home *** CD-ROM | disk | FTP | other *** search
- 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)
-