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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.
- ;)
-
- ------------------------------------------------------------------------
- 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.
-
- ------------------------------------------------------------------------
- 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 <maryan@newton.zsmeie.torun.pl> writes:
-
- I'm writing about your ADoom, which, as many people agreed, is superb.
-
- ------------------------------------------------------------------------
- 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.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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>
-
- ------------------------------------------------------------------------
- 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>
-
- Joseph Fenton <jlfenton@ctaz.com>
-
- "Jeroen T. Vermeulen" <jtv@xs4all.nl>
-
- ------------------------------------------------------------------------
- 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)
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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)...
-
- ------------------------------------------------------------------------
- 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.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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..
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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.
-
- [sorry Joe, still haven't got to that one, Peter McGavin]
-
- ------------------------------------------------------------------------
- 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.
-
- ------------------------------------------------------------------------
- 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
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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)
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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?
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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:.
-
- ------------------------------------------------------------------------
- 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 :-)
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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!!
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- 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/
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ========================================================================
- 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.
-
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- 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
-
- ------------------------------------------------------------------------
- "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]
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
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- ------------------------------------------------------------------------
- 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. [...]
-
- ------------------------------------------------------------------------
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- ------------------------------------------------------------------------
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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_debug
- 3778 run + 222 ready + 167 wait = 4167
- 90.664% run, 5.328% ready, 4.008% wait
- 31.445% samples (1188) out of profile range
-
- counted = 2576, RUN - NonTable 1188
-
- Routine % Total % Offset Hits Label
- 28.7656% 28.7656% 45f0 741 @R_DrawColumn_040
- 12.5000% 41.2656% 4858 322 @R_DrawSpan_040
- 11.7236% 52.9891% 49c0 302 _R_RenderSegLoop [lines 3-144 in amiga_draw.s]
- Most hits - 11.7236% (302) on line 3
- 4.8524% 57.8416% 1e2c8 125 @R_MakeSpans [lines 337-360 in Work7:Programs/ADoom/r_plane.c]
- Most hits - 1.7857% (46) on line 337
- 4.1538% 61.9953% 1e37a 107 @R_DrawPlanes [lines 368-454 in Work7:Programs/ADoom/r_plane.c]
- Most hits - 1.8245% (47) on line 449
- 3.1055% 65.1009% 1f35c 80 @R_DrawMaskedColumn [lines 353-390 in Work7:Programs/ADoom/r_things.c]
- Most hits - 1.1258% (29) on line 366
- 2.4068% 67.5077% 1dfae 62 @R_MapPlane [lines 125-179 in Work7:Programs/ADoom/r_plane.c]
- Most hits - 0.3882% (10) on line 156
- 2.2515% 69.7594% 22728 58 @V_DrawPatch [lines 209-264 in Work7:Programs/ADoom/v_video.c]
- Most hits - 1.1258% (29) on line 258
- 1.9798% 71.7391% 1c71c 51 @R_GetColumn [lines 392-407 in Work7:Programs/ADoom/r_data.c]
- Most hits - 0.4271% (11) on line 401
- 1.5528% 73.2911% 1fa36 40 @R_DrawSprite [lines 862-970 in Work7:Programs/ADoom/r_things.c]
- Most hits - 0.23210% (6) on line 960
- 1.3976% 74.6894% 203e8 36 @W_CacheLumpNum [lines 498-519 in Work7:Programs/ADoom/w_wad.c]
- Most hits - 0.7376% (19) on line 516
- 1.2423% 75.9317% 290d8 32 __CXAMEMCPY [lines 2-3 in _cxamemcpy]
- Most hits - 1.2423% (32) on line 2
- 1.2035% 77.1350% 17eb0 31 @P_DivlineSide [lines 59-99 in Work7:Programs/ADoom/p_sight.c]
- Most hits - 0.3494% (9) on line 92
- 1.1258% 78.2609% 1e6e2 29 @R_StoreWallRange [lines 389-758 in Work7:Programs/ADoom/r_segs.c]
- Most hits - 0.1553% (4) on line 731
- [...]
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- ------------------------------------------------------------------------
- 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_debug
- 8704 run + 1926 ready + 203 wait = 10833
- 80.348% run, 17.779% ready, 1.873% wait
- 6.067% samples (528) out of profile range
-
- counted = 8105, RUN - NonTable 528
-
- Routine % Total % Offset Hits Label
- 19.9507% 19.9507% 45f0 1617 @R_DrawColumn_040
- 15.3855% 35.3362% 8d7fa 1247 _c2p1x1_cpu3blit1_queue [lines 68-442 in Work7:Programs/ADoom/c2p_030.s]
- Most hits - 2.1344% (173) on line 176
- 12.0789% 47.4152% 49c0 979 _R_RenderSegLoop [lines 3-144 in amiga_draw.s]
- Most hits - 12.0789% (979) on line 3
- 8.0568% 55.4719% 4858 653 @R_DrawSpan_040
- 5.2190% 60.6909% 1e2c8 423 @R_MakeSpans [lines 337-360 in Work7:Programs/ADoom/r_plane.c]
- Most hits - 1.7026% (138) on line 337
- 3.1956% 63.8865% 1f35c 259 @R_DrawMaskedColumn [lines 353-390 in Work7:Programs/ADoom/r_things.c]
- Most hits - 0.9131% (74) on line 366
- 2.5047% 66.3912% 1c71c 203 @R_GetColumn [lines 392-407 in Work7:Programs/ADoom/r_data.c]
- Most hits - 0.76410% (62) on line 392
- 2.3196% 68.7106% 8ed40 188 @SetFPMode [lines 25-29 in Work7:Programs/ADoom/amiga_fixed.s]
- Most hits - 2.3196% (188) on line 28
- 2.1839% 70.8946% 1dfae 177 @R_MapPlane [lines 125-179 in Work7:Programs/ADoom/r_plane.c]
- Most hits - 0.2591% (21) on line 156
- 2.0851% 72.9796% 1e37a 169 @R_DrawPlanes [lines 368-454 in Work7:Programs/ADoom/r_plane.c]
- Most hits - 1.0488% (85) on line 449
- 2.0482% 75.0277% 22728 166 @V_DrawPatch [lines 209-264 in Work7:Programs/ADoom/v_video.c]
- Most hits - 0.8883% (72) on line 258
- 1.60310% 76.6318% 1e6e2 130 @R_StoreWallRange [lines 389-758 in Work7:Programs/ADoom/r_segs.c]
- Most hits - 0.0741% (6) on line 758
- 1.4683% 78.09910% 203e8 119 @W_CacheLumpNum [lines 498-519 in Work7:Programs/ADoom/w_wad.c]
- Most hits - 0.3825% (31) on line 502
- 1.1967% 79.2967% 17eb0 97 @P_DivlineSide [lines 59-99 in Work7:Programs/ADoom/p_sight.c]
- Most hits - 0.4689% (38) on line 92
- 1.1351% 80.4318% 1fa36 92 @R_DrawSprite [lines 862-970 in Work7:Programs/ADoom/r_things.c]
- Most hits - 0.1850% (15) on line 953
- [...]
- ------------------------------------------------------------------------
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- ========================================================================
-