Amiga.org
Amiga computer related discussion => Amiga Gaming => Topic started by: NovaCoder on February 23, 2012, 06:49:39 PM
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Just ported BOOM (http://doom.wikia.com/wiki/Boom) to 68k :)
Video (http://www.youtube.com/watch?v=eYKITjqla_c&feature=youtu.be)
Find on AmiNet in about 2 weeks ;)
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Nice work. I'm at work so I can't look at the video. How do you expect it to run on a 68040? Any support for RTG?
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Nice work. I'm at work so I can't look at the video. How do you expect it to run on a 68040? Any support for RTG?
Should run well on an 040, yes RTG support included (I also hope to include support for both ECS and the new Graffiti modes of the Indivsion AGA Mrk2 eventually).
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Brilliant. I look forward to trying it. :)
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Boom is quite flexible for an older enhanced Doom port. It allows map designers to pull off some neat tricks!
I'd love to see PrBoom-Plus GL brought over to all next gen Amigas and clones.
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Boom is quite flexible for an older enhanced Doom port. It allows map designers to pull off some neat tricks!
I'd love to see PrBoom-Plus GL brought over to all next gen Amigas and clones.
Yep BOOM is like DOOM with bells on ;)
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I.E.
See links at the bottom of this page:
http://www.doomworld.com/tutorials/boom.php
Ice, Mud, Wind, Translucent Windows, Man's Best Friend, Map Size limitations... too much to mention and much of which would be lost upon a non mapper.
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Looks like its running great on your setup :)
I ever only finished Doom on my amiga, way back.. :)
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Looks like its running great on your setup :)
Thanks but that's running in DEBUG mode....the release version will be a bit quicker ;)
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great work, I'll be sure to give this a try when my 1231/42 arrives. How do you think it will run on that?
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Will work on 030 equipped amigas?
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Will work on 030 equipped amigas?
I think you should look a Novacoder's signature ;)
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Yeah, i noticed later, ;)
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AMIGA BOOM - ALIENS TOTAL CONVERSION for Ultimate DOOM (http://www.youtube.com/watch?v=o-tIESOJ49M&feature=youtu.be)
:)
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Just ported BOOM (http://doom.wikia.com/wiki/Boom) to 68k :)
Video (http://www.youtube.com/watch?v=eYKITjqla_c&feature=youtu.be)
Find on AmiNet in about 2 weeks ;)
I cannot believe someone put a dislike on your youtube vid, bizarre.
Anyway, screw them and congrats on a job well done.
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Just ported BOOM (http://doom.wikia.com/wiki/Boom) to 68k :)
Video (http://www.youtube.com/watch?v=eYKITjqla_c&feature=youtu.be)
Find on AmiNet in about 2 weeks ;)
Neat. It performs nicely on the 030, I'd like to see it run on my 060.
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@NovaCoder
Where did you get that cf0: icon?. it's cool!
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When I get my 80Mhz 060 back in the mail, I'm going to be busy with this.
In the mean time, if I can just remember how in the hell I managed to get Amithlon installed last time....
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http://www.doomworld.com/idgames/?id=16640
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@NovaCoder
Where did you get that cf0: icon?. it's cool!
It's the same icon I use (big ups!) and I recall it's part of a card icon set from AmiNet (I believe CardMI or something like that.)
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Another great megawad for this and ADoom!
http://www.doomworld.com/idgames/?id=16630
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Well crap! There's a few ADOOM and Boom compatible wads worth mentioning this week!
http://doomworld.com/php/topstory.php?id=3456
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Just found this old thread again, this is BOOM running on my 'old' 040 (fullscreen with HUD) -> http://www.youtube.com/watch?v=Au9QkovMHE0 (http://www.youtube.com/watch?v=Au9QkovMHE0)
I'll upload a new video if it running on my 80Mhz 060 when I get the time.
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And here it is -> Amiga BOOM 060 Style (http://www.youtube.com/watch?v=3XG7-U5HdpI&feature=youtu.be)
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That bloody shifts fair play
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And here it is -> Amiga BOOM 060 Style (http://www.youtube.com/watch?v=3XG7-U5HdpI&feature=youtu.be)
Glad to see you finally got your (Apollo) '060 card. :)
80MHz as well... she's a beauty!
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Oh gawd - I haven't messed with DOOM in years. I can see that's about to change....
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This is what I'm currently working on -> AmiQuake (http://www.youtube.com/watch?v=WTMLT1xvDq8&feature=relmfu), should be ready in a 2 weeks.
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This is what I'm currently working on -> AmiQuake (http://www.youtube.com/watch?v=WTMLT1xvDq8&feature=relmfu), should be ready in a 2 weeks.
So are you the guy behind the Alien Breed Quake TC as well?
If so, were you able to rip resources such as textures from Alien Breed 3D 2?
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This is what I'm currently working on -> AmiQuake (http://www.youtube.com/watch?v=WTMLT1xvDq8&feature=relmfu), should be ready in a 2 weeks.
In some platforms like mips or arm they modified some fpu code to use integers so perhaps you could apply some speed up.
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I wonder.... can it run on Amithlon?
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When I tried it under AmithlOn, nothing happened when I double clicked the icon. I then tried it via command line and it acted as if I never typed a command at all.
An Amithlon specific port of this for PrBoom Plus would be nice though.
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You need to have the wad files in the same directory. I encountered the same thing.
I cant seem to get mods to work though, or any command line arguements, and it crashes almost as soon as it launches. Also it only displays the image in top half of the screen a bit squashed (I think its trying to use one of my weird, designed for mame p96 screenmodes).
Any pointers would be appreciated.
@XDelusion
Glad my ab3d mod idea stuck. I cant seem to shake it either.
Any recommendations for editors and whatnot? I'd like to do the whole thing from my amiga and/or amithlon box though, which limits me to amiga tools, or DOS tools (for running inside pc task).
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A couple of points.
1) Don't even try and launch it from the command line, this is a multi-tasking WB friendly application and can only be launched from the WB.
2) Use the Icon's Tooltypes to specify locations of WAD files and the BEX files etc.
3) There is currently a bug with the 060 C2P routines, do not specify 060 with an AGA display type (will be fixed with the next release)
4) The current AmiNet version of BOOM doesn't use P96 for RTG, it's coded as a native CyberGFX app for max speed
5) This game is only targeted at classic 68k, don't try to run it on any other 'Amiga like' platform and expect it to work properly ;)
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A couple of points.
1) Don't even try and launch it from the command line, this is a multi-tasking WB friendly application and can only be launched from the WB.
OS-friendly apps should work correctly launched from CLI. Is the problem stack related? ADoom worked flawlessly launched from both CLI and WB.
2) Use the Icon's Tooltypes to specify locations of WAD files and the BEX files etc.
If you take code from ADoom you could make it override tooltype settings when CLI parameters are specified.
3) There is currently a bug with the 060 C2P routines, do not specify 060 with an AGA display type (will be fixed with the next release)
You could auto detect cpu type and use that functions unless user forces the app to use other cpu functions. It is easy, just use something like this:
ULONG detecta_cpu(void)
{
if ((SysBase->AttnFlags & AFF_68060) != 0)
cpu_type = 68060;
else if ((SysBase->AttnFlags & AFF_68040) != 0)
cpu_type = 68040;
else if ((SysBase->AttnFlags & AFF_68030) != 0)
cpu_type = 68030;
else if ((SysBase->AttnFlags & AFF_68020) != 0)
cpu_type = 68020;
else if ((SysBase->AttnFlags & AFF_68010) != 0)
cpu_type = 68010;
else
cpu_type = 68000;
return(cpu_type);
}
ULONG detecta_fpu(void)
{
if (SysBase->AttnFlags & AFF_FPU40)
fpu_type = 68040;
else
if (SysBase->AttnFlags & AFF_68882)
fpu_type = 68882;
else
if (SysBase->AttnFlags & AFF_68881)
fpu_type = 68881;
else fpu_type = 0;
return(fpu_type);
}
4) The current AmiNet version of BOOM doesn't use P96 for RTG, it's coded as a native CyberGFX app for max speed
You won't gain a single fps removing p96 support.
5) This game is only targeted at classic 68k, don't try to run it on any other 'Amiga like' platform and expect it to work properly ;)
It should work as it's an OS-friendly multitasking game. It would be different if it didn't multitask and took over the machine for maximum speed, writting to chipram at 7MB/s perfectly synchronized with the screen refresh in the short while between a frame ends and the next one is shown (like many demos do), but it's not the case.
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very nice... :)
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@XDelusion
Glad my ab3d mod idea stuck. I cant seem to shake it either.
Any recommendations for editors and whatnot? I'd like to do the whole thing from my amiga and/or amithlon box though, which limits me to amiga tools, or DOS tools (for running inside pc task).
If you want to do any DOOM editing in an Amiga related OS, you are going to be confined to DosBox running old archaic dos programs. Unless of course you update DosBOX for AROS at some point with your previous plans...
...then we may be able to run the old version of DOOM Builder inside Win98 lite.
Other than that I suggest these two windows programs.
DOOM Builder 2
http://www.doombuilder.com/
(I started mapping when DOOM editing was like using an old 80's CAD program. Editing within DOOM Builder 2 saves SOOOOO VERRRRRRYYYYY MUCH TIME!!!! Just watch the tutorials linked on the page, you'll see!!!!)
Slade
http://slade.mancubus.net/
(Slade is the most advanced tool in relation to editing DOOM resources files such as textures, sprites, sound files, audio files and so forth.)
If you insist upon running something inside Dosbox, well then you have... well just have a look here:
http://www.doomworld.com/classicdoom/utils/editors.php
For the note, some of the special tools made to take advantage of some of BOOM's features can only be run in DOS. This includes the tool to create new animated textures amongst others.
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At the risk of sounding like a party-pooper, isn`t porting Quake and Doom a bit of a pointless exercise when we already have extremely well optimised 68K ports of both?
Not that it`s any of my business how you spend your pleasure time of course! :)
edit: I think I see now - you`re trying to accomodate the AB3DII assets right?
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At the risk of sounding like a party-pooper, isn`t porting Quake and Doom a bit of a pointless exercise when we already have extremely well optimised 68K ports of both?
Not that it`s any of my business how you spend your pleasure time of course! :)
edit: I think I see now - you`re trying to accomodate the AB3DII assets right?
Optimizations. Think of BOOM as DOOM with a TON of bug fixes, mapping limitations removed and a ton of extra goodies...
http://doom.wikia.com/wiki/Boom
Flags:
http://www.doomworld.com/tutorials/boom5.php
Properties Transfer:
http://www.doomworld.com/tutorials/boom2.php
Advanced Teleports:
http://www.doomworld.com/tutorials/boom4.php
Ice, Mud, Wind Currents:
http://www.doomworld.com/tutorials/boom6.php
Scrolling Effects:
http://www.doomworld.com/tutorials/boom3.php
Advanced Elevators:
http://www.doomworld.com/tutorials/boom7.php
More Triggers:
http://www.doomworld.com/tutorials/boom8.php
Man's Best friend:
The ability to add drones to help the player fight enemies within the game, I.E. Gradius or Shadow Dancer.
The ability to add color schemes to your maps so it looks like some rooms are lit up in blue while others appear red, green, yellow, normal etc.
And so much more.
As for Alien Breed 3D II under BOOM...
...that's an idea of Fish's that him and I are currently tossing around in our heads. Boom was not ported to accommodate, but now that we have BOOM we want to do something Amiga centric with it.
BTW, what was the name of the Amiga based DOOM source port that allowed for Free Look?
Do you think code from that could be worked into your port of BOOM Nova?
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Looks good, I`m going to give it a try on this here PC right now...
BTW, it was DoomAttack that had free look
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Looks good, I`m going to give it a try on this here PC right now...
BTW, it was DoomAttack that had free look
I think you are correct, I do believe it was DOOM Attack...
man, if we could have that feature in the Amiga source port of BOOM!!!!
Well that would give the Amiga it's own original Source Port! ;)
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I think you are correct, I do believe it was DOOM Attack...
man, if we could have that feature in the Amiga source port of BOOM!!!!
I'll have a look at implementing free-look in BOOM when I get the time, it shouldn't be too hard now that I have the DoomAttack source code.
BTW, the official BOOM thread lives here -> EAB BOOM Thread (http://eab.abime.net/showthread.php?t=63386)
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I'll have a look at implementing free-look in BOOM when I get the time, it shouldn't be too hard now that I have the DoomAttack source code.
BTW, the official BOOM thread lives here -> EAB BOOM Thread (http://eab.abime.net/showthread.php?t=63386)
Groovy! That would do us a lot of justice if we take on this AB3DII TC.
Thanks for taking a look.
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@XDelusion
Apart from Odamex, what would be the best option for this AB3d TC idea? While its nice to have Boom It doesnt sound like Novacoder has any interest in fixing it for RTG systems, which makes it kinda useless for me. I was thinking I might be better off porting/constructing something myself for AB3d:TC.
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@XDelusion
Apart from Odamex, what would be the best option for this AB3d TC idea? While its nice to have Boom It doesnt sound like Novacoder has any interest in fixing it for RTG systems, which makes it kinda useless for me. I was thinking I might be better off porting/constructing something myself for AB3d:TC.
My first thought, and I think this would be the easiest choice would be to have a coder take Nova's code and begin a specialized version to support Picasso modes. This would also ensure compatability with classic hardware.
For a feature rich engine, I can't say enough for ZDOOM, though it uses the FMOD library for it's audio and FMOD's sources are under lock and key from what I understand. Booo!!!!! :/
Then there is ReMood, the spiritual successor to my old and first love, Doom Legacy. Though it's mow a one man project and not developing very fast.
What OS are you thinking of targeting Fish? I can keep going... ;)
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Sorry Nova, we're sort of getting this off topic. I'll start a new thread.
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My main interest is my Amithlon box, so I guess OS3.x. I would like it to work on my a1200 too, but amithlon is my main used computer here, so its a priority.
Maybe I'll just fix PRBoom and add freelook to it. That'll cover amithlon/aros, and if NovaCoder adds freelook to Boom that'll cover the classics.
Really though its not just because Boom isnt RTG friendly that Ive considered porting another engine. It's all about the AB3d:TC and what suits that best.
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My main interest is my Amithlon box, so I guess OS3.x. I would like it to work on my a1200 too, but amithlon is my main used computer here, so its a priority.
Maybe I'll just fix PRBoom and add freelook to it. That'll cover amithlon/aros, and if NovaCoder adds freelook to Boom that'll cover the classics.
Really though its not just because Boom isnt RTG friendly that Ive considered porting another engine. It's all about the AB3d:TC and what suits that best.
Unless you are going to emulate the fancy texture and lighting effects, I believe we can squeeze enough out of plain old BOOM to create feature rich maps that contain enough mapping and game play elements to make it look and feel pretty much like Alien Breed, as well add in enough BOOM specific tricks to make it feel some what like a successor of sorts.
Of course if life were kind, GzDOOM would be more portable, then we could FULLY engorge our selves, but that is a Windows and Linux only venture as things stand. And beside it requires a modern gen graphics card to fully utilize all it's features, but man can GzDOOM impress!!!
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Really though its not just because Boom isnt RTG friendly that Ive considered porting another engine. It's all about the AB3d:TC and what suits that best.
Have you actually tried the current version of BOOM on your setup? I've had both CyberGFX and P96 users tell me it runs for them really well?
You just need to setup a 320x200 chunky 8bit screen and you should be good to go.
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A WarpUP version is planned ?
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A WarpUP version is planned ?
No sorry. A decent 040/060 can already run it at pretty much full speed anyway so there's no point.
I might do a Graffiti mode to support the Indy Mrk2 if I can be bothered.
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@NovaCoder
Yeah, I have. As I mentioned earlier it squashes the display in the top half of the screen (think its trying to use one of my built for mame screenmodes (336x512x8 would be my guess from the image it outputs). Also crashes the entire within 10 seconds or so.
Is it possible tospecify the screenmode. I do have a 320x200x8 mode, but Boom doesnt try to use it by default.
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@NovaCoder
Your port is full of emulated 060 instructions (192 !!!) : that's slow down the game a loooot !
Remove them my friend !
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Hiya,
Don't know about emulated 060 instructions but it does link to that nasty ixemul.lib, I did try and do a 'clean' build but the sucker just crashes when I do.
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You can see the 060 emulated instructions with using OxyPatcher v3.14 during the game...
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I give up, where do I download Boom? Even checked aminet :-)
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BOOM 2.02 (http://aminet.net/package/game/shoot/BOOM) on Aminet :).
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BOOM 2.02 (http://aminet.net/package/game/shoot/BOOM) on Aminet :).
LOL Why can't I get that to come up as a search result when using search? :-/
Thanks!! :D
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Nice work...
The amiga community needs to clone novacoder.
We need a few hundred of him.
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Just need commander keen ported ;-)
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Ok, so I've placed boom and a doom.wad file in the same directory and it wont run. Currently setting it up under WinUAE then moving it across to my A1200.
Does it need a real Amiga to work? I've tried changing file1 to file1=doom.wad
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Hiya,
No it should work fine under WinUAE, you don't need to even the change the tooltypes for a basic install. Have a look at the readme file, the file1, file2, file3 parameters are used for custom maps.
If you are going to run it on your 030 turn-off the music (tooltypes again) and also try and do everything suggested in the readme under 'performance considerations'
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Thanks Nova, problem I have is I double click on it and nothing happens.
Will have another look through the readme. :-)
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I feel the need, the need for.... (http://www.youtube.com/watch?v=jqqjd6X41OM)
;)
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I feel the need, the need for.... (http://www.youtube.com/watch?v=jqqjd6X41OM)
;)
Wow, it is so much slower now! I love it!!! ;)
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SO what did you do to speed this up, and how come nobody is in here raving about your improvements?! :)
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SO what did you do to speed this up, and how come nobody is in here raving about your improvements?! :)
I compiled the build for 68060, updated the C2P code and also used some 68060 assembler that I 'borrowed' from DoomAttack. I also played with the mouse control to make it a bit smoother.
I don't think many people use their classic machines these days for anything other than running WHDLOAD games or maybe they are all sitting around gathering dust ;)
It's ok if people don't use my ports, I get a buzz out of pushing classic hardware to the max and also playing these great games on my 1200.
The Curse of Monkey Island (AGA) (http://www.youtube.com/watch?v=zh9soNNHyWA)
:)
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Monkey Island! :)
How possible do you think it would be to bring over DOOM Attack's Free Look?
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Free look should be pretty easy to do and I think it also supports a cross-hair, it's just finding the spare time to do it.
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Free look should be pretty easy to do and I think it also supports a cross-hair, it's just finding the spare time to do it.
I have too much time lately, want some? :)
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BOOM rocking on (https://www.youtube.com/watch?v=WrSQPqtNPNA)
:)
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Is it possible to run at a higher res? :-)
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Is it possible to run at a higher res? :-)
No for that to work we'd need someone to port ZDOOM over to AGA.
I was playing around on BOOM today, still playing through the excellent TC 'Back to Saturn' on my 1260.
[youtube]vTnz4snCIcA[/youtube]
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Love the video! Great TC if there ever was one!
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Love the video! Great TC if there ever was one!
Love it, I could run Boom in playable speeds last time I tested a year ago on my 030 :)
The curse of monkey Island is a far away Dream for me, I want to get my hands on a 060 more and more because of Novacoder :)
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in the later part of the 90's I used to use DoomAttack, which gave you freelook, jumps and some extra stuff. It worked fine on my 030, ofcourse it playes even better on my 060.
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After BOOM comes AmiDOOM :)
[youtube]JpjVxuJBWak[/youtube]
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Looks great Nova, Do you think it might run on an 030/50mhz With AGA? Looking forward to trying the RTG Version on an A2000 060, Any Chance your other ports might be adapted for RTG Too? :-)
Robert.
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Looks great Nova, Do you think it might run on an 030/50mhz With AGA? Looking forward to trying the RTG Version on an A2000 060, Any Chance your other ports might be adapted for RTG Too? :-)
Robert.
Hiya,
No sorry, this is for 060 only, if you only have an 030/040 I recommend using the old port of DoomAttack instead.
Yep I might update some of my older ports to use RTG now that I've discovered a good way for building the RTG mode list, just depends on my amount of free time (and energy).