOT FOUND' coming up when I
- went to the second help screen thing in Doom. I have renamed the wad I had
- from DOOM.WAD to DOOMU.WAD and the problem is gone. Plus I have that other
- chapter. :) You may want to mention that in a FAQ if you do an official one in
- the future...
-
- ------------------------------------------------------------------------
- Martin Nielsen <mntly@post6.tele.dk>
-
- When I try to play demo files (extension LMP) I use the argument:
-
- -playdemo <filename> (in this example "-playdemo e1-uv")
-
- and in the startup ADoom says both "Playing demo e1-uv.lmp" and
- "adding e1-uv.lmp", but when it's about to start the game (right
- after setting up the screenmode) it says:
-
- Error: W_GetNumForName: e1-uv not found!
-
- Could it be becouse it's missing ".lmp" in the last case? Or is
- trying to look in the WAD file for the LMP file?
-
- PM> Try using the -forcedemo option as well.
-
- No difference with or without.
-
- I tried another LMP file named "e1m4.lmp" and this time it didn't
- come up with the errormessage, but when it started playing the
- demo everything went crazy... Pause ON, Pause OFF, Screen turns
- red... everything goes mayhem.. this can't possibly be what the
- demo was supposed to look like :)
-
- ------------------------------------------------------------------------
- Valouch Petr <ValouchP@TESCOSW.CZ> writes:
-
- I have some main WADs (for now DOOM2.WAD, DOOMU.WAD, TNT.WAD and
- PLUTONIA.WAD) + some addition WADs whith improve some of them. With
- current state you look for one of this `complete` WAD (in aplhabetical
- order) and than add WADs specified by -file or FILE TOOLTYPE. What I
- want is to have possibility to tell ADoom exactly whith WADs I want to
- start. By this be done any1 can have all WADs in one dir together with
- exe and f.e. from icon or by script start WADs he/she (? maybe) wants.
- Now there are two posibilities: before start rename all completre WADs
- except that one I want to run or have dirs with complete WADs and their
- additions with exe in each dir.
-
- ------------------------------------------------------------------------
- Peteroo <Peteroo@aol.com> writes:
-
- Just FYI, I've found it works with all the Dooms, but not with the Raven games
- (Heretic, et al.) or Strife. Will you ultimately support those as well?
-
- ------------------------------------------------------------------------
- K.B.K.@t-online.de (Klaus B. =?iso-8859-1?Q?K=FCsche?=) writes:
-
- I want to report that I found a working wad named 'Villa'. I also found that
- the sound.wad's work most of the time, while the level.wad's don't.
-
- ------------------------------------------------------------------------
- "James Gerard Brown" <jim-brown@mailexcite.com> writes:
-
- [...] for the first time ever I have bought a PC game, much to the
- amusement of my friends. In Britain a software chain is selling a Doom
- pack comprising of three CD`s - Ultimate Doom, Doom II and Maximum
- Doom for 20 UK pounds. Maximum Doom has About 2000 Wads, so far every
- wad I have tried has worked.
-
- I was originally using the Mac shareware wad, this gave no problems
- until ADoom 0.4, when I connected my old CD32 joypad, occassionally if
- a keyboard button was pressed, the workbench screen would be shown and
- a message in the ADoom console would say wrong version number. This
- seems to be cured when using the registered version. as I have not
- seen it for a while.
-
- ------------------------------------------------------------------------
- Mikko Liimatainen <mikkol@norssi.oulu.fi> writes:
-
- btw: Doom 1 regged wad v1.10 doesn't work, complains somthing about
- STBAR...but doom 2 regged works fine. i have A1200/060/50Mhz/16MB/14'VGA
-
- ------------------------------------------------------------------------
- K.B.K.@t-online.de (Klaus B. =?iso-8859-1?Q?K=FCsche?=) writes:
-
- with some custom Doom2.wads I get a savegame buffer overrun if I try to save
- the game.
- An example for the buffer overrun is »windsor.wad« or »wstower2«.
-
- Another strange thing is the message:
- »Error: R_InitSprites: Sprite TROO : A : 1 has two lumps mapped to it«
- which comes up when starting the »zombies.wad«.
-
- ------------------------------------------------------------------------
- Jason Frecknall <jay@blidworth.demon.co.uk> writes:
-
- After playing Final Doom 2 - Plutonia Experiment (which works fine BTW) I
- noticed that it said "Sector with more than 20 adjoining sectors" in the CLI
- window. It was the level shown in the second demo. It crashed when I tried
- to copy that piece of text to the clipboard.
-
- ------------------------------------------------------------------------
- Alexander Niven-Jenkins <anj@cremlinsoftware.org> writes:
-
- You know this problem with early DOOM 1 wads not working. Well it is to do
- with certain bugs within the wads which were fixed in the later versions of
- the wad 1.66/1.99 (I guess you know this bit).
-
- But on the ID ftp site and a number of PC DOOM sites there are some patch
- utilties which will upgrade your DOOM 1.1, 1.2 etc wads to the latest version
- of the DOOM 1 wad (it is either 1.66 or 1.99).
-
- You will need a PC or a DOS/WIN emulator setup to use them, but it will
- mean you will have working wads etc.
-
- Maybe you could add this to he top of the hints document. Sorry but I
- can't remember the names of the files as I now have Ultimate DOOM and this
- works perfectly.
-
- ------------------------------------------------------------------------
- Tomasz Kepa <maryan@newton.zsmeie.torun.pl> writes:
-
- I have a little problem with ADoom and registered DOOM.WAD. ADoom (both
- 0.8 and 0.9) says:
- Error: W_GetNumForName: STBAR not found!
- The file is 10396254 bytes long. Hope you can do something about
- (i haven't tried this WAD in other Doom ports. But it works in PC
- Doom.).
- [...]
- >It might be possible to update the WAD using one of the patches at
- >ftp://ftp.idsoftware.com/idstuff/doom/ . I haven't had time to
- >investigate.
- There are patches for WADs, even one updates the WAD to Ultimate Doom :)
- [...]
- So, as I promised, I checked the IDsoft site for the WAD updates.
- I succesfully updated a WAD that didn't work neither in ADoom nor
- the shareware DOOM.EXE to fully working Ultimate Doom.
- To upgrade the WAD I did the following:
-
- 1. I got the updates from IDsoft site. It's
- ftp://ftp.idsoftware.com/idstuff/doom/ - there are some ZIP (both
- normal and sfx archives for PC) files. Read the .txt files and
- get the update from 1.1/1.2 to 1.9 and from 1.9 to Ultimate
- (don't remember the names, though)
-
- 2. I copied these updates and DOOM.WAD (which refused to work -
- "STBAR not found" with shareware DOOM.EXE) (size 10396254)
- and also a shareware edition of Doom.
-
- 3. Unpacked everything in the same directory and ran the
- PSHELL.EXE (from 1.1 or 1.2 update). The updating process took
- a lot of time on my P75 (note: you have to have atleast DOOM.WAD
- and DOOM.EXE, otherwise the patcher won't run). After succesful
- patching the WAD file should have about 11 MB.
-
- 4. Then I unpacked the 1.9 to ultimate update (still in the same
- dir) and ran PSHELL.EXE. After another couple of minutes I finally
- got the Ultimate DOOM.WAD, size 12408292 bytes.
-
- 5. I copied the WAD to ADoom dir on Amiga and renamed it to
- DOOMU.WAD. Works perfectly.
- [...]
- >I thought that maybe the patches only updated the program engine.
- They update it too :) (I thought that these patches don't work at all
- until I copied them to the shareware DOOM dir - first I tried to patch
- only the WAD file)
-
- ------------------------------------------------------------------------
- Stefan Koralewski <stead@kki.net.pl> writes:
-
- I tested this with Doom I ... working !
- DoomII ... working !!
- Plutonia ... working !!!
- Hexen ... not working
- Hexen contains file WAD too, but this not working.
-
- ------------------------------------------------------------------------
- Jonas =?iso-8859-1?Q?=D6sterberg?= <drkoss@algonet.se> writes:
-
- I've started to test ADoom with extended wad's in both Doom1 and Doom2. And
- I've noticed that an error I regularly get in Doom2 with extra wad's is:
-
- Error: W_CacheLumpNum: xxxxxxx >= numlumps
-
- Perhaps this is a bug in ADoom, or perhaps my Doom2 wadfile is just too old
- (v1.10).
- [...]
- you could always have a look at:
-
- ftp.cdrom.com/.5/idgames/themes/
-
- or, for a mirror which might be slightly faster:
-
- sunsite.doc.ic.ac.uk/Mirrors/ftp.cdrom.com/pub/idgames/themes/
-
- Here you will find loads of wadfiles, for Doom1, Doom2 and Ultimatedoom. Many
- of these seem to work fine with ADoom, whilst others fail, many times with the
- error message i mentioned.
- [...]
- >Perhaps if you tell me where I can download an extended wad that
- >regularly fails, then I can step through in the debugger and see what
- >goes wrong.
- [...]
- Well, the full path to the file is (ftp):
- sunsite.doc.ic.ac.uk/Mirrors/ftp.cdrom.com/pub/idgames/themes/xmas/h2h-xmas.zip
- [...]
- >I tried h2h-xmas.wad and sure enough it bombed out like you said, not
- >far into the level. I tried tracing through in CPR. It appears to be
- >having trouble with a "Flat" called "SNOWFLT\0" which has an index 773
- >which is way out of range (numflats = 153). Anyway, I couldn't see
- >how to fix it, because it reads those numbers from the WAD.
-
- >Then I tried it on a PC with:
-
- > doom2 -file h2h-xmas.wad
-
- >and it bombed there too...
-
- >Next I noticed h2h-xmas.zip includes with a PC program called
- >DEUSF.EXE and a batch file to run it. So I ran the batch file on the
- >PC and it modified DOOM2.WAD, making DOOM2.WAD about 5 MB bigger.
- >Finally I transferred the modified DOOM2.WAD back to the Amiga and ran
- >ADoom without the -file option and bingo --- Xmas Doom on the Amiga...
-
- I see, I guess I'd need such a patched wadfile, since I've seen litterally
- LOADS of wad's that comes with, and uses this DEUSF.EXE ... (now, that patch
- would be something to port ;) - too bad it doesn't come with sources)...
- Hum, w8 just a minute.... I'll see if I can fix this with PC-Task (I hope a
- 386 DX/40 is enough for this task, that's just about all I can emulate)...
- I'll try and see what happens...
- [...]
- BTW: patching doom2 wad to xmasdoom worked just fine from pc-task, deusf.exe
- ran without problems.
-
- ------------------------------------------------------------------------
- Linus =?iso-8859-1?Q?Sj=F6?= <zider@gotland.crosswinds.net> writes:
-
- Have played through full Doom1 and Doom2
- without problems (not counting the enemy as a problem (= )..
-
- ------------------------------------------------------------------------
- artpodr@pub.osf.lt (Anonymous) writes:
-
- Well,finally I tried run PSX DOOM using ADoom 0.9,but unsuccess :(
- PSX Doom also have WAD file (bit over 5 MB).This is Final Doom-1 (PSX).
- [...]
- Also ADoom almost run Heretic (just stoped in end of loadind,when game almost
- loaded) and Rise of the Triad game (the same story as for Heretic).Maybe this
- is kind of protection game and all what you must do,just rename name files for
- loading in these games ?
-
- ------------------------------------------------------------------------
- andrew critchlow <andi@thenet.co.uk> writes:
-
- I was so absoluteley amased by Adoom that I went out and bought Doom
- Trilogy ... I renamed the Wad to "doomu.wad" as you suggested , this
- did not work! neither did the doom2.wad, however, after several hours
- of messing I found that disabling the Tooltype Forcedemo, everything
- runs fine, reg doomu,doom2.,............ I hope this is a help
- to,you. and once again ....THANKS FOR DOOM!!!!!!
-
- ------------------------------------------------------------------------
- From: Karen Martin <karen@msm.pvt.cz> writes:
-
- ADoom does not support specially modified Czech WAD file from DOOM I
- (appears ...NOT FOUND... message) even if this WAD file works
- under DoomAttack.
-
- When this Czech WAD file is run under DoomAttack then everything
- looks fine except I mustn't pick up thing which makes me invisible
- (I'm not sure about this thing). If I pick up this strange thing
- then ...NOT FOUND... message appears too, as in ADoom.
-
- ------------------------------------------------------------------------
- peder lundberg <byggarn@algonet.se> writes:
-
- Since I tried out v1.1 of Adoom, with the dehacked files, and with
- some I found on the net, I knew this is the one for me.. Though,
- there is a matter I thought maybe you could help me with.. In the
- /pub/games/pc/idgames/themes/aliens/ archive which can be found almost
- everywhere, there are 3 versions of a customgame for doom called
- "Aliens Total Conversion". It consists of a .DEH file, and a couple
- of .WAD files. Everything works, the levels, the sounds, and part of
- the graphics, BUT.. everytime I add the file ALITCSF.WAD that comes
- with the package and is responsible for the sprites, Adoom refuses to
- load, and returns with the message: "Error: R_InitSprites: Sprite TROO
- : A : 1 has two lumps mapped to it" It's defenitely the wad I
- mentioned above, cos I tried all combinations of the wads, and only
- when this particular one is included, the message shows.. Is this a
- small bug that can be easily corrected? I could be, I've reasoned, a
- bug in the wad, but since it works on a PC, I'm lead to believe that
- it's a bug that adoom should be able to overlook.. Anyways, it's
- something maybe you could look into when before you release the next
- v. of adoom.. If you do, or it's something that can be fixed in some
- othe way, I'll owe you bigtime.. and I do nice graphics if you need
- any..
-
- ------------------------------------------------------------------------
- Philip Goddard <philip@amethyst.demon.co.uk> writes:
-
- I got DeHackEd from an FTP server for my laptop, and I found that the
- included DEH files work fine with PC Doom, yet they look like complete
- garbage, and don't work with ADoom- do you know why this is? They
- don't look like binary, more like settings files, yet fun_2.deh and so
- on are ACSII text!
-
- [Cyril Deble replies: ADoom dehacked WONT works with binaries deh file !!]
-
- Do you know how I can get these files working with ADoom, and if so,
- how can I make my own? Thanks!
-
- [Cyril Deble replies: You can use dehacked on the PC to translate the
- deh file to ASCII...]
-
- (BTW, you wouldn't know where to get some more compatible ones, would
- you? I can't find any... :)
-
- [Cyril Deble replies: You can find deh file on various doom related
- site such as "ftp.jussieu.fr in /pub8/idgames/utils/exe_edit/patches".
- I will for sure make soon a more compatible dehacked parser I am
- currently hacking the linux source to be more compatible]
- [...]
- How can I get dehacked to translate into ASCII? When I run it, it just
- says "usage: dehacked <doom.exe> -load <patch> -save <patch>".
-
- ------------------------------------------------------------------------
- Simon Kempster <simon.kempster@jdaintl.co.uk> writes:
-
- Bloody marvellous job. I've bought the "Depths Of Doom" and "Final
- Doom" games, and they work fine.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- TIPS TO SPEED UP DISK LOADING
- ------------------------------------------------------------------------
- Alvaro Thompson <alvaro@enterprise.net> writes:
-
- Also, I noticed how loooooooooooooooooooooooonnnnnnnnnnnnngggggggggggg
- it took for the game to load the Doom II WAD file. It was also pretty
- slow when loading each level etc. I imagine this is because of the
- massive file size. Maybe you could overcome this? Perhaps you could
- make some small utility that will somehow split one massive WAD file
- into several small ones, therefore taking less time to load in the
- game.
-
- I noticed that every time a new gfx appears, it has to be loaded from
- the HD, eg an explosion, a new kind of enemy, etc, which produces a
- very nasty jerking. Is there anyway that you could pre-load all of
- these gfx into the game, before the game is going? This would be
- excellent!
-
- ------------------------------------------------------------------------
- Arto Huusko <arto.huusko@pp.qnet.fi> writes:
-
- Commenting mail from Peter McGavin (P.McGavin@irl.cri.nz):
-
- > >Startup from the prompt to the title screen takes about six minutes.
- > >Same with the AmiDoom too, though. This might however result from
- > >using the "real" WADs whose size is 12-14 Mb I realised.
-
- > Blimey, it takes about 10 seconds here, even with the big WADs. How
- > fast is your hard disk?
-
- > I do "AddBuffers MYDISK: 500". Maybe that makes the difference.
-
- Yeah, that fixed it.
-
- ------------------------------------------------------------------------
- Henrik Mattsson <asparagus@mail.bip.net> writes:
-
- btw, a diskbuffer of 330 speeds up the loading a great deal, without
- sacrificing too much memory.
-
- ------------------------------------------------------------------------
- savel@kaunas.omnitel.net (Levas) writes:
-
- I reccommend DynamiCache , by Christopher A. Wolf. It was included in my
- Blizzard1230 SCSI kit install disk.
-
- (Hardware 68030&68882 @50MHz, 16MB Fast RAM, old SCSI HD, software: ixemul FP
- version)
-
- Time to load demo wad from www.pluk.com:
-
- without cache: 73 sec. Free mem 7.8M
- with cache: 11 sec. Free mem 6.7M (max cache mem used 6144K)
-
- ------------------------------------------------------------------------
- dhomas trenn <dhomas@youngmonkey.ca> writes:
-
- I re-read your docs after I sent the message and tried it with buffers
- of 1000... what a difference. It started in about 10 seconds, compared
- to 10 minutes. Amazing difference!
-
- ------------------------------------------------------------------------
- "Zoltan Szalay" <zoltan.szalay@tecton.sk> writes:
-
- Speed Tip - try use AFS filesystem for patition with Doom.WAD. This =
- filesystem (AFS/PFS) is 10x faster as FFS for loading small data blocks =
- (512bytes long).
- This trick also works with shapeshifter/fusion/pc filedisks. With AFS =
- 2.4 is speed of filedisk EQUAL to native partition.=20
-
- ------------------------------------------------------------------------
- Olivier Fabre <efabre@hol.fr> writes:
-
- I have made a script to automagically increase disk buffers before
- launching ADoom:
-
- ---------------------------------------
- set buf `addbuffers work:`
- set buf `echo "$buf" first=11 len=3`
- set dif `eval 450-$buf`
- if $dif gt 0 val
- addbuffers work: $dif
- endif
- stack 8192
- adoom
- ---------------------------------------
-
- Oh, I think the output of addbuffers is localized, so "first=11" may have to be
- changed to another value, depending on the language..
-
- ------------------------------------------------------------------------
- Stefan Kessler <kessler@stud.hs-wismar.de> writes:
-
- just want to tell you, that adoom is great on my 1260 50 8mb ram. for
- the first time i had a little problem with the loadingtime from my
- seagate hd (2 mb/s) but if you insert something like this:
-
- addbuffers dh1: 470
- adoom
- addbuffers dh1: -470
-
- or even more it will fly (avrg: 20fps) :))))...and i don't use fastexec
-
- ------------------------------------------------------------------------
- DJNick <djnick@marsh.co.yu> writes:
-
- I copied PeeCee's DOOMII.wad
- and it runs fantastic on my 030/50/16MB :) And 10X a lot for
- "addbuffers mydisk: 800" tip! Didn't know it can SPEED UP
- loading my ADoomII from 10 min to 15 SEC !!!!!!!!!!!!!!!! :))
-
- ------------------------------------------------------------------------
- D.WEISS@a-link-h.altair.de (Daniel Weiss) writes:
-
- Another thing: it can take veeeeeeeeeeeeeeeeeeeeeeeeeeeeery long
- initializing the refresh-daemon. With this line "Addbuffers : 500"
- you can speedup initializing from ~4 Minutes to 7 Seconds...
-
- I think, it would be a very good Idea to execute this commandline
- ("Addbuffers : 500") from the Executable. If you think, that's too
- memory-hungry, than you could make the buffer-size user-definable.
-
- Removing the buffers after initializing the refresh-daemon doesn't make
- sense, I think. For two reasons: sometimes during the Game file Acces is
- necassary, which in some cases also isn't very fast with the standard 30
- buffers. 2nd reason is: if you practise multitasking during the game, you
- normally have enough RAM to spend this tiny 250 kB on Disk-Buffers.
-
- These 500 buffers make really a *B* *I* *G* difference!
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- KEYBOARD AND JOYPAD BUTTON REMAPPING
- ------------------------------------------------------------------------
- Jason Frecknall <jay@blidworth.demon.co.uk> writes:
-
- Any chance of you changing the fire key (CTRL)? I edited the .doomrc
- file and changed fire to right alt (Ascii=184), so it's the same as on
- the PC, and sidestep to the ctrl key (just to move it out of the way
- for now) and strangely both Right Alt and Right Amiga fire your
- weapon. Do you plan to change the keys to a more Amiga friendly
- arrangement? There might be a problem with Alt and Amiga being used
- together if you can get them working independantly since this
- combination is for keyboard control of the mouse pointer.
-
- ------------------------------------------------------------------------
- Jason Frecknall <jay@blidworth.demon.co.uk> writes:
-
- The key CTRl maps to varies.
- Mine is Insert and a friends is caps lock or num lock.
- As mentioned in my previous mail Right Alt and Amiga both map to the same
- ascii value, but I have since noticed that with Trance's port this doesn't
- happen.
-
- ------------------------------------------------------------------------
- John Rorland <rorland@algonet.se> writes:
-
- Joypad support works great, It makes a huge difference in playability
- it's very easy to dodge enemy fire now.
-
- The sidestep/strafe function works good and is very approprietly placed on
- the upper cd 32 button's, Thanks.
-
- I can also use the cd 32 pause/play button to get to the options menu and
- use the blue button for opening doors(red for fire).
-
- The green and yellow buttons doesn't seem to do anything so i guess you
- haven't put any function's there yet (or have I missed something?).
-
- It's brilliant with joypadsupport, if youre thinking of putting any
- function's on the remaining two buttons consider putting the automap
- function on one of them since that would be very useful as well.
-
- ------------------------------------------------------------------------
- Adam Carrano <adamca@aix.pacwan.net> writes:
-
- A very easy solution to change the keys:
- Just edit the ".doomrc" file.
- Try mine it is attached at this email,
- you can open the doors with right-amiga key or right-alt key
-
- on a Qwerty keyboardStrafe with , and / Fire with .
-
- on a Azerty keyboard Strafe with ; and = Fire with :
-
- mouse_sensitivity 5
- sfx_volume 8
- music_volume 0
- show_messages 1
- key_right 174
- key_left 172
- key_up 173
- key_down 175
- key_strafeleft 44
- key_straferight 47
- key_fire 46
- key_use 184
- key_strafe 184
- key_speed 182
- use_mouse 1
- mouseb_fire 0
- mouseb_strafe 1
- mouseb_forward 2
- use_joystick 1
- joyb_fire 0
- joyb_strafe 1
- joyb_use 3
- joyb_speed 2
- screenblocks 10
- detaillevel 0
- snd_channels 4
- usegamma 3
- chatmacro0 "Non"
- chatmacro1 "Meme pas mal !"
- chatmacro2 "Je suis pret"
- chatmacro3 "T'es dans un sale etat !"
- chatmacro4 "Salaud"
- chatmacro5 "Tapette"
- chatmacro6 "La prochaine fois peut-etre..."
- chatmacro7 "Viens ici !"
- chatmacro8 "Prend garde a toi"
- chatmacro9 "Oui"
-
- ------------------------------------------------------------------------
- Jonas Thorell <jonasth@bahnhof.se> writes:
-
- I'm just writing to thank you for a great port of this game, and to
- verify that the added support for a CD32-joypad does indeed seem to
- work. Granted, not an official Commodore one but it does work. The
- directions work as expected, fire as well and the forward button
- brings up the menu. That's all. The other buttons don't do a thing (if
- they aren't meant to, why not add support for strafing and switching
- weopon with the pad as well?).
- [...]
- >Check Gabry's comments near the end of src/amiga_video.c .
-
- Thanks, all buttons actually did something.
-
- >Sorry I can't test from here. Other people said strafe works with the
- >rectangular buttons on the front, from memory.
-
- Well, sort of. It does strafe but have a tendency to get stuck in
- strafe-mode after that.
-
- ------------------------------------------------------------------------
- Alvaro Thompson <alvaro@enterprise.net> writes:
-
- I see that in the configuration file, you actually have settings for
- the keys of the game (In ASCII Raw Code right?). Perhaps you could
- make an external editor which lets you edit the keys of the game?
-
- ------------------------------------------------------------------------
- Andrew Deacon <andy@deakmann.demon.co.uk> writes:
-
- Your controls are:-
- Red=Fire
- Blue=open
- Yellow=Run? (re my previous email about 060 speed probs - it's a
- liitle difficult to tell).
- Green=last message
-
- I suggest the following
-
- Red=Run
- Blue=Cycle between weapons (if possible)
- Green=fire
- Yellow=open
-
- This would make it simarlar to AB3d which a lot of us are used to.
-
- In the long run perhaps you could let people set their own prefs.
-
- ggreco@iol.it (Gabriele Greco) replies:
-
- You can do it very simpy editing your .doomrc file, it's by default:
-
- joyb_fire 0
- joyb_strafe 1
- joyb_use 3
- joyb_speed 2
-
- To archive your configuration your simply have to swap the use/speed/fire
- buttons. Do not touch joyb_strafe since it's used in a tricky way.
-
- You can't perfectly reach your desired configuration since I actually
- use green to see last message as I've no time to look in the code for
- a way to swap weapons (it's not as immediate as the rest of the
- control since such a function doesn't exist in doom...)
-
- AD> In the long run perhaps you could let people set their own prefs.
-
- Actually you can partially do it :)
-
- ------------------------------------------------------------------------
- Peter Thiessen <pkarlos@pangea.ca> writes:
-
- While networking with another mode and using the talk option the keymap for
- characters are messed up in particular:
-
- : is M
- . is :
- q is a
- z is w
- w is z
-
- These are just a few I have found there may be another character that I
- haven't used yet that has problems!
-
- ------------------------------------------------------------------------
- Joseph Fenton <jlfenton@ctaz.com> writes:
-
- So how soon until SEGA controller support? :^}
- I did send you info on that as well; I've got
- the CD32 controller on my A1200 and the SG ProPad
- on my A4000. I can switch them easy enough, but
- it would be nice to start seeing programs support
- the SEGA pads as they are easier and cheaper to buy.
-
- ------------------------------------------------------------------------
- Martin Johansson <martjo@algonet.se> writes:
-
- I also read that there had been complaints about some keys (likte Ctrl for
- fire). Isn't the values in ".doomrc" simply the ASCII values for the keys,
- like "key_fire 157". In that case it is easy to change the keys the way
- you prefer it, assumed you know the ASCII values.
-
- ------------------------------------------------------------------------
- Jan Christiansen <janc@post7.tele.dk> writes:
-
- Having the option of customizing the keyboard, would be nice. Consider
- the possibily of steering with the numeric keys, instead of the arrow
- keys.
-
- ------------------------------------------------------------------------
- Allan Versaevel <favers@oxford.net> writes:
-
- I was wondering if it is possible (easy) to have the Green CD32 Joypad
- button cycle through the available weapons ? As if the user pressed
- 1,2,3,4, or so on. If it can be done, there would be almost no need to
- go to the keyboard while using the joypad.
-
- ------------------------------------------------------------------------
- Martin_Dirk@t-online.de (Dirk Martin) writes:
-
- I tested v0.4.
- That was a delightful surprise!
- 1)The joypad control is 100% O.K. (I kill the monsters very confortable)
- 2)I thing it works a bit faster.(but You know, never fast enough)
- The game becoms more and more an professionell character.
-
- ------------------------------------------------------------------------
- Stephen Webber <s.g.webber@strath.ac.uk> writes:
-
- [...] Being in possession of a CD32 joypad, I can
- tell you that the code you are using seems to work okay; the two
- "shoulder" buttons are strafe left and right, and the two bottom buttons
- in the group of four are fire and use. If one of the other two buttons
- is configured for run, then I couldn't get it to run.
-
- ------------------------------------------------------------------------
- Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes:
-
- I just tried ADoom v0.5,
-
- The joypad option works fine, and seems to fix the 'turning bug'.
-
- ------------------------------------------------------------------------
- Richard Davies <mq9402@cs.may.ie> writes:
-
- I'm not sure
- if you are aware that the "<" and ">" keys in the original Doom and
- in your port of Doom move the player to the left and right. A small
- problem I am having with playing ADoom is that the fire button is
- nowhere near the sidestep keys. Both myself and a number of my
- friends play doom (and its clones) with theright hand on the cursor
- keys and the left hand performing sidestepping and firing. The
- Amiga keyboard of course does not have the "ctrl" key at the bottom
- right of the keyboard unlike PC's.
- Here's the thing, could you cause the right amiga key to fire as
- well as the "ctrl" key in your next release of ADoom.
-
- ------------------------------------------------------------------------
- Simo Naukkarinen <yason@ecstacy.yok.utu.fi> writes:
-
- I must be the millionth to ask this question but does ADoom respect
- .doomrc ? I'm fed up with the quite impossible key layout (at least after
- 4 years of PC/Linux Doom:)) and I thought that would it be possible to
- remap the strafe/fire/run keys by setting them up correctly in .doomrc ?
- If the keyboard fields in .doomrc are respected, what are the correct
- codes for Amiga environment ? The same as keycodes for IDCMP_RAWKEY
- messages ? Inputevent definitions ? Something else ? (I need keycodes for
- r-amiga, r-alt and r-shift)
-
- ------------------------------------------------------------------------
- "Matthew O'Neill" <mash@dingnet.demon.co.uk> writes:
-
- you might want to include this in the next documentation.
-
- CD32 pad controls
-
- up - forward
- down -back
- left- left
- right - right
- red - shoot
- blue -activate switch or open door
- yellow - run
- green - last message
- rewind - left side step
- fastforward - right side step
- start - menu
-
- would it be possible to make the green button cycle throught the
- weapons?
-
- ------------------------------------------------------------------------
- Jason Frecknall <jay@blidworth.demon.co.uk> writes:
-
- I have just got the latest version (0.7) and it's great that you have remapped
- the RAmiga key, however there is still a problem.
-
- If you press and hold fire fire (Right Amiga) and then press a movement key it
- doesn't do that action and carries on firing on the spot.
- If you press and hold a movement key first, then press fire it works fine.
-
- ------------------------------------------------------------------------
- Martin Nielsen <mntly@post6.tele.dk> writes:
-
- When I use the RightAmiga key to fire instead of CTRL I can't move
- around while firing. This is quite annoying :)
-
- Maybe you could use the key to the left of the RightSHIFT key
- instead as firebutton.
- [...]
- I know what it is... there are many build-in hotkeys in the Amiga OS
- that use the AMIGA keys. For example you can emulate a mouse by holding
- down an AMIGA key and pressing the arrow keys. I think that's what's
- interfeering with the controls in the game.
-
- ------------------------------------------------------------------------
- Andrew Deacon <andy@deakmann.demon.co.uk> writes:
-
- I've re-configured the joypad controls in .doomrc but for some
- reason Adoom sometimes reverts to the original controls.
- This seems to happen if i've used other programs before loading
- Adoom. If I load Adoom straight after booting it uses the new controls
- ok.
- Any idea why this might be?
-
- Also it would be great if The Green button could be configured.
- [...]
- You may remember a while back I mailed you about a small problem
- I had with changing the default joypad settings.
- I edited the .doomrc file and when I loaded Adoom straight after
- booting the new controls worked but when I used another program
- before Adoom the controls reverted to default. I think i've found the
- solution.
-
- I have Adoom on my work:games , but when looking at my worbench
- partition I noticed a .doomrc file and I deleted it. All of a sudden
- the new controls work after using another program (at least for one
- go).
- I look on my WB partition and that .doomrc files there again, so this
- time I look at it and it's got the default controls. I edit it to my
- new controls and now the problem has disapeared (at least for the
- moment).
- Should Adoom be putting another .doomrc file on my WB partition ?
-
- Anyway hope this helps, I seem to remember you said it might be a
- problem with the 'Home Variable'.
-
- BTW i'd really, really like to configure that green joypad button if
- you ever get a spare moment.
-
- Many thanks, the BEST just keeps getting better and better.
-
- ------------------------------------------------------------------------
- glum@vszbr.cz (Ex (ZEx)) writes:
-
- [...] coz Doom is old games it use old style of mouse control
- What about improve it :) pliiiiz
-
- with mouse only turn left or right fire and open doors on right mouse button
-
- and on arrows towards backwards and strafe left and right
-
- ------------------------------------------------------------------------
- orbital@t-online.de (Michael Schulz) writes:
-
- I have found a litte "bug" on all adoom version if you uses foreigen
- keyboards.
- ( = not the USA keymap)
-
- I use as a german guy of cause also an german keyboard which uses an
- different keymap.
-
- So if i want to quit the game and want to confirm this with pressing
- "Y" the i have to press "Z".
-
- The same problem on the gamma correction.There i have to press "Ü"
- (german special character) and not [ or ] .
-
- I think this won't be a big thing to change.I can't do it for myselb
- because i'm only a user.
-
- ------------------------------------------------------------------------
- "R.A. Munn" <ram8@leicester.ac.uk> writes:
-
- Would it be possible to add to the cd32 controls (i.e. something
- like map for green, toggle weapon for yellow, strafe for the left
- shoulder, run for the right shoulder, and pause for the play button)
- - this would allow keyboard-free playing
-
- ------------------------------------------------------------------------
- D.WEISS@a-link-h.altair.de (Daniel Weiss) writes:
-
- But since ADoom multitasks, my Screenblanker becomes active, if I don't use
- the Keyboard for more than 3 Minutes. It would be a very good idea to send
- some inputevent each 15 seconds or so. Perhaps a Qualifier Key...
-
- And you probaply could make use of a Keymap, at the moment on a german
- Keyboard you have to press "z" if you want to type a "y" in reality... but
- that's not too Important, I think.
-
- And I wonder, where the Funktion Key F11 (Gamma Correction) is put...
- (Maybe I should read the f.. manual ;-)
-
- ------------------------------------------------------------------------
- "Paul Webb" <orion@thenet.co.uk> writes:
-
- [...] I use the mouse to play
- Quake and would like to use it for Doom, but I have a problem with
- playing Doom with a mouse. You can't turn off forward and backward
- walking. When I turn I always end up wlaking forward or backward a
- little. Could you write in a function to turn off forward and backward
- movement from the mouse, I think this would make ADoom so much better
- to play.
-
- ------------------------------------------------------------------------
- tlbelding@htcomp.net (Tony Belding) writes:
-
- [about CD32 joypad]
- [...] It would be
- extremely handy if one of the buttons -- maybe the green one, which seems
- rather useless currently -- could be used to switch to the previous weapon.
- So, you could have two weapons ready and swap between them without reaching
- for the keyboard.
-
- ------------------------------------------------------------------------
- Luca Longone <llong@tin.it> writes:
-
- What about a keyboard localization through Locale settings? I ask you this
- 'cause I use a different it setting and so the "[, ], etc." keys, used by
- ADoom, are not mapped as they appear on my keyboard...
- [...]
- What about an option to suspend normal input.handler to let users use EVERY
- Amiga key (i.e. LAMIGA, RAMIGA, RALT etc... together)? DoomAttack HAS an
- option for this... look at this port and "copy" this excellent option! ;)
-
- ------------------------------------------------------------------------
- Nick Croft <ncroft@enterprise.net> writes:
-
- I have a SEGA Megadrive and two 6 button controllers, but I don't want to
- alter one of the controllers as I still use the Megadrive and I don't feel
- confident enough to do it anyway :)
- So, I thought about an adaptor that could go between the controller plug and
- the Amiga joystick port that swapped lines 5 & 7 and have the required
- resistor in it. Would this work, and if it would where could I buy/get made
- such an adaptor?
-
- ------------------------------------------------------------------------
- Linus =?iso-8859-1?Q?Sj=F6?= <zider@gotland.crosswinds.net> writes:
-
- I think i've found a bug in the mousecontrol in ADoom.. It doesnt seem to read
- the X-movement simultaneously with the Y-movement, but read one at the time,
- ie walking and turning gets VERY jumpy.. A tip; turn off the mousewalking..
- I dont think anyone uses it anyway, due to small mousemats.. (=
-
- ------------------------------------------------------------------------
- David A Gibbs <einy@einy.demon.co.uk> writes:
-
- Also can you alter the FIRE setting so that I can use the keys for AB3D
-
- Fire - RALT
- SideStep right - /
- SideStep left - .
-
- I know you got a .doomrc file to config..but you had to kludge the RAMIGA key
- in..
- can you kludge the RALT key in instead ?
-
- ------------------------------------------------------------------------
- Colin Smith <colinsmith@enterprise.net> writes:
-
- I just got OxyPatcher and have found that the joypad doesn't work in ADoom
- while OxyPatcher is running - it works as a normal joystick, but all the
- extra buttons have no effect.
-
- Don't know if this is fixable, but at least you know there's a problem now
- :-) Quiting OP gets things working fine anyhow.
- [...]
- Ooops. Should have said. I have an Apollo 040 board - not sure if that makes
- any difference though. I guess the joypad problem is no big deal if you know
- you need to switch off OxyPatcher though, just when you can't find what to
- do.
-
- I've got quite a few other patchs and stuff for the OS, so maybe it's a
- combination that's causing the problem. Roll on OS 3.5 and a tidier set-up.
- [...]
- I just got v1.1 and I don't know if you found the problem or what, but there
- IS no problem any more. Oxypatcher and the joypad work fine together now :-)
-
- ------------------------------------------------------------------------
- Karen Martin <karen@msm.pvt.cz> writes:
-
- Mouse behaviour is very strange. In addition to this there is
- another bug - if the MOUSE option is active then keyboard control
- doesn't work properly!
- [...]
- a) Try to place [F11] key (GAMA CORRECTION) to Amiga [DEL] key as well:
- - [DEL] is currently empty
- - [DEL] is bigger and much easier to find on the keyboard
- - [DEL] is a standard key used on all Amiga keyboards
- (character "[" is on German Amiga keyboards placed on another
- key unlike on American/British keyboards so this character
- doesn't respond to the same key on all Amigas)
-
- b) I was surprised you remaped [F12] key to "]". Key [F12] is
- not used in the game (I didn't recognized it at least).
-
- ------------------------------------------------------------------------
- Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes:
-
- I don't know what you did to the keyboard handling routine, but now,
- when I want to change weapons, I have to do Shift&1 or Shift&4, rather
- than simply 1 or 4.. While now, the game runs in azerty, which suits
- my keyboard (previously, it ran in qwerty), aside from the numerics.
- That's strange, you should set it as it was before v1.0 (or put a
- tooltype).
-
- ------------------------------------------------------------------------
- Adam Carrano <adamca@aix.pacwan.net> writes:
-
- It wasn't a good idea to use the keymap.lib for 2 reasons:
-
- When I type a message in network games
- the keyboard is always upside-down, when I press the A key a Q is display.
-
- [I think that's caused by another bug, fixed in 1.2, Peter McGavin]
-
- on an AZERTY keyboard now it's a mess because we must hold down the
- shift key to change weapons (Shift+2 for gun). and now the gamma keys
- doesn't exist anymore on AZERTY.
-
- If you want to use the keymap.lib please use the rawkey decimal codes of
- the Amiga keyboard and not of the PC keyboard.
-
- And don't know why but I can't use the letter keys (A, Z, E, R etc..)
- only the special prints keys (< , ; : =)
-
-
- 2- During a network game if one of the players press the "à" key ("0" on
- left pad) the player one leave the game.
- This is on an AZERTY keyboard, I don't know where is placed this key on an
- QWERTY keyboard.
-
- ------------------------------------------------------------------------
- "Paterno' Tobia" <mc6346@mclink.it> writes:
-
- Now ADoom is perfect, flashing jerkiness has gone forever,
- It's fast, it's excellent on 320*400 too, but...
- Keyboard handler!!! (arghh!)
- Why did you modify what did its job already perfectly?
- Now It'a completely a mess!
- I explain myself:
- Now I can't strafe while running. Usual:
- Shift for run mode + a key for activate strafe mode + direction key
- doesn't do at all its job now... It remains stuck on strafe mode or keeps the
- last direction taken until next pression on the key in the same direction.
- Can you fix this asap? Hint: re-join the good'ol code ;-) and throw away the
- newer.
-
- ------------------------------------------------------------------------
- Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes:
-
- Usualy, when I press '1' on the keyboard, I got the symbol '&', if I
- want to have '1', I have to press shift and '&'. On the numerical
- keyboard, I press '1' and I get '1'. - But, in version 0.9 of adoom,
- I pressed '1' (or the symbol '&' if you prefer) on the keyboard and it
- changed weapon. Now, I have to do shift '1', which isn't cool when
- playing.
-
- ------------------------------------------------------------------------
- Cyril Deble <Cyril.Deble@capway.com> writes:
-
- I use a french keyboard and now i need to use the shift key to change
- weapons...
-
- ------------------------------------------------------------------------
- nv95duos@kagg.gy-edu.kalmar.se (Oskar Duveborn) writes:
-
- Nice work with ADoom but, the new 1.1 has a serious
- flaw here - pressign shift simply renders most other
- keys useless (except for the arrows) which isn't very
- nice :/ Sidestepping etc. doesn't work when running..
-
- ------------------------------------------------------------------------
- Oskar Duveborn <nv95duos@kagg.gy-edu.kalmar.se> writes:
-
- When fiddling a bit more with the new ADoom we found that you've put
- movement on the keypad - just where it's most comfy selecting your
- weapon! ..*nag, nag* ;)
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- DOUBLE-BUFFERING AND C2P
- ------------------------------------------------------------------------
- ^_^ <bitbrker@ionet.net> (Tm2) writes:
-
- Just thought you'd like to know how things are going on this
- end. First, the double-buffering under AGA has madee the game
- *much* better looking and indeed more professional looking.
- Now it really looks like a "commercial" quality game.
-
- Also, the 020+ optimized C2P is noticably faster on 030. It
- may be only 10% or something like that but it's noticable and
- every bit of speed helps. :)
-
- ------------------------------------------------------------------------
- Nick <Niksa.Franceschi@public.srce.hr> writes:
-
- Erm.. actually smthing went wrong with this c2p!
- Version 0.4 is now much slower than 0.3 on my 030/50!!!
- I think it's due to double buffering, or some wrong timings. Dunno exactly
- why, but it's ~30% or even more slower, since you can really feel big
- difference in speed!
- I hope you can solve this :))
-
- ------------------------------------------------------------------------
- Jesper Svennevid <chip@ramses.ml.org> writes:
-
- And PLEASE, add an option for forcing adoom into using the 040 c2p and
- skipping the doublebuffering, as it goes rather slow actually, with double-
- buffering(At least, it feels so).
-
- ------------------------------------------------------------------------
- ^_^ <bitbrker@ionet.net> (Tm2) writes:
-
- It's definitely *not* slower on my 030-50MHz. Even a PC friend of
- mine said he could notice a definite speed increase. However, perhaps
- you could add a switch to select 040 or 020/030 C2P? Then maybe
- everyone will be happy. :) It's even notably faster in my hacked
- DBLNTSC 320x200 31.45kHz/74Hz mode (I had to adjust the pots in my
- VGA monitor to get it full screen).
-
- Everyone around here (including friends of mine which own Pentium
- PC's) have essentially gained a new-found respect for the Amiga in
- general thanks to your port. Kind of a "hey that's pretty neat" and
- a smile. And in turn, I haven't felt the need to put down their PC's
- or "defend" my Amiga. Strange, isn't it? But *very* welcome! Seems
- like this year is going to be a good one for the Ami!
-
- ------------------------------------------------------------------------
- Lawrence Harrell <drlove@ibm.net> writes:
-
- Thanks for a great game. On my hardware 0.4 is significantly slower
- than 0.3 (and 0.2) and sometimes the demo at the beginning will not
- stop even when I select new game. The sound does, however, seem to be
- improved in 0.4.
-
- ------------------------------------------------------------------------
- Lawrence Harrell <drlove@ibm.net> writes:
-
- Since 0.3 it's just got much slower on my system :( So I'm sticking with 0.3
- for the moment. Thanks anyway for a great game. 0.5 runs OK, apart from the
- speed, but my system crashed shortly after I exited and the music seems to be
- struggling to play.
-
- ------------------------------------------------------------------------
- tristan.fletcher@severed.overflow.com (Tristan Fletcher) writes:
-
- I have to run 1/2 screen to get anywhere near a decent frame rate, yet I see
- A1200 owners with only 030-50Mhz saying they are getting very good framerates,
- and they are only using AGA. I guess it's a quirk of my system as I have an
- A3000T, 040/40Mhz and a picasso II card. The only thing I can think of is I
- don't have any RAM on my 040 board, it's all on the 3000T's motherboard
- (although it is all 60Ns stuff)
-
- ------------------------------------------------------------------------
- Matthew Gregan <kinetik@caverock.net.nz> writes:
-
- I don't know if you've released a newer version yet (Aminet recent doesn't
- come up until about 3pm our time), but I grabbed ADoom 0.4 the other day, and
- it's running roughly half the speed of ADoom 0.3... I would have expected it
- to run faster because of the dedicated 020/030 routines... Is there a problem
- causing it to slow down?
-
- Incidentally, if I run MCP before I play ADoom, it doubles the C2P time
- according to the timer... It doesn't seem quite 1/2 the speed, but it's
- definately slower. Not sure why, but you might want to put something about
- that in the docs so the other users can experiment and see if it's slowing
- them down or whatever too.
- [...]
- I've got version 0.5 now... It's no faster than 0.4 but the big slowdown with
- MCP isn't happening anymore, which is a bonus. It seems MCP isn't affecting it
- much now.
-
- ------------------------------------------------------------------------
- Marius Lauritzen <Marius.Lauritzen@fix.no> writes:
-
- I've downloaded ADoom-0.5 ! (I had 0.3 before)
- It was MUCH faster on my machine!! ;DDD
- [...]
- Amiga1200 030/50Mhz,120Mb Hd,18Mb Ram.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- NETWORKING
- ------------------------------------------------------------------------
- dhomas trenn <dhomas@youngmonkey.ca> writes:
-
- Just a quick note to let you know that the -net option is broken in
- version 0.2 of ADoom. It worked in 0.1, but locks up my AmiTCP network
- under 0.2. This happens once it gets to the 'waiting' or 'sending'
- connection part (before the game starts).
-
- [It worked for me, Peter McGavin]
-
- ------------------------------------------------------------------------
- Moses Leslie <marmoset@ctr.net> writes:
-
- First of all, networking is not broken in .3, it worked fine for me and
- many others. One caveat, however, is that it seems to require miami
- 2.92+, 2.1p versions don't seem to work, they hang on the "opening custom
- screen" line or whatever it is. I have no idea why that would happen, but
- it's something to suggest to people who complain about problems :)
- [...]
- The networking is actually decent, too, if I hook up with someone else on
- a decent ISP and we aren't too many hops away :)
-
- ------------------------------------------------------------------------
- "Matthew O'Neill" <mash@dingnet.demon.co.uk> writes:
-
- I have also tried the TCP net work and it works perfectly. This is
- using AmiTCP over a line (demon) although it was really slow :(((
-
- ------------------------------------------------------------------------
- Steffen Flick <sflick@stud.uni-frankfurt.de> writes:
-
- You are asking if there is TCP/IP driver for DOOM - Yes and No - There is a
- sort of emulating a serial line over TCP/IP (on Amiga this means something
- like telser.device) for DOS DOOM. In my opinon this is not networking - the
- same for the nullmodem options with some Amigagames. But I downloaded
- Win95DOOM and noticed that TCP/IP is supported (via Winsock). But I didn`t
- told me the Port that it used, so that I can simply try it out - But I will
- try to sniff this out)
-
- ------------------------------------------------------------------------
- ggreco@iol.it (Gabriele Greco) writes:
-
- I use this code (in another project) to set the socket in non blocking mode:
-
- void NetNonblockingIO(struct Session *s,int onoff)
- {
- struct Library *SockBase=s->SockBase;
-
- #ifdef AMI_TCP
- IoctlSocket(s->net, FIONBIO, (char *)&onoff);
- IoctlSocket(s->net, FIOASYNC, (char *)&onoff);
- #else
- s_ioctl(s->net, FIONBIO, (char *)&onoff);
- s_ioctl(s->net, FIOASYNC, (char *)&onoff);
- #endif
- }
-
- I see you use only FIONBIO!
-
- ------------------------------------------------------------------------
- Jesper Svennevid <chip@ramses.ml.org> writes:
-
- I thought I just let you know that playing over the net DOES work.
- I've been playing adoom over internet for several days now, without
- any problems. I'm using Miami 2.92 as TCP/IP-stack, and I have even
- played ADoom against the other ports of Doom.
- [...]
- I've been playing with version 0.2...
- [...]
- It was against both linux-doom and against the amiga-port 'AmigaDoom'.
-
- ------------------------------------------------------------------------
- CHRISTOS COUCOULIDES <flatline@acropolis.net> writes:
-
- All idea is I see my PC friend has a small
- program which start doom and call through a simple modem his other friend
- which start the
- same program in answer mode and they link and
- play doom. ( Gloom has an option like this)
-
- As understand this won't happen here because
- the doom is a Linux Version ??
- and need AmiTcp for network.
-
- ------------------------------------------------------------------------
- Adam Carrano <adamca@aix.pacwan.net> writes:
-
- I tested Adoom v0.4 on two A4060 with ariadne ethernet cards and
- AmiTCP and it works very well and fast.
-
- I also tested via the Internet with two Amiga and Miami and it works but
- if you want best performances the players must have the same provider and use
- these
- arguments to limit the transfert data:
-
- for fast networks and deathmatch mode:
-
- -NOMONSTERS -ALTDEATH -DEATHMATCH
-
- yes, Adoom supports these arguments.
-
- ------------------------------------------------------------------------
- Andreas Kuester <a.kuester@kds-online.com> writes:
-
- Congratulation for your ADoom, we play it for many hours with much fun!
- When we play over network (Ariadne ethernet with AmiTCP v4.3) and
- finished the first level, both machines leave doom and switch to workbench.
- Do you have any idea?
-
- ------------------------------------------------------------------------
- Peter Thiessen <pkarlos@pangea.ca> writes:
-
- My System:
-
- Amiga 2000
- 030/40 w 8 megs 32 bit ram & 6 megs 16 bit ram!
- OS v3.1
- 1 Meg ECS Agnus
-
- Running:
-
- Miami and MUI
-
- ADoom so far works ok right now with networking, although it's a bit
- slow on my system when networking! The only time I had it crash was when me
- and a friend played it for 4 hours straight against the monsters, then miami
- airport crashed! Keep up the good work! :)
- [...]
- I just thought I'd make a comment since you reported in your
- readme file that certain users couldn't network with 0.3 and noted that you
- hadn't tested it! Well was tested for four hours with a netfriend with
- monsters before it crashed...in fact we were at the end and couldn't finish
- it because of the crash! :+)
-
- You know it'd be nice if one could reconnect to your netfriend without us
- both having to restart the program. Note my IP address is dynamic! Perhaps
- there's some way for the program to detect new players and add them instead
- of us having to reload the program to play! Things like that would be most
- welcomed! :+)
- [...]
- Command used is: adoom -net 1 <Net #2 IP-Address>
- adoom -net 2 <Net #1 IP-Address>
-
- While playing the Doom Shareware mod which is about 4.8 Megs or so in normal
- team mode, the following problem occurs after we complete the first level
- thus not allowing us to continue:
-
- Screen Mode $00011084 is NATIVE-PLANAR EXTRAHALFBRITE
- Error: W_GetNumForName: WIOBJ not found!
- I_ShutdownSound()
- I_ShutdownMusic()
- Total number of frames = 1639
- Total blit wait time = 2982859 us (1819 us/frame)
- Total safe wait time = 3415577 us (2083 us/frame)
- Total C2P time = 97871046 us (59713 us/frame)
- Total WPA8 time = 0 us (0 us/frame)
-
- End of game at this point! We can play fine in modes deathmatch and
- nomonsters and complete the entire wad file! BTW Are there any othe modes
- for selecting different levels to start from?
-
- Note: -deathmatch and -nomonsters modes work fine so far!
-
- ------------------------------------------------------------------------
- "Paul Webb" <orion@thenet.co.uk> writes:
-
- [...] I use Miami to get on to the Internet and I I've
- found a problem with it and your port of Doom, and probably the other
- one as well. Miami sets an envrionment variable called "Home" in the
- ENV: assign and it seems to be confusing ADoom. The game runs alright
- but any changes to the controls that I have made in .doomrc are lost
- as it can't find the file. There are two soloutions that I can see,
- change the code in ADoom and program out the problem or copy the
- .doomrc file into the directory that Miami has set for Home, in my
- case it's the TEMP: assign but I believe the default is SYS:.
- I read on your ADoom history that ADoom 0.2 and 0.3 hang on exit,
- I'm afraid to say that on my machine 0.4 hangs as well, but only when
- run from Workbench, I usualy run it with no startup to get the biggest
- chunk of ram I can.
-
- ------------------------------------------------------------------------
- Dean Husby <webmaster@akasa.bc.ca> writes:
-
- [...], any change of rewriting the network code to be internet
- friendly? It sure would be nice to have a 4 player kill fest, I tried
- Adoom with one person but it was so slow and painful. (And crashed
- alot)
- [...]
- If you were to recreate the networking code to allow for 4 players at
- a good speed, people would love you all the more for it. I know I
- would. The Amiga has so very few Net games, none of which had any
- lasting ability.
-
- ------------------------------------------------------------------------
- Peter Mattsson <pmats@algonet.se> writes:
-
- Is it possible to implement serial linking in your DOOMport? I've heard that
- this wasnt even implemented in the original MSDOS version of DOOM. In that
- case this would be difficult to program, or am I wrong?
- I think that serial linking would be more of use than network linking,
- as everyone has a serial port but not many have network-cards.
- The second reason is that games like DOOM, Duke3D and Quake tend to
- be quite boring unless you play against a friend :). The third reason
- is the thought is quite funny: Playing serial DOOM on two Amigas, and
- PC owners might notice the power of Amiga. :)
-
- >I believe ADoom already works over a NULL-modem cable with
- >(SLIP or PPP) and (Miama or AmiTCP). I've received contradictory
- >reports about how good the performance is.
-
- Okay I will shortly try that with a friend! But my senses tell me
- networking on a 030/50 together with DOOM isnt going to be fast,
- if you know what I mean. But I dont want to sound negative before Ive
- tried it myself..
- [...]
- I have now tested networking with Miami on two A1200/030/50!
- It worked after some hours of struggling with Miami<->ADoom, but
- the result was below expected. Even at the smallest window, it was
- still unplayable. To make it faster, I think a 2x2 resolution or
- real serial linking would be the things to do.
- [...]
- Well, you can trust me on this one: it was unplayable, even at the
- smallest window. And we used two Amiga1200/030/50 with Miami v2.1
-
- ------------------------------------------------------------------------
- fabsced@techplus.com (F. Shaun C Edwards) writes:
-
- I run an A1200 with 060-50 & AGA. I have 40 megs ram so I load the
- whole doom setup that I wish to run into ram, then start it. [...]
- when playing Adoom on Inet, I get about 10-15 fps, so the net support
- is doing great. If there was a way to reduce packet output during
- play, that could speed up the game a bit. :)
- [...]
- For some reason, whenever I run a net game with someone (started last night),
- either me or the opponent will get "Error: consistency failure (24805 should
- be 24806)" after about 10 sec of playing. then ADoom will shut down on that
- end which messed up. Can you fix it?
-
- ------------------------------------------------------------------------
- acdc_hacker@hotmail.com (MAX HEADROOM) writes:
-
- My friend & I have also enjoyed it via TCP/IP.
- [...]
- COMPUTER: A2000+040/MMU/FPU/28Mhz - Kickstart 40/Workbench 3.1
- 17MB RAM.Picasso2+CGX(24bit)/Exabyte 8200 DAT/2.2 Gigs HD Space
-
- ------------------------------------------------------------------------
- Isak Schmidt <robert_b@algonet.se> writes:
-
- -I played tcp/ip network game with a friend today (using Miami and
- null-modem) and it was S-L-O-W!! It was not even playable in the
- smallest window available. I was wondering if there is any way to
- include a null-modem option for playing deathmatch etc. It would be
- really nice.
-
- ------------------------------------------------------------------------
- flo@sci.fi (flow/da passive!^panik.) writes:
-
- I was wondering if I want to play with my pc friend ADoom,
- and we have null modem cable, but how should we configure to
- get everything work?
-
- ------------------------------------------------------------------------
- "Adam Atkinson" <ghira@mistral.co.uk> writes:
-
- I've been trying to play via the net and I get stuff like:
-
- Error: consistency failure (10914 should be 10896)
-
- and :
-
- Error: consistency failure (-4405 should be -4401)
-
- after, say, a few seconds to a few minutes.
-
- ------------------------------------------------------------------------
- "Robert L. Wise" <rlwise@csrlink.net> writes:
-
- Great program!! But it fails over the internet after a short time of play.
- [...]
- Error: consistency failure (1153 should be 1154)
-
- ------------------------------------------------------------------------
- "Troels Walsted Hansen" <troels@stud.cs.uit.no> writes:
-
- I tried ADoom 0.5 a couple of days ago in multiplay with a friend over
- ethernet. We both use A4000/060 with CV64 cards, and Miami for
- software. ADoom froze when one of use died and pressed space to
- resurrect. The game froze just before the green flash disappered. I
- think it went into a 100% cpu loop. The other client stayed alive, but
- slowed down to a complete crawl (1 frame every 2 minutes). We
- reproduced this 3 times with various startup options. We used the WAD
- from www.pluk.com. The problem didn't happen with ADoom 0.4.
-
- Thanks for a very nice Doom port. :)
-
- ------------------------------------------------------------------------
- Nick Tamm <nicktamm@nmol.com> writes:
-
- My brother and I have two computers connected via a null-modem serial
- cable, and running AmiTCP with SLIP on both of them, we are able to
- play DOOM as though it were over a network. So, thank you for a great
- port.
-
- ------------------------------------------------------------------------
- Roy Krister Ellingsen <yver@online.no> writes:
-
- [...] I was just wondering if you could implement something in
- "ADoom"? I were thinking of a link-option so you could link on "Doom" with
- Pc-Users. Now I see that the link-option on the Pc is done in the setup-file,
- so therefore there aren't any chance for the Amiga-users to link on it (yet),
- but therefore I hoped that you could do a setup-file for "ADoom" so more
- options became available for the Amiga-users too (eg. link,
- keyboard-configuration and mouse-control). [...]
-
- ------------------------------------------------------------------------
- Adam Carrano <adamca@aix.pacwan.net> writes:
-
- When I play in local network, one of the players (sometimes the 1st
- and sometimes the 2nd player) automaticaly leave the game after a few
- seconds. And I don't do anything for that !!!
- [...]
- The network problem has been removed in ADoom v0.6
-
- ------------------------------------------------------------------------
- Parzys john-guillaume <parzys@club-internet.fr> writes:
-
- I think that a communication with a NULL-modem cable is necessary for
- the AMIGA people
- (because the ethernet board is more expansive)
-
- ------------------------------------------------------------------------
- Marius Lauritzen <Marius.Lauritzen@fix.no> writes:
-
- Do you think you're going to install a simple link-program
- between two computers?
- [...]
- We tryed Miami.... But... We don't understand how to get it to work.
- After that we tryed AmiTCP..... We diden't understand one single thing.
-
- After 5 hours of trying to get a connection between the two computers
- we gave up. And we desided to wait if there will come a later version
- of ADOOM with a link-program. Miami uses MUI and will therefore slow
- the game much down.
-
- ------------------------------------------------------------------------
- joe@bahnhof.se (Johan Erkers) writes:
-
- Just wanted to let you know ive tried to network ADoom and
- Win95Doom. Win95Doom supports TCP but no luck unfortunately :-/
- It waits forever but cant find the other end.
-
- ------------------------------------------------------------------------
- Stefan <stefan.oggemar@mbox200.swipnet.se> writes:
-
- 1. If I start a network game and I type in the wrong address it's no way to
- quit it?
- 2. It's so damn jerky when playing a networkgame, is there anyway to make it
- faster?
- 3. Some of the keys are mapped wrong when using chatmode? Can it be fixed?
- [...]
- Btw, my system config is: A1200/030/50MHz/16MB FAST/ NO GFX BOARD
-
- ------------------------------------------------------------------------
- "Lasse Pedersen" <volmer@vip.cybercity.dk> writes:
-
- ADoom is wonderful!
- But you need to do something to the multiplayer
- side of things!
-
- TCP/IP is great for Amiga<->Amiga<->Amiga etc games, but
- what we really need (the ones with an ethernet-card), is support
- for the ipx-protocol in networkgames. I've just spotted AmIPX on
- aminet.
- It's a shared library, which should be quite easy to get into.
-
- ------------------------------------------------------------------------
- David A Gibbs <einy@einy.demon.co.uk> writes:
-
- We GOT Adoom to connect using serial Link on Miami using PPP with
- packet size 296 speed 19200.
-
- It Worked FINE....Bit slow becuase i found out I was the MASTER
- (030/45Mhz 8Mb) and my mate was playing SLAVE (040/40Mhz 16Mb). Every
- time I did an option (map,etcc) his update slowed dramitcally for a
- sec.
-
- We changed the config around and boy it was playable. We tried with
- both the DOOM1 shareware WAD and the DOOM2 (comm.wad).. DOOM1 played
- excellent (also with WARP) and so did DOOM2..when we changed levels on
- DOOM2 it seem to slow down...
-
- Also Turn of the -maponhu and rotatemap options..it SLOWS DOWN...
-
- ------------------------------------------------------------------------
- Wayne Martin <tb@amiga.org> writes:
-
- Just wondering but could you please put direct support
- for modems in the next version? Its dreadful trying to
- get your machine online then quit the terminal and load
- adoom :) I spoz it could be something like
-
- Adoom -initATZ -dial385-5555 and Adoom -pickup
-
- Oh, and I belive that datacompression screws up
- protocols for realtime action games... just incase
- you did nt know :)
-
- ------------------------------------------------------------------------
- "Peltenburg, G.J.H." <gpeltenburg@wxs.nl> writes:
-
- [about IPX with ADoom, PCs and a Mac]
- Also, I've tried a 4-player network game (one PC and one Amiga share a
- monitor, so for me that is not really an option) and the computers do
- become sluggish in that situation. The fastest PC and the Amiga are
- still playable, but the slower PC (still a P75) is sluggish. Of course,
- the Mac is always sluggish.
- When I quit the Mac version, the game becomes a lot more responsive, so
- it is most likely that it is the Mac that is slowing things down.
- [...]
- I've downloaded ADoom 0.9 and played it versus my PC and Mac.
- The frame rate does not drop below 6fps (on my A4000/060 on AGA, and
- with mouse enabled, at two steps below maximum size, high detail) on a
- Western-level called Boot Hill.
- I don't see any significant slowdown with IPX networking compared to
- non-networked ADoom. I think when I buy a graphics card, it will be even
- better.
- Right now, it's already quite playable. In fact, more playable than the
- Mac! (which has a PowerPC 603e at 75MHz)
-
- I like it so much, that I've just ordered another copy of DOOM2, to make
- things legal.
-
- I'm using PC DOOMII v1.9 and MacDOOMII. I've had to use -pcchecksum and
- -forceversion 109 . And yes, ADoom bombs out at the end of DOOMII level
- 1 in co-op. Big deal.
- [...]
- That frame rate of 6fps: that is when Executive is running. It does not
- get below 11fps without Executive.
-
- ------------------------------------------------------------------------
- Steffen Flick <sflick@stud.uni-frankfurt.de> writes:
-
- I`ve just downloaded 0.9.
- You are really astonishing ! :) I want to make it simple for you as I try to
- use TCP/IP with Win95Doom. I did not ever think of using IPX (a total other
- !networkstack!) - I thought it would be too dificult.
- Congratulations !
- You are one of those pioneers: The inventors of the Amiga, the first Demogroup
- using Amiga, ... , the programmer of the first popular game (the DoomPort by
- Trance ?) after the golden Amiga times and now the first popular game from the
- pc which could be played against Winstupid PC.
- As I`m a networkaholic (you know that :)) I started some experiments:
- (BTW: some friends said to me (for fun) I invented the Borg species in
- StarTrek: your Amiga will be assimilated (connected to a network) - they mean.
- My reply is: resistance is futile !)
-
- I use Win95Doom (it is really great - could be played in 640x400, ...) -
- again:
- Now in "IPX Connection to DOS or MAC Doom" Mode - it works for a while - seems
- to me that Win95 is doing some rubbish - I will try it with DOS. Very Good
- work !
- I will keep up my testing work...
-
- And I use 4 Amigas in a network (is this really a network???):
- I connected 3 060 Amiga`s running ADoom via SLIP lines at 115200. All are
- running AmiTCP and it works great on all machines ! We played for hours and
- had a lot of fun I didn`t manage to connect the fourth Amiga - only a 030
- Amiga at 57600. I think the machine is too slow.
-
- I don`t know what you are going to do in the future... :)
-
- ------------------------------------------------------------------------
- Linus =?iso-8859-1?Q?Sj=F6?= <zider@gotland.crosswinds.net> writes:
-
- Well, I tried it over Internet (33k6 modem) between Sweden and England (he had
- 030/50 and I
- have 060/50) and I got about 2-3 FPS or something.. (= And it quitted with
- some kind of error
- after I shot him 3 times with the handgun. His ADoom were still running after
- I got the error..
- ..if it helps you in any way.. (dont remember the error I',m afraid, some
- numbers that didnt match
- or something)
- [...]
- >Consistency error?
-
- Yes thats right.. What is consistency error anyway?
-
- ------------------------------------------------------------------------
- Juha Pinola <jpinola@cs.joensuu.fi> writes:
-
- [...] We didn't get adoom to work with nullmodem
- option.. I phoned to my friend with Term and then
- we quit it and tried adoom with serial.device
- but nothing happened.. It locks up in "sending network start info.."
- But we managed to get connection with 2 Miami
- and then it worked with normal network mode..
- but was very slow.. Like walking in grease.
-
- ------------------------------------------------------------------------
- Adam Carrano <adamca@aix.pacwan.net> writes:
-
- Can you add a direct modem connection that would dial a telephone
- number like the PC and Mac do ?
-
- ------------------------------------------------------------------------
- "Mark McVickers" <mark@mcvickers.u-net.com> writes:
-
- I've played ADoom a few times & over the internet. I just got v1.1 &
- it runs great on my 030/50MHz.
-
- ------------------------------------------------------------------------
- sitsofe@iname.com writes:
-
- Is there any chance that that you can develop a deathmatch option that
- is compatible with PC Doom? All my friends have PCs and it would be
- perfect if I could hook my Amiga up to their TV to play a deathmatch.
- Just out of interest, approximately how fast would it be if I was
- using an A1200 3.5Mb Fast with a 486DX 33? Would it be playable.
-
- [Theoretically it already is compatible using ethernet and IPX, Peter
- McGavin.]
-
- ------------------------------------------------------------------------
- Marius Lauritzen <Marius.Lauritzen@fix.no> writes:
-
- We tryed linking yesterday between to A1200 030/50 18Meggz Ram.
-
- But we only have a 3Wire-Nullmodem-cable so we had to use
- a ParNet-cabel and liana.device.
-
- But here is some problems:
- - Some times the game stopped for a few seconds. (But it never crashed)
- - It was no possible to play corporation-mode because we
- was dumped in the shell when we enterd the exit. 'WEOBJ not found' or
- something like that.
- - It slowed down a bit when we linked.
-
- It was VERY cool to link doom but the stopping in a few seconds
- was not so funny.
-
- I don't now how to configure liana.device. Do you?
-
- ------------------------------------------------------------------------
- bs168@fen.baynet.de (Felix Schwarz) writes:
-
- I really like your port and played it with a friend in the network
- between an A1200/030/28 and an A4000/060+PPC .. really cewl.. but would
- there be a possibility to play it over the ParNet-cable ?
-
- [liana.device and either Miami or AmiTCP, Peter Mcgavin]
- [...]
- Well, couldn`t you simply make your own protocol using that cable ?
- That would be easiest method..
-
- ------------------------------------------------------------------------
- Simon Kempster <simon.kempster@jdaintl.co.uk> writes:
-
- If you have a "wish list" at all, what
- I'd like to see is compatibility with a PC for a null-modem game. That
- would be great. In the meantime, I'm going to experiment with trying to
- connect two modems directly.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- MUSIC
- ------------------------------------------------------------------------
- Joseph Fenton <jlfenton@ctaz.com> (author of the MUS-play code)
- writes:
-
- The MUS player only uses two of the audio channels (0 and 1,
- although the channel numbers can be changed). That leaves
- 2 channels free for the SFX. By having music on two and SFX
- on the other two, the master volume is still controllable using
- the channel volume in Paula. You'll notice that I combine up
- to 16 voices and use an arithmetic shift for fast volume scaling.
- The bfffo (log2(x)) gives the shift so that the volume remains
- linear. If you combine SFX, you use more processing power,
- but can then use the sepeartion as the voice volume when
- adding into the left or right buffer just as I use the instrument
- channel volume to combine the instument voices in the MUS
- player. I don't use the panning in the MUS file because I never
- saw a MUS score that used it, but it could be used to do seperate
- left and right output.
-
- If you don't combine SFX, you only have two instead of four
- channels. Not much of a tradeoff as many folks use lower counts
- on the real DOOM for a speed up. Plus, if the music is turned off,
- you could go back to four channels again.
- [...]
-
- [about MIDI_Instruments]
- They are the standard MIDI instruments and percussions by the way; we'll
- also be trying to do a new file ourselves sometime. One hint, do most
- normal or high pitched instruments at 72 and low pitched instruments
- (bass) at 60; they sound better that way because the 11K sample rate
- limits how good you can get one end or the other. Sampling at an
- octave closer to where it wil NORMALLY be played makes the instrument
- play back better.
-
- [...]
-
- If you look at the MIDI_Instruments.s file, it is a table of offsets to
- the instruments; the instruments are:
-
- LONG Sample Rate in MIDI_Instruments, replaced by ptr to wave in player
- FIXED Loop Start (if non-zero) of instrument
- FIXED Length and Loop End of instrument
- BYTE Flags, 0 in MIDI_Instruments
- BYTE Note Base of sampled instrument, 60 = sampled at middle C, 72 =
- sampled at 1 octave above middle C.
- ARRAY OF BYTES Instrument wave data in Amiga raw format (8bit signed)
-
- The sample rate should always be about 11050; if the instruments are
- significantly off from that number, the note sampling table should be
- altered to correct the deviation.
-
- ------------------------------------------------------------------------
- RUiNa <ruin@warwick.net> writes:
-
- Hey I just wanted to say thanks for making a great port of Doom, and I'd like
- to request that you put in real MIDI support.. not too many games for the
- amiga use MIDI for sound, and since the original DOOM used MIDI, it would
- seem to make sense.. There's a lot of amiga users with midi equipment and it
- could add alot to the port.. Once again, thanks!
-
- ------------------------------------------------------------------------
- "Thomas Danielsson" <thomda@Algonet.se> writes:
-
- Is that possible to use a extern sound module or a synth, to play the music
- instead internal?.
-
- ------------------------------------------------------------------------
- StAn <efabre@hol.fr> writes:
-
- the music sounds very strange, like if the pitch was
- changed 1 or 1.5 second after the beginning of each instrument.
- (hmm I say "pitch" but I'm not sure)
-
- ------------------------------------------------------------------------
- "John Herzfeld" <johnh@user1.channel1.com> writes:
-
- [...] I am probably one of only a
- few Amigans with a midi device attached to my machine.
- A yamaha synth in my case.
- It should be easy to port the Doom music to us, right?
-
- It would be great if you could do that.
-
- ------------------------------------------------------------------------
- "Andy Gardner" <valkyrie@enterprise.net> writes:
-
- There is one thing I would like to ask and it concerns the main new feature in
- Version 0.5 - the music. In the main archive you included a file called
- "MIDI_Instruments" so the music could now be played. I know there are a lot
- of people out there who, like myself, have GMPlay (General Midi Player)
- installed on their Amigas. And more importantly have high-quality 16-bit
- samples which are used in the play back of Midi files.
-
- Is there anyway of accessing these samples (either by accessing the GM:
- directories directly or by including a program so we can compile our own
- "MIDI_Instrument" files using samples from GMPlay)? It would alow us to have
- better and clearer samples without having to rely on you to provided a HUGE
- great Instrument file. In my case I have 25Megs of samples in my GMPlay
- directory and I don't think you'd want to ship a copy of ADoom with a 25Meg
- music file in it would you? ;)
-
- ------------------------------------------------------------------------
- Vesa Halttunen <vesuri@jormas.com> writes:
-
- Stereo sounds would be cool.
-
- ------------------------------------------------------------------------
- ^_^ <bitbrker@ionet.net> (Tm2) writes:
-
- * The music plays some sour notes. I'm assuming that the MUS
- player or the MIDIFiles file needs some work?
-
- * The music is not in stereo. All of the Doom music takes
- advantage of stereo effects.
-
- Some ideas?:
-
- * MIDIFiles sampled at 28kHz? That would sound a lot better. ;)
-
- * Music frequency playback at 28kHz? 11kHz is pretty noisy.
-
- [...]
- Just thought I'd let you know that the new MIDI files are indeed a
- lot better than the old ones. There's an apparent waveform "clipping"
- problem with some of the songs though. Also, when switching between
- songs with the IDMUS cheat, eventually the songs start to sound like
- they get transposed incorrectly.
-
- [...] even at 11kHz, the music sounds very good.
- I even tried one of my favorite MUS PWADs, "30Tunes1.WAD". All in all, it
- really, really sounds good. Once the slight occassional "popping" is removed
- from the MUS player, it will be even better.
-
- ------------------------------------------------------------------------
- Dirk Neubauer <neubauer@rz.uni-greifswald.de> writes:
-
- Thanks for new version. Works great, with Doom2 too. But the music now
- is ugly. But may be my slow processor is the reason for.
-
- ------------------------------------------------------------------------
- Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes:
-
- The music option works too, but is of pretty poor quality. Can't this be
- better?
-
- ------------------------------------------------------------------------
- Alexander Niven-Jenkins <anj@cremlinsoftware.org> writes:
-
- But can I also say that with music it's got that little bit more, well
- done. Keep up the good work!
-
- ------------------------------------------------------------------------
- Jonas =?iso-8859-1?Q?=D6sterberg?= <drkoss@algonet.se> writes:
-
- Could you please add a -nosound option (or similar), so that ADoom doesn't
- try to allocate audio channels or play audio at all. I noticed that I couldn't
- play Doom and listen to some mp3 instead of Doom SoundFX/Midi Music, since
- ADoom initializations shut down completely if it couldn't allocate audio
- channels (Playing Quake and listening to mp3 works fine, since Quake doesn't
- use audio).
-
- ------------------------------------------------------------------------
- Benji <ben.cowdall@qatraining.com> writes:
-
- The MIDI music player was quite a suprise - shame the music in the game
- is so poor on the "real" PC version!
-
- ------------------------------------------------------------------------
- "R.J.Lundie" <MBCX4RJL@mail1.mcc.ac.uk> writes:
-
- would it be possible to add an
- option to output the MIDI music to the serial port? That way, the
- game will run much faster (and sound much better) for those
- (including.. ahem.. me) who have GM sound modules.
-
- ------------------------------------------------------------------------
- "Thomas Danielsson" <thomda@Algonet.se> writes:
-
- I have one quick question about the file MIDI_Instruments.
- 1. Is that possible to make a own MIDI_Instruments file, and how it's done?.
- I asking because i own a Korg X3 synth, and i was thinking to take samples
- from it. But it depens how difficult it is, to make a such file as MIDI_Instr-
- uments.
-
- ------------------------------------------------------------------------
- Vesa Halttunen <vesuri@jormas.com> writes:
-
- BTW, I got an idea. Doom has MIDI music so how about adding support for
- external MIDI devices using serial port? I have a synth and a mixer so I
- could listen to the music from the synth (with quality sound) and the SFX
- from Amiga.. The MIDI tunes do not sound that great with my synth either
- (do GM songs ever?) but it's better that way anyway. I sampled the output
- of my synth if you want to hear it :). Maybe someone could help you add
- this feature in ADoom if you don't have time yourself? I haven't tried
- coding any MIDI stuff myself, at least not yet.. but if I have time to
- check it out, I might try. Probably there are 444767324 MIDI experts out
- there tho'.
-
- ------------------------------------------------------------------------
- Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes:
-
- Nice work on the music.. [...]
-
- ------------------------------------------------------------------------
- Martin <mbiro.i3m@metronet.de> writes:
-
- Hi, I'am running now ADoom v0.7 with the Music Pack from Joe Fenton and with
- my 68060 and 48MB Fast-RAM it works verry well (it doesen't matter if I enable
- the -music option or not).
-
- Thanks 2 You and Joe Fenton....
-
- ------------------------------------------------------------------------
- "James Gerard Brown" <jim-brown@mailexcite.com> writes:
-
- The music is working fine, at first I thought it was broken but then
- remembered I had turned it down when using the 030.
-
- ------------------------------------------------------------------------
- Tomasz Kepa <maryan@newton.zsmeie.torun.pl> writes:
-
- [...] Are you considering to make a utility to covert GMPlay
- 16bit samples to MIDI_Instruments file?
-
- ------------------------------------------------------------------------
- ^_^ <bitbrker@ionet.net> (Tm2)
-
- So, when do you think the stereo separation for sfx will be added?
- You could just add some simple pan logic. For example, nothing complex
- just being played on either the left speaker, right speaker, or both.
-
- Also, I look forward to when the MUS player supports 22kHz playback,
- because that will really sound cool.
-
- ------------------------------------------------------------------------
- Cyril Deble <Cyril.Deble@inforoute.cgs.fr> writes:
-
- I've noticed that some sound are played in full volume whatever
- the sound setting.
- I ve got an hearth attack when my headphone screamed like a
- demon at full volume :) :)
-
- ------------------------------------------------------------------------
- Stephen J Leary <9600149l@student.gla.ac.uk> writes:
-
- Am I Correct in thinking that dooms music is MIDI?
-
- If so it would only be a little bit of work to stck the Midi data out
- through the serial port to an awaiting Midi device. Like my
- ProjectXG. Midi is Midi so the data need only be directed to the Midi
- port.
-
- I`m more than willing to test for you.
-
- ------------------------------------------------------------------------
- david.martinez@dret.upf.es writes:
-
- [...] I also would like to join to the people who have
- asked you for doing a version of ADoom which can handle real MIDI sound,
- when using the Amiga with a MIDI keyboard or a MIDI music module. The
- MIDI emulation id OK, but with real MIDI equipment the sound would be
- much better and there would be practically no CPU usage (that would
- really kick the PC's ass!).
-
- ------------------------------------------------------------------------
- "Ben 'bean' Cass" <bean@ideal.net.au> writes:
-
- The music in Adoom is an especially nice feature. If only the player was a
- little faster. :(
-
- ------------------------------------------------------------------------
- SillyCat@ping.be (Silly Cat) writes:
-
- Could you add an AHI sound mode... the sound should be better on a Sound card
- like Delfina !!!!!
-
- ------------------------------------------------------------------------
- Vesa Halttunen <vesuri@jormas.com> writes:
-
- When are we going to get stereo sound?
-
- [...]the music is played in a mixing loop isn't it? So why not use
- a mixing loop for the sounds too (with free panning)?
-
- I'm happy that at least ADoom plays the samples using correct frequencies
- unlike some other Amiga Doom ports...
-
- ------------------------------------------------------------------------
- SillyCat@ping.be (Silly Cat) writes:
-
- Please try to find someone to code an AHI routine for your wonderful
- Adoom (1.0 is amazing 640x400 on A CV64/3d and 060 is fast !)
-
- ------------------------------------------------------------------------
- Niko Tomatsidis <ntomatsi@c2i.net> writes:
-
- I also have to tell you that I'm using amigadoom the most, since it
- supports AHI. The sound is mutch bether with AHI. Can you please
- make an option, so I can use AHI with my soundcard?
-
- ------------------------------------------------------------------------
- Willem Schaaij <schaaijw@club.tip.nl> writes:
-
- I want to ask you if it's possible to add AHI-sound as
- an option. The new 8 bit-DMA mode of AHI deliveres a really good
- sound and should possibly be the most compatible? Is it possible?
-
- ------------------------------------------------------------------------
- Tim Favro <darkman@conceptsnet.com> writes:
-
- When the music is playing I sometimes hear glitches.. best described as
- screahing sounds. I know these should not be there.. Do you know about this?
- I wish I could describe it better... I may possibly be when the same
- insterment is played from the Midi Sounds File. I hear this problem on the
- first level on "Thy Flesh Consumed" and randomly on others..
-
- ------------------------------------------------------------------------
- Vesa Halttunen <vesuri@jormas.com> writes:
-
- I downloaded mus/midi/PlayMF_VU.lha (a MIDI file player using
- camd.library, mus/edit/camd.lha) from AmiNet and found it quite useful
- indeed. It is distributed with C source code. It might be a reasonably
- simple way to implement MIDI music in ADoom. At least according to the
- readme files and all that kinda stuff the camd library (check it out) is a
- nice way for implementing this and the PlayMF source code probably would
- give useful hints about how it should be used. (I'm talking about playing
- MIDI files with external MIDI devices here.)
-
- Another thing is that maybe you should just start using AHI for sound
- output. I tested ADescent (which is currently sloooow) and it had stereo
- sound and it really did boost the atmosphere up. AFAIK AHI does all the
- mixing for you so you don't have to get into that... Be quick though, I've
- already solved the 3 first episodes in Ultimate Doom and the fourth is
- half way done ;).
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 68060 PROBLEMS AND TIPS
- ------------------------------------------------------------------------
- "Shaun F." <shaunf@box.net.au> writes:
-
- I've found the following quirk when playing ADoom:
-
- I have a blizzard 1260 68060 accelerator, and when using ADoom withOUT
- having a fastexec patch (to place exec.library in FASTRAM, as the 1260
- does not do this by itself), ADoom runs very very slow indeed.
-
- Upon using FastExec or BlizzMagic's Fastexec feature, sysinfo reports
- exec.library in fastram, and Adoom runs very fast and smooth. What's
- the cause of this? Is ADoom VERY exec intense or something?
-
- I was jsut thinking, many people with 1260's installed, with no
- fastexec patch might find it unplayably slow.
-
- [...]
-
- I just read your docs in ADoom 0.5, and it says for 060 users,
- FastExec dramatically increases the speed. It actually seems to be
- FastExec's "SSP to FastMem option" which affects the speed of
- ADoom. FastExec is quite annoying, because it reboots the machine on
- every cold startup. A much better solution is to use a program such as
- MCP which has a SSP to FastMem option in it's processor prefs section,
- and doesn't require rebooting on cold startups.
-
- I'm sure there's other programs around which are simple commands that you can
- add in your User-Startup or whatever that move the SuperVisor Stack to
- FastMemory.
- You can easily check if your SSP is in fastmem with a program like SYSspeed,
- in it's System Configuration window. Look at the memory address of SSP:.
-
- [...]
-
- It appears that with the latest versions of ADoom, it now runs fine on
- a 68060 without any FastExec or SSP to fastram things installed. As a
- big guess, it probably had something to do with emulation library
- activity in the Supervisor Stack Pointer area. Anyone correct me if
- I'm wrong, because I don't have much clue about programming :)
-
- ------------------------------------------------------------------------
- Martin Knott <martin.knott@ki.comcity.de> writes:
-
- My Proble: I think, it is not working well with my A1200 with 060 CPU.
- Only 1-2 Frames per Second. I think, it is much faster on an Amiga
- 4000 / 040, but why...?
-
- ------------------------------------------------------------------------
- Peter Pettersson <peterp_m@algonet.se> writes:
-
- Hey Peter,u have done a great work with Doom,it works for everyone ti run`s
- fine with my friends 1230,when i run it it`s slower than 020,and i got 060.
-
- Have u test it on 060?..it doesn`t work when i turn the 060 rutines off and
- run it as a 040 either.
-
- ------------------------------------------------------------------------
- Andrew Deacon <andy@deakmann.demon.co.uk> writes:
-
- ADoom 0.5 has solved my 060 speed probs.
- I've gone from 4.5fps on a small screen to 17.99 on a full
- size screen with the control panel.
- I haven't got FastExec (patches exec.library to fastmem amongst other
- things) working yet, so maybe it'll be even faster then.
- An Apollo user said FE made a huge difference on his machine.
-
- SUPERB SUPERB SUPERB
- [...]
- perhaps it's FastExec responsible for the speed increase after all as
- Amidoom now runs faster as well. Strange that Adoom 0.4 didn't get
- faster when I first installed Fast Exec though.
-
- ------------------------------------------------------------------------
- "Shaun F." <shaunf@box.net.au> writes:
-
- I have an A1200, with a 50Mhz 68060 Blizzard 1260 card, and 16 MB EDO FastRAM.
-
- When running ADoom withOUT MCP's "SSP to FASTRAM" option, it's very very slow,
- unplayably slow. However, if the Supervisor Stack is put into FASTRAM, ADoom
- is very very smooth, the way it's meant to be. BlizzMagic and FastExec have
- options to place SSP in fastram as well.
-
- I never thought the SSP to fastram thing made such a huge difference, but it
- certainly does with ADoom. What's the reason for this? People with 1260's not
- running any SSP to fastram patches must find ADoom unplayably slow!
-
- ------------------------------------------------------------------------
- Alexander Niven-Jenkins <anj@cremlinsoftware.org> writes:
-
- My main reason for this mail is about the fastexec thing, this is not
- needed what so ever. I do not run it or any patch that puts the exec.library
- into fastram and ADoom runs perfectly fine, even with various things going on
- in the background.
-
- If you need to run fastexec or similar program it is because you are
- running a bad hack or program. That is slowing something down!
- And I'm sorry to say the odds are it is MCP. Even though this program
- might work wonders for some people there are so many options in it that you
- might have ticked one that really you shouldn't have.
-
- [...] it's not necesarrily MCP, I don't want to start another argument
- about it. But MCP does have alot of options and some of them do cause
- problems on some machines and not on others.
-
- ------------------------------------------------------------------------
- Martin <mbiro.i3m@metronet.de> writes:
-
- I'am using OxyPatcher by OXYRON... with this Patch AmiDoom runs about 3 or 4
- times faster than without... on my 060 board it works fine, but on a 040 board
- OxyPatcher doesn't help ;(...
- [...]
- I get the ENV-Settings for CyberGraphX v3 and I changed my settings for
- the Cybervision 64/3D. Now DOOM is running very smooth ;)
-
- I get the settings from >http://www.vgr.com<
-
- Many new features are not released with the CGX-Software in the manuals!
- I hope it can help other users using CyberGraphX v3 and a GFX-Card :)
-
- ------------------------------------------------------------------------
- Fabio <kaneda@mbox.queen.it> writes:
-
- I have AMIGA 1200/60 AGA and previous version was
- very slow with 68060, but now it's VERY FASTER !!!
- PETER, YUO ARE MAGIC :)
-
- ------------------------------------------------------------------------
- Marco Marczykowski <beavis@lanobis.de> writes:
-
- AmiDOOM works very nice on 060/50 with the OxyPatcher!!!
- try it :-)
-
- ------------------------------------------------------------------------
- David A Gibbs <einy@einy.demon.co.uk> writes:
-
- About this FASTEXEC thingy..The game WILL RUN faster if you have the
- LIBRARIES in the FASTMEM, My Viper MK 1 uses the old non-friendly
- PCMCIA memory which when the computer is turned on auto puts the mem,
- exec libraries into fastmem..
-
- FASTEXEC, MCP and a few others do this and speeds up the game becos it
- can fetch stack and library info faster in fastmem than chip cos the
- processor got exclusive access to this mem..
-
- Most poeople will say it doesnt matter, but most prob they dont know
- that some picasso and other libraries sneakily uses fastmem without
- showing it...
-
- (Plz don't take offense if U already know this..i was just clearing up
- this stupid argument, you're port of DOOM is excellent and take AB3D
- II for a spin.)
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- MISCELLANEOUS TIPS
- ------------------------------------------------------------------------
- tom@ai.inka.de (Thomas Boerkel) writes:
-
- About your comment about BlitzBlank in your Aminet readme of your Doom
- port:
-
- You can always turn off Joystick checking in BlitzBlank with an ARexx
- command or with the preferences program.
-
- Unfortunately, AmigaOS doesn't let programs share the gameport.
-
- ------------------------------------------------------------------------
- Nicholas Piper <pcomm@inorbit.com> writes:
-
- Command Line Options
- --------------------
-
- Not sure about all these yet, seems there are loads. These are the ones
- I know of though, and what I *think* they do :-) Also, I've not
- checked they all work...
-
- -devparm Allows you to use "special" command line options. This
- is normally needed... also, in MS-DOS Doom at least,
- this will let you press F1 to get a 256 screen capture
- in pcx format. Dunno if it works here though, I'll
- test it later :-~)
- -warp # $ Warp to episode #, level $
- -skill # Start with skill level # (between 1-5)
- -respawn Baddies just keep on coming :-) 8 seconds after you
- kill them, they regenerate....
- -record [file] Records the action into [file]
- -maxdemo # Sets maximum size (in k) of the recorded demo
- -playdemo [f] Plays back the action from [f]
- -loadgame # Loads # saved game (number, between 0-5)
- -deathmatch Deathmatch mode. Otherwise, uses Cooperative mode
- -episode # Starts episode # (1-3). Default is Episode One, =
-
- Knee-Deep in the Dead.
- -nomonsters Guess :-)
- -fast Fast monsters, like in Nightmare mode
- -turbo Makes your bloke run faster :-) between 1-255
- -avg Ends game in 20 minutes
- -nojoy Turns off joystick
- -nosfx Turns off sound fx
- -nosound Turns off sound.
-
- ------------------------------------------------------------------------
- Zer0-X <zrx.oms@sci.fi> writes:
-
- And what's also neat is that the cheats in original PC-DOOM works still:
- IDCLEV## (Episode & Level) - woun't work with the Plutonia version.
- IDDQD - God mode.
- IDDT - 2 times in the map reveals everything.
- IDKFA - All the guns and stuff.
- IDBEHOLD - following by first letters of the words in the top left corner=
- of
- screen.
- IDCLIP - Walk through walls.
- and some other codes, if you didn't know them already...
-
- ------------------------------------------------------------------------
- Arto Huusko <arto.huusko@pp.qnet.fi> writes:
-
- I have here a rather terrific tip for ADoom players with
- such slow machines as I have (040@33+CV3D). No, but one
- really cannot play Doom in THE full screen even with
- a set up such as I have unless one uses low detail
- which does not look even nearly as cool.
-
- BUT... change the screenmode to something like 640*480
- and that low detail looks just as good as high detail
- on 320*200 (smaller, one must admit). And plays faaast!!
-
- ------------------------------------------------------------------------
- madjack@zumzum.tky.hut.fi (Tuomas Aho) writes:
-
- I found possible reason why Adoom lockup in my A1200/28Mhz.. It was patch
- called ExecPatch 4.9..... i removed it, and now ADoom works just fine!!
-
- ------------------------------------------------------------------------
- Joseph Fenton <jlfenton@ctaz.com> writes:
-
- The DOOMWADDIR environment variable is okay, you just need to
- document it for people. My scripts are a better deal for people with
- memory.
-
- This script starts The Ultimate Doom
- IF EXISTS DOOM_SE:
- copy ADoom RAM:ADoom
- copy .doomrc RAM:.doomrc
- copy MIDI_Instruments RAM:MIDI_Instruments
- copy DOOM_SE:DOOMCD/DOOM.WAD RAM:DOOMU.WAD
- cd RAM:
- stack 20000
- ADoom -music -forcedemo -mmu
- delete DOOMU.WAD
- delete MIDI_Instruments
- delete ADoom
- copy .doomrc Work:Games/Doom/.doomrc
- delete .doomrc
- ELSE
- echo "Ultimate DOOM CD not found!"
- ENDIF
-
- This script starts Doom 2
- IF EXISTS DOOM2B:
- copy ADoom RAM:ADoom
- copy .doomrc RAM:.doomrc
- copy MIDI_Instruments RAM:MIDI_Instruments
- copy DOOM2B:DOOM2CD/DOOM2.WAD RAM:DOOM2.WAD
- cd RAM:
- stack 20000
- ADoom -music -forcedemo -mmu
- delete DOOM2.WAD
- delete MIDI_Instruments
- delete ADoom
- copy .doomrc Work:Games/Doom/.doomrc
- delete .doomrc
- ELSE
- echo "DOOM 2 CD not found!"
- ENDIF
-
- This script starts Evilution (TNT on Final Doom)
- IF EXISTS FINALDOOM:
- copy ADoom RAM:ADoom
- copy .doomrc RAM:.doomrc
- copy MIDI_Instruments RAM:MIDI_Instruments
- copy FINALDOOM:TNT.WAD RAM:TNT.WAD
- cd RAM:
- stack 20000
- ADoom -music -forcedemo -mmu
- delete TNT.WAD
- delete MIDI_Instruments
- delete ADoom
- copy .doomrc Work:Games/Doom/.doomrc
- delete .doomrc
- ELSE
- echo "Final DOOM CD not found!"
- ENDIF
-
-
- This script starts The Plutonia Experiment (on Final Doom)
- IF EXISTS FINALDOOM:
- copy ADoom RAM:ADoom
- copy .doomrc RAM:.doomrc
- copy MIDI_Instruments RAM:MIDI_Instruments
- copy FINALDOOM:PLUTONIA.WAD RAM:PLUTONIA.WAD
- cd RAM:
- stack 20000
- ADoom -music -forcedemo -mmu
- delete PLUTONIA.WAD
- delete MIDI_Instruments
- delete ADoom
- copy .doomrc Work:Games/Doom/.doomrc
- delete .doomrc
- ELSE
- echo "Final DOOM CD not found!"
- ENDIF
-
- ------------------------------------------------------------------------
- Martin <mbiro.i3m@metronet.de>
-
- You better change the -heapsize option to 4096, because with the
- default settings (Tooltype) of 2048 the game didn´t start (on my 060,
- maybe it works on 040 based systems).
-
- ------------------------------------------------------------------------
- =?iso-8859-1?Q?Tobia_Patern=F2?= <mc6346@mclink.it> writes:
-
- Anyway, all I can say you -mmu option helps a lot on my 040 /40.
-
- ------------------------------------------------------------------------
- Jonas =?iso-8859-1?Q?=D6sterberg?= <drkoss@algonet.se> writes:
-
- In the readme for ADoom 0.9 you mentioned something about fixing the -turbo
- option with arguments, and added the comment "whatever that is". So I checked
- it out:
- The -turbo option is a walking speed multiplier in percent, e.g. specifying
- "-turbo 50" would make the walking speed 50% of the default. The option
- doesn't affect rotate speed.
-
- ------------------------------------------------------------------------
- Mark <mark_k@iname.com> writes:
-
- I just read the readme for ADoom 1.1, and your comments about big
- blits. (I have yet to actually try to run the game -- I'm waiting on
- an MO drive so that I can make some space on my HD.)
-
- The ECS Denise chip is not required for big blits. You just need an
- ECS Agnus for big blits. This may explain why some people got it to
- run on machines with the OCS Denise.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ADOOM WEB SITES
- ========================================================================
- "Mathias Roslund" <mathiasroslund@hotmail.com> writes:
-
- I wrote to you a few days ago, asking about an ADoom homepage.
- You then said it was ok, if I made one.
-
- I've now made a first atempt.
-
- It's location is: http://hem2.passagen.se/sids/adoom/
-
- I would really apreciate if you checked it out. I'm not very good
- at HTML or graphics, but I've done my best. It only covers version
- 0.4 right now, but that is since I uploaded it yesterday!
-
- ------------------------------------------------------------------------
- bartlett@which.net (bartlett@which.net) writes:
-
- I maintain an Amiga Doom Web site (the second most popular, IIRC;)), and
- I just wanted to let you know about it. The URL is
- http://homepages.which.net/~bartlett/, but it's quicker to use
- http://amidoom.home.ml.org.
-
- ------------------------------------------------------------------------
- Ridwan Hughes <fox@ridhughz.demon.co.uk> writes:
-
- ADoom 0.5, it's now on http://www.pluk.com/
- and it's mirror at http://amiga.tc3net.com/doom/
-
- ------------------------------------------------------------------------
- "Martin ®ídek" <quido@list.skm.vutbr.cz> writes:
-
- Adoom www page in czech language is running at
-
- http://www.list.skm.vutbr.cz/adoom/
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- THE TELEPORT BUG
- ------------------------------------------------------------------------
- "Stefan Blomen" <stefan.blomen@koeln.netsurf.de> writes:
-
- [...] When you [...] go into the "transporter", version 0.5 hangs
- while it worked with 0.4.
-
- HW: A4000, CS MK1 060, PiccoSD64, cgx3
-
- ------------------------------------------------------------------------
- Stephen Kroh <steve@ici.edu> writes:
-
- When I installed version 0.5 on my machine, going through a teleport
- would lock up the game. This happened in any episode, with commercial
- or shareware WADs. When I went back to 0.4, the problem disappeared.
-
- ------------------------------------------------------------------------
- J.Urbanek@t-online.de (Juergen Urbanek) writes:
-
- I fount a new bug in V0.5. When I use a Teleporter in
- Doom 1 than Doome hangs.
- In V0.4 it works. Also the Demo-Problem comes much later in V0.4 ?! And there
- are sometimes enforcerhits...
-
- ------------------------------------------------------------------------
- "Adam Atkinson" <ghira@mistral.co.uk> writes:
-
- [about ADoom 0.5]
- I notice, though, that teleports now freeze the machine for several
- minutes. One lasted so long I rebooted. Is this a consequence of all the
- warp / idkfa stuff or could it be a problem with level 8 itself? Seems hard
- to believe that teleports work differently on different levels, so my guess
- would be that warp and so on must cause problems.
-
- ------------------------------------------------------------------------
- dhomas trenn <dhomas@youngmonkey.ca> writes:
-
- There appears to be a bug in the handling of teleports. The game crashes
- when exiting them. That is, enter teleport, you teleport, a smear of
- blue debris (???) appears and the game locks up.
-
- I've noticed this at the teleport at the end of the DOOM1 demo wad, and also
- early on in the doom2.wad (which I just got today :). I don't think it
- did this in earlier versions, but it might just be these particular
- teleports.
- [...]
- I'm not sure, but it might have to do with how you use the teleport. I
- played around with it last night and here's what I think. If you are
- moving when you arrive at the receiving end of the teleport, it won't
- crash. If you arrive in the teleport and are standing still, it
- crashes. In others words, holding down a cursor key while teleporting
- is okay.
-
- This may or may not be the problem... when I tried it though it was
- okay... might have been coincidence though.
- [...]
- I tried 0.6 last night and it appears that the teleport crash is also
- fixed now. BIG THANKS!
-
- ------------------------------------------------------------------------
- Ruben van Staveren <ruben@luna.net> writes:
-
- [...] the teleport bug is no more present in v 0.7
- (well it was actually since v 0.6 but that version had other problems)
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- THE PNAMES BUG
- ========================================================================
- Jake Frederick <gonzo@acadia.net> writes:
-
- First let me conragulate you on an excellent job porting Doom. Version
- 0.1 worked fine on my machine, but since 0.2 I get this error;
- "R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES not
- found!" Any idea what could be causing it?
-
- ------------------------------------------------------------------------
- Christian Just <just@zfn.uni-bremen.de> writes:
-
- I tried to run adoom in all versions from 0.2 to 0.6, but never succeeded -
- the same happened with the other doom ports available. I am using picasso96 on
- a CV64, A3000/040/Kick 3.1 and never gut a screen requester, but, when
- starting from shell I got the message:
-
- "R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES not found!
- I_ShutdownSound()"
-
- ------------------------------------------------------------------------
- BILL SEVERING <BILL.SEVERING@usda.gov> writes:
-
- Glad to see DOOM make the Amiga. My problem, however, is different.
- Whenever I try to run ADOOM, It accepts the WADS, but I get a message
- at the refresh Daemon of W_getnumforname: PNAMES not found!
- And then it stops. Cannot seem to figure this out. Do you have any idea
- what I am missing here?
-
- ------------------------------------------------------------------------
- Jacek =?iso-8859-1?Q?R=F3=FBa=EFski?= <jacza@free.polbox.pl> writes:
-
- I've got a problem. During starting of Doom 2 on my 030/28 8MB strange
- information appears:
-
- [...]
- DOOM 2: Hell on Earth v1.10
- [...]
- ---> R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES
- ---> not found!
- [...]
- What the hell does it mean? The same WAD file works fine on my friend's
- computer (Apollo 040/25). Moreover the same incription appears when I
- run the other ports.
- I've got no troubles with running Doom 1.
-
- ------------------------------------------------------------------------
- inelec@sa.omnes.net (tgm) writes:
-
- As soon as i copy DOOM2.WAD to the game's
- directory, the ADoom program explodes as follows:
-
- ADoom 0.8 (22.1.98)
- [...]
- Error: W_GetNumForName: PNAMES not found !
-
- The infamous PNAMES not found bug, which i read in the documentation it was fixed,
- but not !
-
- ------------------------------------------------------------------------
- Frank.Duivenvoorden@p0.f417.n281.z2.fidonet.org (Frank Duivenvoorden) writes:
-
- I've just downloaded Adoom and the doom1.wad file, but when I wanted to run it
- I've got this error:
-
- R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES not found!
-
- I've read all the docs that came with Adoom, the error is mentioned in the dox,
- but I haven't got a sollution for this error.
-
- Do you know what it is and how do I fix it, so I also can play doom on the
- amiga.
-
- ------------------------------------------------------------------------
- "Lasse Huhtala" <hpl876d@tninet.se> writes:
-
- In the games init state it bails out with this error message:
- W_GetNumForName ([garbage]), not found.
- [...]
- my machine is an a1200 3.0 fitted with B1230 50MHz no fpu, 8 megs ram
- [...]
- about the W_GetNumForName error i got in ADoom1.1,
- it didnt occur in adoom V0.2,
- and Amiga Doom also worked..
- [...]
- It's the wad file that is available for download at the amidoom page
-
- >Does it work after a reboot with no startup-sequence and SetPatch?
-
- I tried that,, and no, it does not..
- [...]
- I tried to capture the con output from the game as it tries to start
- and here, i included it in the mail..
-
- ADoom 1.1 (20.2.98)
- DOOM Shareware Startup v1.10
- [...]
- R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES not found!
- [...]
- >Some other people have reported "PNAMES not found!". In at least a
- >couple of cases it turned out to be due to a corrupt WAD file.
-
- Any explanation why it worked in 0.2?
- [...]
- I'll run some tests wheter the copy command trashes up some bytes or
- what it does.. Ill report back. 8)
-
- ------------------------------------------------------------------------
- tez@pierrot.co.uk writes:
-
- In the readme you mention
-
- Someone told me the mysterious "PNAMES not found" bug, reported by
- about half a dozen people, is still present in version 0.9, so it's
- probably still there in version 1.0 too. On the other hand, I can't
- reproduce this problem. I wonder if it might be a symptom of a
- corrupt WAD file.
-
- That's right. It happened to me with the Ultimate Doom, I
- finally tracked it down to a bad sector on the disk.
-
- ------------------------------------------------------------------------
- Danny Robinson <dannyr@pangea.ca> writes:
-
- I took a quick look at the amiga_notes and noticed some mention of
- a sporadic "PNAMES not found" bug. You mentioned it could possibly be
- a corrupt WAD file. Perhaps you might check for and strip off any trailing
- blanks in the directory names loaded in In W_AddFile() within this loop;
-
- for( i = startlump ; i < numlumps ; i++, lump_p++, fileinfo++ )
- {
- lump_p->handle = storehandle;
- lump_p->position = SWAPLONG(fileinfo->filepos);
- lump_p->size = SWAPLONG(fileinfo->size);
- strncpy( lump_p->name, fileinfo->name, 8);
-
- // check lump_p->name here...
- }
-
- I have not run into this problem but I know the names are supposed to
- be 0 padded. Any extraneous blanks will botch that test in the function
- W_CheckNumForName(). Since it's possible that trailing blanks may be
- intentional maybe add an option to check for it? Those who are
- encountering problems can try the option. Are those with the problem
- perhaps specifying the -shdev, -regdev or -comdev parameters without the
- DEVMAPS"data_se" or "DEVMAPS"cdata directories?
-
- ------------------------------------------------------------------------
- "Joel.Ord" <Joel.Ord@students.suffolk.ac.uk> writes:
-
- [...] Since Adoom V0.5 was
- published on the cover of CU Amiga in the UK, I have been running the
- programme from the CDRom. I recently bought the registered versions of
- Doom II and Ultimate Doom so I could run the programme properly. When I
- came to install ADoom on my hard drive I came across a problem.
- Although the programme works with no problems with the unregistered
- Doom1.wad on the CDRom, as soon as I run the Programme from my hard
- drive I get the message;
-
- R_Init: Init DOOM refresh daemon -Error: W_GetNumForName: PNAMES not
- Found !
-
- I have tried running the programme using the unregistered doom wad, the
- registered Doom II wad and the registered Ultimate Doom wad, the
- programme still refuses to run with any of them.
-
- I have tried running the programme with other versions of ADoom, (0.3,
- 0.5 & 1.0 although I could not get 1.0 to run due to lacking
- keymap.library V38+). I have also tried other Doom ports but I get the
- same error message.
-
- My system is comprised of A1200, 1.6Gb HD, 16Mb Fast RAM, Blizzard
- 1230/50, & 2x SCSI CDRom Drive with Squirrel SCSI interface.
-
- I desperately need your help to get this brilliant programme running.
-
- ------------------------------------------------------------------------
- "Lance Neustaeter" <lance@portal.ca> writes:
-
- I'm still having problems with ADoom.
-
- Here's ADoom's output:
-
- Icon tooltypes translated command line to:
-
- ADoom
-
- DOOM Shareware Startup v1.10
- [...]
- R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES not found!
-
- ------------------------------------------------------------------------
- Ian Stedman <si528@greenwich.ac.uk> writes:
-
- [...] the PNAMES bug is due to a corrupt WAD file. I copied the registered
- Doom 2 wad file from a PC Disk and an error occurred when un lha'ing the
- file. Running Adoom produced the PNAMES bug. Copying the file again, it did
- not corrupt and the game run fine.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- PALETTE PROBLEMS
- ========================================================================
- Vesa Halttunen <vesuri@jormas.com> writes:
-
- [about ADoom 0.9]
- when an item (energy potion, ammo, whatever) is collected, the screen
- flashes. The problem is that dark gray colors are remapped to some awful
- looking green color, not lighter gray. It looks really terrible! I didn't
- notice this in earlier Adoom versions (and now I noticed it right away so
- I guess it's a new prob) nor in other Doom ports. This isn't the case in
- MacDoom either. Please do fix..
- [...]
- AGA only, A1200/040-40/16mb.
- [...]
- Oh yes and gotta mention that the colors are just fine except when the
- display flashes when you pick up stuff or get hit by a bullet.
-
- ------------------------------------------------------------------------
- Luca Longone <llong@tin.it> writes:
-
- I've found a gfx bug in latest ADoom 0.9 version: when the screen changes
- palette (f.e. when the screen flashes red cause you injuried yourself with a
- heavy weapon) some colors on the screen, like dark black, fade to green or
- simply don't fade at all... I hope you understood, anyway simply try to flash
- the screen and you'll understand :) In the previous version there were no
- problems...
- [...]
- I use AGA
- [...]
- It's not a reduced color problem, the point is that when the screen has to
- fade f.e. from dark to blood red when you gets hit, some pixels on the screen
- don't fade at all but remains black...
-
- ------------------------------------------------------------------------
- ^_^ <bitbrker@ionet.net> (Tm2) writes:
-
- [about ADoom 0.9]
- Well, I tried your newest version of ADoom. There seems
- to be a problem with palette changes when you get items or take
- damage. They don't look right, like some colors aren't updated
- or the color change isn't synchronized with the screen.
-
- I wonder if changing the priority of the c2p routine
- has something to do with this.
-
- Maybe you could add a tooltype to set the c2p routine?
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- FPS CRASH ON EXIT
- ========================================================================
- Luca Longone <llong@tin.it> writes:
-
- [...] if I use the -fps option, on
- the exit ADoom 0.9 crashes (once again, no pbms in the previous ver)... :-?
-
- ------------------------------------------------------------------------
- Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes:
-
- With version 0.9 of ADoom, when quitting the game, I have a 'recoverable
- alert' box showing up. No guru, I just click several times on the left button,
- and it is ok, but that 'bug' wasn't there in previous versions.
- [...]
- The bug I reported to you last time (recoverable alert) doesn't seem to happen
- anymore, so, don't bother with it.
- [...]
- I managed to find how the 'recoverable alert' happens.
- It happens when you select the -FPS option. The alert number error is always:
- 0100 000F ; but the task is different each time.
- The other options I had set up were: -forcedemo -joypad -music -mmu -cpu=68060
- -screenmode=$00011000 (this is for ntsc, I thought it could be faster than
- pal, but I doesn't feel any difference in speed).
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- PICASSO 96 1.34A PROBLEMS
- ========================================================================
- Tim & Lora Kovack <tjlazer@wport.com> writes:
-
- I have a Picasso IV and Picasso 96 update 1.34a and cannot play
- ADoom on my A4000 anymore. Is this a bug in ADoom or P96 1.34a?
- [...]
-
- Actually if I delete the ".doomrc" file that was created on older P96
- 1.33 it now works...
-
- ..But now the game runs 3-4 FPS SLOWER than Picasso 1.33 Update!
- [...]
-
- Ok it's Ultimate Doom WAD that will not work with ADoom under
- Picasso96 1.34a, others (Doom1.WAD, DOOM2.WAD) work but around 4-5 FPS
- Slower than Picasso96 1.33!!!!
-
- Doom Attack ran with Ultimate Doom WAD at 10 FPS LOW DETAIL in P96
- 1.34a -- same speed as older P96 software.
-
- ADoom 0.8 runs about the same 10 FPS Low Detail as DoomAttack at low
- detail in Utimate Doom, with older P96, but on P96 1.34a runs at 7 FPS
- Low detail!!! A lot slower indeed.
- [...]
- I finally found why your Excellant Doom port runs slower on my sys with P96
- 1.34a. It's the rtg.library in LIBS:Picasso96/rtg.library. I installed the
- earlier version and it runs fine. I guess it is a bug in the rtg.library.
- Maybe it is a 040 thing on my system, as I talked to others with 060's and
- they say it works fine... I get a 060 this week, so I am anxious to see if
- this problem will go away. Hopefully the next P96 rtg.lib will fix this. The
- funny thing is other doom ports are unafected by this.
-
- ------------------------------------------------------------------------
- Dirk Neubauer <neubauer@rz.uni-greifswald.de> writes:
-
- I have tried ADoom 0.7 and 0.8 with doom2.wad and Picasso96 V1.34a and
- nothing worked. I have tremendous graphic bugs or the game wont load.
- With AmigaDOOM nothing such happens, it worked fine.
- But with P96 V1.33 and ADoom 0.7 all works fine. But i need V1.34 of P96
- for playing Myst correctly.
- Other guys, who use P96, have nothing such problems, i think with the
- shareware wad. I use an Picasso2+.
- [...]
- > Does ADoom 0.8 work OK after a reboot with no startup-sequence and
- > SetPatch?
-
- Yes, it runs fine on aga-screens, from wb or without startup. I will
- test now to start without startup and mount p96 and try then. Sometimes
- i come til to the choosing of load and save and then the crash. Once i
- was in a game, but then comes very hard gfx bugs and a crash.
- [...]
- Now i have test it, it worked fine with ehb (without setpatch) and aga
- screens without startup-sequence. But the p96 screens crashes also
- without startup-sequence, i mount these screens for test, of course.
- [...]
- > Are you sure you have the right versions of all the P96 libraries, and not
- > some mixture of incompatible versions?
-
- I have the newest archive.
- [...]
- > FOREIGN CYBERGRAPHICS screenmode
-
- Thats the thing it say.
- [...]
- I have found the bug for Adoom with P96. In P96 you can specify a
- Tooltype for the monitor file named SOFTSPRITE.
- If it set to YES, a software emulated mouse pointer are there, like this
- from amiga os. If NO is set, the mouse pointer comes from the graka, if
- its possible. But this pointer looks ugly for me.
- And Adoom runs if this Tooltype is set to NO. Thats not a real solution,
- because i cant toggle this setting easyli, only a reboot changed that.
- Your prog is the only one, i have problems with.
- [...]
- [about ADoom 0.9]
- Your new version quits immediately. There seems to be a pressed button.
- [...]
- > Are you using -joypad or -sega3 or -sega6? Corrupt .doomrc file perhaps?
-
- No, none of them. I have tried the new options mousepointer, rtg and
- cpu.
- And then i have tried without them, but nothing changed. The game starts
- and jumps directly to the first level and the screen for choosing
- difficulty. Or it quits immediately. I will be test it without
- startup-sequence now.
- [...]
- > That's weird. I don't suppose your joystick is stuck on autofire...
-
- No, nothing of all. It was the SOFTSPRITE option of P96 again. The
- mousepointer option dont fix this.
-
- ------------------------------------------------------------------------
- Alexander Niven-Jenkins <anj@cremlinsoftware.org>
-
- I have v1.34a installed and I have a PicassoIV (v1.34 allows MYST to work),
- ADoom works perfectly and has always done so on my machine. Just incase there
- is a problem with machines I have included the options I have on startup to
- see if they work for other people:
-
- Icon tooltypes translated command line to:
-
- -forcedemo
- -music
- -mmu
- -rotatemap
- -maponhu
- -rtg
- -screenmode $50001000
- -cpu 68060
-
- Now with these options everything runs like dream. I can only assume if
- there are problem with Picasso96 that either there is a bug in one of the
- other graphic card drivers or as usual they have some 'hack' installed or an
- option in another program 'mcp?' turned on.
- [...]
- You'll be glad to know that today P96 v1.35 was released and one of its
- features is the fixed 'SOFTSPRITE' with writepixelarray etc.
-
- This therefore fixes the ADoom crashing problem.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- MORE UNSOLVED MYSTERIES
- ========================================================================
- Jason Frecknall <jay@blidworth.demon.co.uk> writes:
-
- No one seems to have mentioned this yet, but creatures (usually the zombiemen)
- often walk towards you facing the wrong way or even backwards. This has
- happened ever since the first version.
- [...]
- >That's weird. Thanks, I hadn't noticed it. I'll have a look at the code
- >for it when I get a chance...
-
- BTW forgot to mention - it's most noticable on the first demo played (Circle
- of Death). One of the chaingun men faces backwards as he gets shot walking
- towards you. It's just before he passes the blue key door on the right.
-
- ------------------------------------------------------------------------
- nedmonds@concentric.net (Jason Edmonds) writes:
-
- I just thought I'd email you to tell you my experience with your very
- excellent port of Doom. I have tried ADoom versions 0.4, 0.5, and 0.6
- on the the following setups: A3000 w/ A3640@25MHz, OS 3.1, 12MB Fast, 2MB Chip,
- 730MB Quantum SCSI HD, GVP Spectrum 28/24 & Picasso96 software
- The second system is A4000 w/ GVP TRexx II 68060@50MHz, 32MB Fast, 2MB Chip,
- OS 3.1, 2.1G SCSI-II drive, PicassoIV & Picasso96 software.
-
- Amazingly, I am able to start up ADoom on both machines using the
- shareware Doom1.wad and registered Doom2.wad files. However,
- on the A4000 setup, the machine locks up after a few minutes playing
- and I need to do a complete reboot. Needless to say, very frustrating.
- This happens regardless of screenmode (i.e. native Amiga or Picasso96 RTG modes).
- Do you have any idea what this is? I suspect it has something to do
- with the GVP 68060.library (version 1.2 BTW).
- [...]
- Some good news to report. I tried using ADoomv0.7 on my GVP 68060-equipped
- A4000 (w/PicassoIV/P96 software) and it works much better. I have a total
- lockup only about every ten-fifteen minutes now using the registered doom2.wad
- file, as opposed to every two-five minutes with v0.6. Whatever you did with
- v0.7, the 68060 seems to like it better, although it is still not perfect.
- The lockups still occur when you touch a wall or drop down a level. This
- could be a bug in the original Doom code which is not noticed on slower
- machines such as 68040 or less. When the lockups happen, there is usually a
- noticeable split in the screen sprites, offsetting one frame from another. I
- also tried adjusting the tooltypes to use the Directcgx option but this didn't
- seem to make a difference. In any case, it is much more playable now that it
- is useable for more than a few minutes. Keep up the good work. - Jason Edmonds
- [...]
- More bad news. Both versions 0.7 and 0.8 still crash after 10-15 minutes of
- playing ADoom on my A4000/GVP-M 68060 machine. I just downloaded v0.9 and
- will give it a go. I'll let you know when I am confident of a thorough test.
-
- BTW, I don't know if this is of any help but of all of the software I use on
- this machine, only ADoom and IBrowse v1.12a (registered) seem to lock up the
- Amiga. I mean stone cold freezes.
-
- Keep up the good work. Much appreciated. - Jason
- [...]
- I think I stumbled upon the problem. I was having way too many crashes with
- software so I installed FastIPrefs and bingo...no more lockups with ADoomv0.8.
- You might want to include this info for any Picasso96 users in your read.me
- file in case it isn't already mentioned. Man, that was frustrating but I just
- successfully played Doom2 for 1/2 an hour with no problems. Most satisfying.
- Thanks for all of your help. - Jason
-
- BTW, my setup again for your records is an A4000 w/GVP TRexxII 68060 @50MHz,
- 40Megs Fast/2Chip, PicassoIV, 2.2G Samsung SCSI-II HD, OS 3.1,
- Picasso96v1.34a, NewIcons4.1, MagicWB2.0, MUI3.8, Setpatch 43.6, and now
- FastIPrefs.
- [...]
- It apparently fixes a memory problem when displaying RTG screens under
- Picasso96. The old IPrefs program causes memory conflicts which lead to total
- lockups, I reckon. Oh well, it works now anyway. Now, I just can't wait to
- get Quake Amiga from Clickboom. Thanks. - Jason
-
- ------------------------------------------------------------------------
- "Zoltan Szalay" <zoltan.szalay@tecton.sk> writes:
-
- Good joke Peter, ADoom0.7 is only ADoom0.5 with new version$ !!!
-
- Why?
- This version (287826 bytes long LHA archive) of Adoom0.7 don`t recognize =
- new tooltypes & produce red stairs on start of 1st level Doom2.WAD & in =
- startup window says ADoom0.5 (8.1.98).
-
- Please, compile ADoom0.7 again with right source files and send it to =
- Aminet & www.pluk.com
-
- [Huh! Peter McGavin]
-
- ------------------------------------------------------------------------
- azatorsk@pop.ski.mskcc.org writes:
-
- Does not matter what version of ADoom I try to start my Amiga is finishing with
- statement: R-Init: Init Doom refresh deamon - Error: malloc (91878900) failed
- I-ShutdownSound( )
- Now i can close window and that it!
- Other ports of Doom also don`t work - my Amiga is crashed or frozen at the
- same point.
- I have an Amiga 3000, 2Mb Chip RAM, 16Mb Fast RAM, CyberVision 64 2Mb,
- 68040 25MHz (Commodore 3640) .
- Please help if you can, to solve this mystery!
-
- ------------------------------------------------------------------------
- Tomasz Kepa <maryan@newton.zsmeie.torun.pl> writes:
-
- I use version 0.7 of ADoom and discovered a small bug: when scaling the
- window down from the biggest, there is some trash left in the place that
- was taken by window before scaling down.
-
- [fixed in 0.8 I think, Peter McGavin]
- ------------------------------------------------------------------------
- Zer0-X <zrx.oms@sci.fi> writes:
-
- [...] some of the exit messages aren't
- printed correctly. and here's one example:
- "Don't go now. There's a dimensional shambler waiting" and the message should
- continue with: "at the dos prompt."...
- I think these messages are bugging in all the ports except in PSIDoom...
- (And the first message is never printed at all.)
-
- It's very tiny bug indeed but fixing it would take it yet more closer to the
- perfect! :)
-
- ------------------------------------------------------------------------
- Alexander Niven-Jenkins <anj@cremlinsoftware.org> writes:
-
- Anyway, if you are on the demo screen or information screens, and you press
- <ESC> you get a 'deep' 'bong' sound and the menu appears, if you press <ESC>
- again you get a higher pitched 'bong' and the menu disappears.
-
- However if you press any other key instead of <ESC> the menu still appears
- but you do not get the 'deep' 'bong' sound played.
-
- I know this is picky, but I'm picky. Like I said above though not having
- the originals I don't know if this is how they were or not.
-
- ------------------------------------------------------------------------
- tlbelding@htcomp.net (Tony Belding) writes:
-
- WHAT HAPPENED TO THE CD32 THUMBPAD??? I'm using the "JOYPAD" tooltype, it
- worked great on v0.8 with my Competition Pro controller. Now I can't get any
- response at all under v0.9! This is bad.
- [...]
- I moved the .doomrc file back into ADoom's home directory, and the pad
- started working! How odd.
-
- Anyhow, problem solved.
-
- ------------------------------------------------------------------------
- Vincenzo Morra <vmorra@morres.demon.co.uk> writes:
-
- I just bought Doom2 and I am experiencing a weird problem.
-
- I just passed the level number one and in level two, after five-ten
- minutes of playing, when I try to open a door, the software quit and
- goes back to the cli window returning the following error:
-
- W_CACHE LUMPNUN: 20416 >= NUMLUMPS
-
- What does that mean?
-
- What do I have to do to get the game working?
-
- My machine is an A1200 Tower with 68030+68882 40mhz, 2HD 1.2 & 3.2 MB, 18 MB
- RAM, IDE INTERFACE 2CD ROM 4X & 24X.
-
- ------------------------------------------------------------------------
- Sampo =?iso-8859-1?Q?Kyt=F6m=E4ki?= <sam@softavenue.fi> writes:
-
- ADoom 1.0 doesn't free all memore after quiting and loading of levels takes
- much more time than in 0.9. Doom 2 wad doesn't even start with 1.0. It says
- that I have little memory but it worked fine in 0.9.
-
- [ADoom always releases all allocated memory when I quit, Peter McGavin.]
-
- ------------------------------------------------------------------------
- Jonas =?iso-8859-1?Q?=D6sterberg?= <drkoss@algonet.se> writes:
-
- I noticed a weird thing: if I run ADoom in HighGFX: 512x384 the
- spacebar functions stops to work (!??).
-
- [Check for a 0 instead of 32 in .doomrc file, Peter McGavin]
-
- ------------------------------------------------------------------------
- AMIGAEL@t-online.de (Michael Blumentritt) writes:
-
- ...for your DOOM-Prog. I have Blizzard 1230/IV with 50MHz and 16 MB
- RAM and 68882 CoPro. Version 0.9 works good,but version 1.1 has a
- buck: SPACE is doesn't work. How I open the doors?
-
- [Check for a 0 instead of 32 in .doomrc file, Peter McGavin]
-
- ------------------------------------------------------------------------
- paddym@zetnet.co.uk (Patrick Moore) writes:
-
- I thought I'd tell you that 1.1 crashes spectacularly when it gets
- to the point of loading the intro pic.
-
- My machine specs are 1200 Apollo 060 32meg RAM
- [...]
- >That's a new one. Which WAD file are you using? And which ADoom options
- >and tooltypes?
- [...]
- 1) doom1.wad (the demo file, I'll buy the full one this weekend =))
- 2) none.
- [...]
- >Your WAD file isn't corrupt, is it?
-
- I don't think so, it worked with 0.8 well, hmmm. Do you want my
- complete specs?
-
- <*********> It was, I tried a few other doom proggies and they failed
- too, I'm really sorry to scare you like that =)
- [...]
- I'm sorry about this, disregard my last message completey. I
- haven't a clue what i was doing =) (I must be mad, well, they tell
- me... )
-
- I downloaded doom1.wad again and downloaded adoom1.1 but nothing
- seems to be different. it gets through the init steps, but when
- running snoopdos it seems to look for the cybergraphics library (and
- fails) is this normal?
-
- My specs are : A1200, Apollo 1260@50mhz, 32 meg ram, Surf Squirrel,
- 3.4* CD-ROM, 28.8 modem 1.04 gig HD.
-
- I don't think the memory is at fault because it's fully used by
- Lightwave.
-
- I run Executive, MCP, Oxypatcher, Magic Menu, Visual Prefs (These
- are the only things I can think of that would influece the operation
- at all.)
- [...]
- >If ADoom works after a reboot with no startup-sequence and manually
- >typing SetPatch, that would indicate one of the utilities you mentioned
- >is somehow involved.
-
- I've tried that and it doesn't seem to make much of a difference =/ It
- still crashes at the same point.
- [...]
- It seems that my memory is at fault (which is strange as LW doesn't
- complain) 0.8 didn't work, the onlt port I've found that works is psidoom,
- but don't fear, I'll keep trying adoom with every release.
-
- ------------------------------------------------------------------------
- Jason Frecknall <jay@blidworth.demon.co.uk> writes:
-
- I have noticed that when running ADoom on a CGX screen the palette is still
- being changed on the native display (I have two monitors) when you get hit
- etc. Is this a misfeature of CGX?
-
- ------------------------------------------------------------------------
- Andreas Friedrich <101.103774@germanynet.de> writes:
-
- I downloaded your archive ADOOM-1.1.lha from Aminet and tried to run
- it. As in earlier versions, it openen a screen and waited for input.
- So I pressed ESC and the menu popped up ... and that's about as far as
- it will work. It doesn't crash my machine or anything, it just won't
- work at all.
-
- My configuration is: A 1200, Blizzard 030/50 Mhz, FPU 882, 18 MB (2
- Chip + 16 Fast), 24x Toshiba ATAPI CD, AGA, 14' PAL Monitor (until
- today and no longer !). I start ADoom clicking on the icon (not
- altered) or typing 'ADoom' from shell.
- [...]
- I now added the '-mouse' option to my commandline. I have the game
- working now.
- [...]
- On the other hand, I have the same problem as with DoomAttack. When
- picking up certain things, the game crashes. For example, there was a
- MedKit-like box : the error was 'W_GetNumForName: dsgetpow not found'
- and the game shut down. Same thing with those white armored dresses.
-
- I already thought I could be my WAD-file (Registered V1.10).
-
- [Try patches from ID Software's ftp site, Peter McGavin.]
-
- ------------------------------------------------------------------------
- Justin Webb <justin@globaldialog.com> writes:
-
- Hello, I'm having problems with ADoom. After requesting the scren mode, it
- goes to a white screen. It then has a tendancy to Guru. My system is an
- A4000, with Apollo 4060, Picasso IV, 16/2 Meg. I have AsimCDFS 3.9 running.
- I have also tried it with the original '40 board, and without the Picasso.
- The results were the same.
- [...]
- Loaded from the CU disks and it works fine, so maybe I erred in the
- installation? Not really sure what I could have done as I thought I
- followed the directions...
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- THEY SAID IT WOULD NEVER HAPPEN
- ========================================================================
- On 14 Feb 1994, e0f1ztly@tuzo.erin (Bruno Fernandes) wrote to
- comp.sys.amiga.games:
-
- I have no clue whether or not anyone will be foolish enough to port DOOM
- to the Amiga. I love the machine but can recognise its weaknesses. It is
- indeed impossible to make DOOM as it is known on the PC for the Amiga.
- Anyone doubting can ask their friendly neighbourhood games programmer. I
- know a few, so that's where my information comes from. :) The texture
- mapping and 3D routines are highly dependent on the availability of chunky
- pixels. Creating for conversion of chunky data to planar data will
- produce far too slow a game - especially if anyone is thinking of a
- full-screen offering. 2 friends have created routines far faster than the
- ones posted here, available on Aminet and also made by Chris Green.
- Routines for mapping and also some routines for chunky conversion. If you
- will be happy with a slow game, then I am sure someone might be willing
- to provide you with one. Pop a CD32 board with the Akiko into the A4000
- and you now have some faster routines for conversion and a far more
- suitable system for this type of game. For true playability and that
- Amiga charm though... We'll have to wait for some Advanced Amiga
- Architecture (AAA) options to become available. Then if someone choses
- you can have your DOOM+ :8^) (and really beat up on your VGA buddies)
-
- ------------------------------------------------------------------------
- On 15 Feb 1994, in response to the above message, p.mcgavin@irl.cri.nz
- (Peter McGavin) wrote to comp.sys.amiga.games:
-
- On an A4000/040, the bottleneck for c2p conversion is writing to chip
- RAM. Whether you have an Akiko in your A4000/040 or not, c2p
- conversion takes exactly the same time with the best algorithm.
-
- We don't have to wait for AAA. There are existing Amigas that would
- run Doom just fine (if someone would port it).
-
- ------------------------------------------------------------------------
- On 15 Feb 1994, in response to the above message, freund@cis.uab.edu
- (Jason Freund), the author of the rot3 texture mapping demo, wrote to
- comp.sys.amiga.games:
-
- [...] I laugh whenever people compare processor speeds and conclude that
- Wolf/DOOM could be done on a Mac or Amiga because the Mac and Amiga (both would
- run a DOOM simulation at the same speed, incidentally) don't have the 1
- critical thing that makes DOOM INHERENTLY ~8-10 times faster on the IBM than on
- the Amiga: chunky pixels. On the Mac/Amiga, for every pixel you need to
- do logical operations in each bitplane to read and write the pixel from/to
- the appropriate byte in memory. On the IBM, all these operations are done
- at once because you can simply pick up a pixel and put it down in 1 move.
- So at the innermost level (where 85% of the work is really done), the IBM
- is inehrently at least 8 times faster.
-
- [...] IMHO, DOOM is not possible -- not even close -- even on an 040.
- Obviously, this will incite a lot of flames on this group, so let me qualify
- this: No existing Mac/Amiga will ever run DOOM as fast as a 286. I am very
- confident about this. Wolf was barely possible since there were so many
- limitations that happened to just barely fit in the Amiga's schemes.
- DOOM does lots of things that could never be done using any chunky
- pixel emulation scheme on the Amiga. We might be able to pick up a few
- tricks from DOOM that weren't in Wolf at very little speed loss, but
- some things are actually IMPOSSIBLE (floor, ceiling, outside). Note:
- IMPOSSIBLE means: Impossible to implement on Amiga and have it go as fast
- as DOOM on 286. And an even longer list of DOOM things would slow down an
- Amiga engine to make it intolerably slow.
-
- ------------------------------------------------------------------------
- In early 1995, ID Software's "finger help@idsoftware.com" said:
-
- [...] There will never be a port to these machines:
- Amiga, Sinclair 2000, Apple //gs, TRS-80. [...]
-
- ------------------------------------------------------------------------
- The comp.sys.amiga.games FAQ states:
-
- 6) "DOOM" on the Amiga.
-
- It's not avaliable. ID Software have stated that there will not be
- port of DOOM to the Amiga for technical reasons. [...]
-
- ------------------------------------------------------------------------
- On 29 May 1995, paul@labyrinth.apana.org.au (Paul Shandi) wrote to
- comp.sys.amiga.misc:
-
- > What is *your* favorite barometer of Amiga health?
-
- When ID Software releases DOOM for it! :)
-
- ------------------------------------------------------------------------
- On 22 Nov 1995, Doctor@team17.com (Marcus Dyson) wrote to
- comp.sys.amiga.games:
-
- When we started developing AB3D I spoke to id about the possibility of
- just doing an official, id sanctioned Amiga Version of Doom. They wanted
- $50,000 before they would even talk. I assumed this to be a starting point
- for negotiations, but no, that was a 100% firm position. No $50,000, no
- AmiDoom!
-
- They said that it was for so that they could be sure that the finished
- product would be worthy of the Doom name. But to be honest, if we had
- given then $50K we would have had to sack Andy Clitheroe and have the game
- written by the tea lady, and it would have been pants.
-
- ------------------------------------------------------------------------
- On 14 Aug 1996, Espen.Berntsen@himolde.no (Nameless) wrote to
- comp.sys.amiga.games:
-
- [...] Besides, it is impossible to make a good DOOM clone on amiga.
-
- ------------------------------------------------------------------------
- On 1 Nov 1996, Mat Bettinson <anthony@cu-amiga.demon.co.uk> wrote to
- comp.sys.amiga.misc:
-
- [...] Now don't get me wrong here, I'm probably one of the most loyal
- Amiga users in existence, but I know reality when I see it, and Doom
- just isn't possible on the Amiga. If you want to play games like that,
- then just buy a playstation and keep the Amiga for other stuff like
- Internet etc. That's what I do. [...]
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- SAS/C PROFILE OUTPUT ON 50 MHz 68060 CYBERPPC + CYBERVISION64
- ========================================================================
- SAS AMIGA 68000 Profile Analyzer V6.50
- Copyright © 1992-1993 SAS Institute Inc. All Rights Reserved.
- Profile Statistics for adoom
- 2405 run + 152 ready + 139 wait = 2696
- 89.206% run, 5.638% ready, 5.156% wait
- 41.787% samples (1005) out of profile range
-
- counted = 1394, RUN - NonTable 1005
-
- Routine % Total % Offset Hits Label
- 27.9054% 27.9054% 626c 389 @R_DrawColumn_040 [lines 1044-1138 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 8.7517% (122) on line 1122
- 15.2080% 43.1133% 64c4 212 @R_DrawSpan_040 [lines 1299-1443 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 3.4434% (48) on line 1403
- 10.1148% 53.2281% 6ae4 141 _R_RenderSegLoop [lines 73-317 in Work7:Programs/ADoom/amiga_segs.s]
- Most hits - 1.7934% (25) on line 172
- 3.6586% 56.8867% 6778 51 _R_MakeSpans [lines 36-315 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 1.2913% (18) on line 46
- 2.5825% 59.4691% 202b6 36 @P_MobjThinker [lines 417-478 in Work7:Programs/ADoom/p_mobj.c]
- Most hits - 0.9326% (13) on line 433
- 2.2239% 61.6921% 68a4 31 @R_DrawPlanes [lines 318-461 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 1.5065% (21) on line 397
- 2.0803% 63.7733% 2eff4 29 __CXAMEMCPY [lines 2-3 in _cxamemcpy]
- Most hits - 2.0803% (29) on line 2
- 2.0087% 65.7819% 69dc 28 _R_MapPlane [lines 581-684 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 0.2869% (4) on line 614
- 2.0087% 67.7905% 1497c 28 @FixedMul_040 [lines 34-40 in Work7:Programs/ADoom/amiga_fixed.s]
- Most hits - 2.0087% (28) on line 35
- 1.5781% 69.3687% 243f8 22 @R_StoreWallRange [lines 444-813 in Work7:Programs/ADoom/r_segs.c]
- Most hits - 0.1434% (2) on line 468
- 1.5065% 70.8752% 6624 21 _R_DrawMaskedColumn [lines 1465-1626 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 0.6456% (9) on line 1532
- 1.5065% 72.3817% 66d0 21 @V_DrawPatch [lines 1631-1729 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 0.7173% (10) on line 1704
- 1.0760% 73.4577% 6fa4 15 @R_GetColumn [lines 31-65 in Work7:Programs/ADoom/amiga_data.s]
- Most hits - 0.3586% (5) on line 35
- 1.0760% 74.5338% 23868 15 @R_PointOnSide [lines 171-216 in Work7:Programs/ADoom/r_main.c]
- Most hits - 0.2153% (3) on line 180
- 1.0043% 75.5380% 71d0 14 _R_DrawSprite [lines 284-655 in Work7:Programs/ADoom/amiga_things.s]
- Most hits - 0.2153% (3) on line 284
- 1.0043% 76.5423% 1e0fe 14 @P_CrossSubsector [lines 144-256 in Work7:Programs/ADoom/p_sight.c]
- Most hits - 0.2869% (4) on line 144
- 1.0043% 77.5467% 220c0 14 @R_CheckBBox [lines 381-486 in Work7:Programs/ADoom/r_bsp.c]
- Most hits - 0.3586% (5) on line 404
- [...]
- ------------------------------------------------------------------------
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- ------------------------------------------------------------------------
- SAS/C PROFILE OUTPUT ON 40 MHz 68040 WARPENGINE + GVP-SPECTRUM
- ========================================================================
- SAS AMIGA 68000 Profile Analyzer V6.50
- Copyright © 1992-1993 SAS Institute Inc. All Rights Reserved.
- Profile Statistics for ADoom
- 3594 run + 218 ready + 166 wait = 3978
- 90.346% run, 5.480% ready, 4.173% wait
- 33.028% samples (1187) out of profile range
-
- counted = 2393, RUN - NonTable 1187
-
- Routine % Total % Offset Hits Label
- 31.2996% 31.2996% 626c 749 @R_DrawColumn_040 [lines 1044-1138 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 10.5307% (252) on line 1122
- 14.4171% 45.7166% 64c4 345 @R_DrawSpan_040 [lines 1299-1443 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 2.8835% (69) on line 1411
- 13.0381% 58.7547% 6ae4 312 _R_RenderSegLoop [lines 73-317 in Work7:Programs/ADoom/amiga_segs.s]
- Most hits - 1.4626% (35) on line 172
- 3.3848% 62.1395% 6778 81 _R_MakeSpans [lines 36-315 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 1.6297% (39) on line 46
- 2.9252% 65.0647% 69dc 70 _R_MapPlane [lines 581-684 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 0.4179% (10) on line 647
- 2.4238% 67.4886% 66d0 58 @V_DrawPatch [lines 1631-1729 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 1.0447% (25) on line 1704
- 2.2983% 69.7869% 6624 55 _R_DrawMaskedColumn [lines 1465-1626 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 0.8776% (21) on line 1493
- 2.0477% 71.8346% 68a4 49 @R_DrawPlanes [lines 318-461 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 1.7133% (41) on line 397
- 1.5044% 73.33810% 6fa4 36 @R_GetColumn [lines 31-65 in Work7:Programs/ADoom/amiga_data.s]
- Most hits - 0.6687% (16) on line 35
- 1.5044% 74.8432% 243f8 36 @R_StoreWallRange [lines 444-813 in Work7:Programs/ADoom/r_segs.c]
- Most hits - 0.2089% (5) on line 777
- 1.0865% 75.9298% 71d0 26 _R_DrawSprite [lines 284-655 in Work7:Programs/ADoom/amiga_things.s]
- Most hits - 0.4596% (11) on line 331
- 1.0447% 76.9746% 2eff4 25 __CXAMEMCPY [lines 2-3 in _cxamemcpy]
- Most hits - 1.0447% (25) on line 2
- 1.00210% 77.9774% 23868 24 @R_PointOnSide [lines 171-216 in Work7:Programs/ADoom/r_main.c]
- Most hits - 0.2089% (5) on line 171
- 1.00210% 78.9804% 239f2 24 @R_PointToAngle [lines 300-375 in Work7:Programs/ADoom/r_main.c]
- Most hits - 0.2089% (5) on line 339
- [...]
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- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- SAS/C PROFILE OUTPUT ON 50 Mhz 68030 SX32 + AGA
- ========================================================================
- SAS AMIGA 68000 Profile Analyzer V6.50
- Copyright © 1992-1993 SAS Institute Inc. All Rights Reserved.
- Profile Statistics for adoom
- 8131 run + 1033 ready + 230 wait = 9394
- 86.555% run, 10.997% ready, 2.449% wait
- 5.964% samples (485) out of profile range
-
- counted = 7609, RUN - NonTable 485
-
- Routine % Total % Offset Hits Label
- 19.6740% 19.6740% 626c 1497 @R_DrawColumn_040 [lines 1044-1138 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 4.5999% (350) on line 1107
- 15.8627% 35.5368% 84ee 1207 _c2p1x1_cpu3blit1_queue [lines 74-449 in Work7:Programs/ADoom/c2p_030.s]
- Most hits - 2.1291% (162) on line 136
- 13.7600% 49.2969% 6ae4 1047 _R_RenderSegLoop [lines 73-317 in Work7:Programs/ADoom/amiga_segs.s]
- Most hits - 1.4325% (109) on line 190
- 8.39710% 57.6949% 64c4 639 @R_DrawSpan_040 [lines 1299-1443 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 1.7085% (130) on line 1396
- 5.1124% 62.8072% 6778 389 _R_MakeSpans [lines 36-315 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 1.9187% (146) on line 46
- 3.0885% 65.8957% 6624 235 _R_DrawMaskedColumn [lines 1465-1626 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 0.6439% (49) on line 1488
- 2.7599% 68.6556% 6fa4 210 @R_GetColumn [lines 31-65 in Work7:Programs/ADoom/amiga_data.s]
- Most hits - 0.8016% (61) on line 35
- 2.4839% 71.1394% 1497c 189 @FixedMul_040 [lines 34-40 in Work7:Programs/ADoom/amiga_fixed.s]
- Most hits - 2.4839% (189) on line 35
- 2.1027% 73.2422% 69dc 160 _R_MapPlane [lines 581-684 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 0.36710% (28) on line 675
- 1.83910% 75.0822% 66d0 140 @V_DrawPatch [lines 1631-1729 in Work7:Programs/ADoom/amiga_draw.s]
- Most hits - 0.6703% (51) on line 1704
- 1.4063% 76.4884% 243f8 107 @R_StoreWallRange [lines 444-813 in Work7:Programs/ADoom/r_segs.c]
- Most hits - 0.0788% (6) on line 757
- 1.2485% 77.7368% 71d0 95 _R_DrawSprite [lines 284-655 in Work7:Programs/ADoom/amiga_things.s]
- Most hits - 0.2497% (19) on line 331
- 1.2090% 78.94510% 68a4 92 @R_DrawPlanes [lines 318-461 in Work7:Programs/ADoom/amiga_plane.s]
- Most hits - 0.7623% (58) on line 397
- 1.1171% 80.0630% 2c730 85 @Z_ChangeTag2 [lines 432-445 in Work7:Programs/ADoom/z_zone.c]
- Most hits - 0.3943% (30) on line 432
- [...]
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- ========================================================================
-