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1998-01-01
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Short: Amiga port of DOOM v0.2
Uploader: Peter McGavin (p.mcgavin@irl.cri.nz)
Type: game/shoot
Uploader: Peter McGavin (p.mcgavin@irl.cri.nz)
ADoom 0.2 1 Jan 1998
----------
This archive contains a preliminary Amiga port of DOOM, compiled as
directly as possible from ID Software's Linux DOOM source code.
On 26th Dec 1997 I learnt that ID Software released the source code of
DOOM and made it available by ftp. So I immediately downloaded it and
tried compiling it with SAS/C 6.58 for the Amiga. This archive
represents my results after about 5 evenings and 2 days. Much of that
time was spent tracking down 1 bug. I need to go back to my real job
soon...
Warning: This is an early version of ADoom with some limitations and
bugs.
I included in this archive the source code of the Amiga-specific parts
I wrote. I did not include any of the original ID Software source
code.
You can get the original ID Software Linux DOOM source from:
ftp://ftp.cdrom.com/pub/idgames/idstuff/source/doomsrc.zip
See amiga_notes.txt for a detailed list of changes I made.
ADoom is OS-friendly and multitasks.
ADoom puts up an ASL requester for the ScreenMode.
Sound effects, ECS support and 68040-optimised C2P are included since
version 0.1. C2P is not optimised for 68020/68030, but it will work.
You can use a joystick in the 2nd gameport from v0.2.
AmiTCP network support was added in v0.2, but so far is rather
unstable and slow, even with a direct ethernet connection between 2
fast Amigas.
If disk loading of levels is very slow, try adding more disk buffers
with the AmigaDOS ADDBUFFERS command.
There is another (different) Amiga DOOM port by Trance at
"http://www.pluk.com/".
REQUIREMENTS:
-------------
A 68020+ Amiga running at least OS 2.1, with at least about 8 Mb RAM.
A graphics card, CyberGraphics and 68040+ are strongly recommended,
but ADoom should also work with AGA or ECS (EHB) using C2P. I am
currently unable to test AGA, but several users reported success.
--------------------------------------------------------------------
| YOU NEED TO GET A WAD FILE THAT WORKS WITH LINUX DOOM AND PUT IT |
| IN THE SAME DIRECTORY AS ADOOM. |
--------------------------------------------------------------------
Otherwise you get the message: "Error: W_InitFiles: no files found"
WAD files typically have names like DOOM1.WAD and DOOM2.WAD.
Not all WAD files work. It seems that some older WAD files are
rejected because they leave out some information that ADoom requires.
I think these same WAD files fail to work in Linux DOOM. DOOM1.WAD
from www.pluk.com works fine, as should the latest shareware WADs from
ID Software's WWW site.
I use a stack size of 150000 bytes, but that's probably overkill.
I don't know what the stack requirements really are yet. It's
probably less than 4096 bytes (because it worked OK from the icon
when I forgot to set the stacksize).
An FPU is neither required nor used.
An MMU is neither required nor used.
LIMITATIONS:
------------
No mouse yet.
No joystick yet.
Very little Amiga-specific optimisation.
Play-tested for a few hours on an A3000 + WarpEngine + GVP Spectrum +
Cybergraphics running OS3.1 and Enforcer, on which it seems to run
very smoothly. Many people reported success with ADoom v0.1.
However, unfound bugs almost certainly exist. In particular, ADoom
sometimes seems to crash on exit. Enforcer, mungwall and CPR don't
seem to catch the crash.
Occasionally there is a level where all the monsters must be killed to
complete the level. There seems to be an outstanding bug that
monsters kills are incorrectly counted. Sometimes it is possible to
complete the level without killing all the monsters. Other times it
seems impossible to complete the level.
KEYBOARD:
---------
Most keys are mapped the same as on a PC. However the Amiga doesn't
have F11, F12 and PAUSE keys. On the Amiga, press '[' for F11, ']'
for F12 and HELP for PAUSE.
NETWORKING WITH AMITCP:
-----------------------
AmiTCP networking in ADoom is based on the Linux DOOM source code. It
works between Amigas and Linux PCs using TCP/IP on a fast network. It
uses TCP/IP on all computers, not IPX.
DOOM on PCs normally uses IPX for networking, which is incompatible
with ADoom's TCP/IP. I don't know whether there is a TCP/IP driver
for DOOM on Windows95, but I heard there is such a thing for MSDOS
(untested).
Currently ADoom probably won't work over serial lines with SLIP or
PPP. I tested it over ethernet and AmigaLink. Even then it seemed
rather jerky and slow, and it failed to start up when I tried crossing
a gateway between the 2 networks.
To start ADoom across 2 computers called fred and bob, say:
1: Make certain both computers are using identical WAD files;
2: Make certain you can PING fred from bob and vice versa;
3: On bob, enter: "ADoom -net 1 fred"
4: On fred, enter: "ADoom -net 2 bob"
If there are 3 computers, called fred, bob and sue, say:
1: Make certain all 3 computers are using identical WAD files;
2: Make certain you can PING between all computers by name;
3: On bob, enter: "ADoom -net 1 fred sue"
4: On fred, enter: "ADoom -net 2 bob sue"
5: On sue, enter: "ADoom -net 3 fred bob"
It's normal for screens to go blank sometimes during the startup phase.
On Linux I used DOOM compiled from the source code available from:
ftp://ftp.cdrom.com/pub/idgames/idstuff/source/doomsrc.zip
I don't know whether other Linux DOOM implementations are compatible.
So far I have tested up to 3 computers. The code is pretty untested
and your mileage may vary.
BUGS FIXED:
-----------
Early versions of ADoom required the HOME environment variable to be
set. This confused a lot of people. Since version 0.2, ADoom saves
its prefs file (.doomrc) in the current directory if HOME is not set.
Early versions of ADoom crashed if there wasn't enough memory
available. Since version 0.2, ADoom checks the result of the main (up
to 6 Mb) memory allocation. There are still a few places where small
memory allocations are not checked.
THANKS:
-------
Thanks to John Carmack and ID Software for one of the best games ever!
Peter McGavin. (p.mcgavin@irl.cri.nz)