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-
- -====> DoomAttack 0.5 by Georg Steger <====-
-
-
- DoomAttack is another port of Doom for the Amiga. Creating an Amiga version
- was very easy, because ID Software have released the original source code
- as public domain and therefore it's also 100% legal.
-
-
- What's so special about *this* version:
- =======================================
-
- o Several routines have been rewritten in assembler
-
- o The game is running fast even on my AGA 68030/50 68882/50 and will probably
- fly on 68040/68060 + GFX-Board (if it works :-?)
-
- o The low detail mode routines (2 x 1) were fixed and the game is *very*
- playable in full screen on a 68030/50 machine
-
- o You can use Keyboard, Mouse and Joystick
-
- o You can make a IFF screenshot from inside the game.
-
- o Two versions: one for 68030 and one fore 68040/68060 (not tested!)
-
- o Network playing does *NOT* work!!!!!!!!!!!!
-
-
- System Requirements:
- ====================
-
- o Amiga OS 3.0
-
- o 68030 (it's very probably also working on 68020) - FPU is *not* required
-
- o some memory (8 MB FAST is probably the minimum)
-
- o AGA or GfxBoard (not tested)
-
- o There are two versions of the executable. One compiled for computers
- with 68030 and one for computers with 68040/68060, which I hope should
- not contain any of the commands that on these CPUs have to be emulated.
-
- In order to use DoomAttack you first of all need a WAD file. I have only
- tested DoomAttack with a Shareware WAD (you can get one from the ID Soft-
- ware Web site: http://www.idsoftware.com), that's one with the suffix
- ".wad". Anyway it will probably work with registered and commercial WAD
- files, too.
-
- Tip for italian users (and others, too!?):
- ==========================================
-
- There's a PC Doom Demo archive in many of the CDs of Enigma Amiga Run. Just
- have a look at the "ONLYPC" directory. There you should find a file called
- "doom1_2.zip". There's a unzip utility for the Amiga on Aminet: "util/arc/
- Unzip512x.lha". Simply type: "unzip doom1_2.zip" and the archive will be ex-
- tracted to the current directory. After unzipping you will find several
- files in the current directory, "DOOM1_2S.1" and "DOOM1_2_S.2" are the ones
- containing the WAD file. The format of the two files seems to be ICE, but
- inside there is a normal LHA file, therefore you can extract it diretly
- with the Amiga. As the ICE file is split you first have to join the two
- parts together: "join DOOM1_2S.1 DOOM1_2S.2 to DOOM.LHA". After that you
- can use lha: "lha x DOOM.LHA". The warning "skipping extraneous/corrupt
- data" can be ignored.
-
-
- Installation:
- =============
-
- Either use the installation script (recommended!!) or do it by hand:
-
- 1) Copy the right executable to the directory containing the WAD file.
-
- 2) Create a directory called "c2p" in the same directory and copy the
- chunky2planar routine (which is called "c2p", too) there.
-
- 3) DoomAttack needs to have the environment variable DOOMHOME (not HOME!
- I have changed) set to the directory containing the WAD file.
-
- 4) In order to speed up disk loading use "AddBuffers <disk:> <buffers>".
- One buffer is about 500 bytes. I suggest you to use a value between
- 100 and 500, for example: "AddBuffers WORK: 200"
-
- 5) Before starting DoomAttack you should set the stack size to 150000,
- which I guess should be enough.
-
- 6) VERY IMPORTANT: If you want DoomAttack to run on GFX Board screen you
- must start it with the option "-rtg" (see below), because I actually
- don't know how to find out, whether a Screen mode is native or not!!!!
- DoomAttack has not been tested on GFX-Boards, so it might not work. In
- this case try a native Amiga mode.
-
-
- It's also possible to start DoomAttack from Workbench by double-clicking
- the DoomAttack_ClickMe icon, first, which sets DOOMHOME and increases the
- buffers. (Don't double-click it more than once per boot!!)
-
- Anyway Doom eats a lot of memory and therefore it might be better booting
- "with no Startup Sequence". To simplify the starting in this case you can
- copy the "DoomAttack_Start" file to S: so that after having booted without
- Startup Sequence it will be enough typing "S:DoomAttack_Start" to get the
- game running. "DoomAttack_Start" sets the DOOMHOME environment variable,
- adds some buffers to "Work:" (change this if the volume containing the Doom
- files has another name on your computer!!!!), sets the stack to 100000 and
- starts DoomAttack.
-
- You can do this from Workbench, too, by simply double-clicking the Doom-
- Attack_BootStart icon and resetting the computer when the requester telling
- you to do so, appears. If you are interested in how this work: When you
- double-click DoomAttack_BootStart the script with the same name will be
- executed. The scripts mounts a small RAD disk (called DoomRAD:) and creates
- a startup-sequence for it. The RAD disk has the highest boot priority and
- therefore autobooting will happen from there, when you reset the computer.
- The startup-sequence created by the script (BTW: to set DoomAttack options
- edit the "setenv DOOMOPTIONS" line in this script) sets up some assigns,
- starts the monitor drivers, sets the environment variable DOOMHOME, in-
- creases the stack size, kills the small RAD disk and then starts DoomAttack.
-
-
- Options:
- ========
-
- You can set them with shell arguments (if you use DoomAttack_Start script
- you must edit this file) or with tooltypes (only if you start DoomAttack
- from Workbench). The '-' char is part of the option and tooltypes must
- contain it, too!
-
- -rtg IF you want to use a GFX-Board screenmode you have
- to specify this option. If you do so DoomAttack will
- render the framebuffer with either WritePixelArray8
- or WriteChunkyPixels depending on whether you are
- running OS3.1 or not.
-
-
- -fps Displays the frames per seconds in the upper left
- corner of the screen. Doesn't work very well in
- "-rtg" (or single buffered) mode - the display
- flashes ...
-
-
- -rendercontrol Can be used together with "-fps" to see how fast the
- rendering would be, if there was no need to chunky2-
- planar (or copy) from the framebuffer to the screen
- bitmap. You can switch the FrameBuffer-to-Screen
- routine on and off with CAPS LOCK. If CAPS LOCK is
- on, there will no screen update, but you will still
- see the fps.
-
-
- -nodoublebuffer Switches double-buffering off. Double-buffering does
- actually only work with native screens (i.e. if you
- don't use the "-rtg" option), because I don't know
- how to do double-buffering on GFX-Boards.
-
-
- -zonesize By default DoomAttack tries to alloc one block of 6
- MByte, which will be freed only when you quit Doom.
- If allocation fails, it decreases the size by 50
- KByte, again and again, until allocation succeds.
- With -zonesize you can tell DoomAttack how many
- KBytes (!!!!! not MBytes) it shall try to alloc
- first. You should not go under 3000 KByte, although
- I'm not quite sure as this probably depends on the
- WAD file (I've only tried one).
-
- -displayid Supply the (numeric) id of the screenmode you want to
- use. You can specify it in hexadecimal format. For
- example "0x21000" would be PAL:Lowres. You usually
- don't have to use this option because you can force
- a Screenmode requester to pop up by holding down
- one of the SHIFT keys when starting DoomAttack (the
- requester will not appear immediately). The screen-
- mode will then saved to the config file ".doomrc"
- when quitting Doom. BTW: You can edit ".doomrc" with
- a normal Editor.
-
-
- -c2proutine Specify an alternative chunky2planar routine. By
- default DoomAttack tries to load "PROGDIR:c2p/c2p",
- and that's actually the only one available, so this
- option can't actually be used.
-
- BTW: If DoomAttack couldn't load the c2proutine it
- will automatically switch to "-rtg" more.
-
- At the end of all Init-Routines DoomAttack will
- display in the output window, whether it is
- running in "-rtg" or in "chunky2planar" mode.
-
-
- -forcedemo Forces to run the demo even if it "is from another
- game"
-
-
- -norangecheck There are some bugs in the rendering engine (= in the
- original source code) which sometimes can make it
- try to render outside the framebuffer (=> can cause
- crash). Therefore by default there are range checks
- in the routines to avoid this. This might slow down
- overall speed a little bit. With this option you can
- replace the render routines with faster ones not
- containing the mentioned range checks, at your own
- risk!! There will probably be only a very small speed
- increase, therefore I think it's better not using
- this option!
-
-
- -nosound Disable sound. Actually only sound effects (no music)
- are working and this anyway slows down the game a
- little bit.
-
-
-
- Controls
- ========
-
- CURSOR LEFT rotate left
- MOUSE LEFT
- JOYSTICK LEFT
-
- CURSOR RIGHT rotate right
- MOUSE RIGHT
- JOYSTICK RIGHT
-
- CURSOR UP walk
- MOUSE UP
- JOYSTICK UP
- RIGHT MOUSE BUTTON
-
- CURSOR DOWN go back
- MOUSE DOWN
- JOYSTICK DOWN
-
- CONTROL shoot
- JOYSTICK FIRE
- LEFT MOUSE BUTTON
-
- SHIFT run
-
- ALT
- MIDDLE MOUSE BUTTON strafe
-
- RETURN show last message in game/ "enter" in menus
-
- SPACE
- MMB DOUBLE CLICK use / open door
-
- NUMERICPAD * gamma correction
-
- HELP pause game
-
- ` (above TAB) save IFF screenshot - standard name DOOMxx.IFF
-
- SHIFT + ` (above TAB) save IFF screenshot - ask for name with ASL requester
-
- F5 switch low detail (2 x 1 Pixels) on/off
-
- + increase window size / map zoom
-
- - decrease window size / map zoom
-
-
-
- FINAL NOTES:
- ============
-
- o The game from time to time crashes at exit. There seem to be a lot of
- bugs in the original source code. I have fixed some but there are
- still crashes. Reboot your computer after quitting DoomAttack. I don't
- take any responsibility for any damage that occures. You have been
- warned!!!
-
- o The actual c2p routine is optimized for 020/030 (no blitter) and is based
- on a routine I found in the "rtgmaster" archive. If someone wants to send
- me faster ones, or routines optimized for 68040/60 ...
-
- The c2p routine could be optimized a lot as it actually chunky2planars
- always the whole screen and always in 1 x 1, even if you have shrunk the
- display window to it's minimum size.
-
- BTW: The c2proutine may be destructive
-
- o If Joystick control or Mouse control does not work, load ".doomrc" into
- an editor and set "usemouse"/"usejoystick" to 1. You can also disable
- them by setting "usemouse" and/or "usejoystick" to 0, which can speed
- up the game a little bit.
-
- o The FPS display ("-fps" option) slows down the game a little bit.
-
- o Native Amiga screenmodes with 30 kHz slow down the game considerably. If
- possible use a normal 15 kHz mode.
-
- o Expect new and faster versions with even more routines converted to
- assembler, soon!!!
-
- o Don't expect networking to be supported in future versions. I don't know
- anything about it.
-
- o I could implement MOD playing routines, if someone sends me a cool and
- fast (!) routine and one that, if possible, uses the audio.device (well,
- unless this is too slow).
-
- o Can someone tell me how to check whether a certain screenmode is native
- (i.e. planar planes which have to be in chip memory) or from a GFX-
- Board. I've heard that checking the Flag DIPF_IS_FOREIGN is not working
- with all GFX boards.
-
- o And how do I do fast double buffering on GFX-Boards? I've heard something
- about ScrollViewPort(). Remember: I don't have a GFX-Board and there does
- not seem to be anyone here in South Tyrol, having one :( Therefore you
- have to explain me *everything*.
-
- o I have removed the checks for divison by zero in many places, where I
- think they are not necessary. Anyway I was not always 100% sure, so if
- you get a 80000005 GURU let me know!
-
-
- ===========================================================================
- Georg Steger, Hochlercher 30, I-39030 St. Johann/Ahrntal
- EMail: steger@pass.dnet.it
-