ADoom.readme.txt

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Short: Amiga port of DOOM v1.2
Author: Peter McGavin  (p.mcgavin@irl.cri.nz)
Type: game/shoot
Uploader: Peter McGavin  (p.mcgavin@irl.cri.nz)



                            ADoom  1.2                     12 Mar 1998
                            ----------


This archive contains an Amiga port of DOOM, compiled as directly as
possible from ID Software's Linux DOOM source code.

On 26th Dec 1997 I learnt that ID Software released the source code of
DOOM and made it available by ftp.  So I immediately downloaded it and
tried compiling it with SAS/C 6.58 for the Amiga.  This archive
represents my results after about 30 evenings and 6 days.  I used
source code sent to me by Aki Laukkanen, Arto Huusko, Joseph Fenton,
Cyril Deble and others.  I am now back to my full time job and only
have time to work on ADoom in spare evenings and weekends.

You can get the original ID Software Linux DOOM source from:

   ftp://ftp.cdrom.com/pub/idgames/idstuff/source/doomsrc.zip

Source code of ADoom, which includes all my changes, is in a separate
archive on Aminet.

ADoom is OS-friendly and multitasks.

ADoom puts up an ASL requester for the ScreenMode.

Sound effects, ECS support and 68040-optimised C2P are included since
version 0.1.  Version 0.4 adds 68020-optimised blitter-assisted C2P
and double-buffering.  Version 0.5 adds music.  Version 0.6 adds
68030-optimised blitter-assisted C2P.

From version 1.0 you can run ADoom in higher display resolutions than
320x200.  For examples, 320x256, 640x480 and 1024x768 all work.  This
is an enhancement which is not available in the original PC DOOM.  Low
detail mode (2x1), which can provide a significant speedup on 68030,
is available and working from ADoom version 0.6.

From version 1.0, ADoom supports many features of DeHackEd, a PC
utility which can patch many of DOOM's internal tables according to a
.DEH format configuration file.  ADoom can read .DEH format files and
patch the same internal tables.

You can use a joystick in the 2nd gameport from v0.2.

AmiTCP network support was added in v0.2, but so far is rather
unstable and slow, even with a direct ethernet connection between 2
fast Amigas.  Experimental support for a raw protocol over a
null-modem cable and for ethernet IPX were added in v0.9.

Thanks to several people who sent me icons for ADoom.  I put them in
the more_icons subdirectory in this archive.



REQUIREMENTS:
-------------

A 68020+ Amiga running at least OS 3.0, with at least about 4 Mb of
fastmem.

ADoom works with gfx-cards, or with AGA or ECS (EHB) using C2P.

Unless you have 68040+, you should have an ECS or AGA Agnus chip or a
gfx-card.  Theoretically the combination of 68020 or 68030 with OCS
won't work because OCS Agnus can't do long blits used by the 020/030
C2P routine.  On the other hand, two different people wrote to me that
ADoom worked just fine for them with 68020/30 + OCS --- weird.

A Zorro3 (or faster) graphics card, CyberGraphics, at least 8 Mb
fastmem and a 68040+ are recommended.

A 68040+ and ethernet are recommended for networking.

I use a stack size of 150000 bytes, but that's probably overkill.  I
don't know what the stack requirements really are yet.  It's almost
certainly less than 4096 bytes (because it worked OK from the icon
when I forgot to set the stacksize).

An FPU is neither required nor used (except on 68060).

An MMU is neither required nor used (except -mmu option on 68040/68060).

--------------------------------------------------------------------
| YOU NEED TO GET A MAIN WAD FILE THAT WORKS WITH LINUX DOOM AND   |
| PUT IT IN THE SAME DIRECTORY AS ADOOM.                           |
--------------------------------------------------------------------

Otherwise you get the message:  "Error: W_InitFiles: no files found"



THE MAIN WAD FILE:
------------------

The main WAD file contains all the episode and level maps, graphics,
sound effects and music for a version of DOOM.  ADoom by itself is
just a file parser and 3D texture-mapping engine.  A main WAD file has
one of the following names:

        DOOM2.WAD
        DOOMU.WAD
        DOOM.WAD
        DOOM1.WAD
        PLUTONIA.WAD
        TNT.WAD
        DOOM2F.WAD

ADoom loads the first one it finds in the program directory from the
above list.

If your main WAD file is in a different directory to ADoom, you can
set the DOOMWADDIR environment variable to the directory containing
your main WAD file.  E.g,

        setenv DOOMWADDIR work:games/adoom/plutonia/

The main WAD file can be either shareware or registered.

Not all main WAD files work.  It seems that some older WAD files are
rejected because they leave out some information that ADoom requires.
In particular, early registered DOOM main WADs do not work.  I think
these same WAD files fail to work in Linux DOOM.

It is possible to upgrade at least some old main WAD files using
freely available patches from ftp://ftp.idsoftware.com/idstuff/doom/.
You need a PC to apply the patches.  (Well it would probably work in
PC-Task, but the upgrade procedure is slow on a Pentium.)  I'm told
that early registered DOOM WADs can be upgraded to Ultimate DOOM,
which works in ADoom.

DOOM1.WAD from "http://surf.to/adoom/" works fine, as should the
latest shareware WADs from ID Software's WWW site.  I was told that at
least some Macintosh WADs work too, as does the registered DOOM II
WAD.  Playstation WADs do not work, neither do WADs from DOOM
derivatives such as Hexen and Heretic.

Be careful if you rename your main WAD file.  DOOM behaves differently
depending on the filename and expects the main WAD file to have
different contents.  If DOOM can't find what it is looking for in the
WAD file, it will fail.

On the other hand, several people said they got the 4th episode of
Ultimate DOOM to work by changing the name of the WAD file to
DOOMU.WAD.



PATCH WADS:
-----------

There are literally thousands of third-party WADs in the public
domain.  They are mostly "patch" WADs, or PWADs, so called because
they patch parts of a main WAD.  Patch WADs can change specific
levels, graphics and sounds in the game.  For example, they can turn
the rocket launcher into a chicken launcher, turn enemies into Star
Wars storm troopers, rearrange a level to resemble a scene from
Aliens, change the music to a xmas jingle, and so on.  Patch WADs
require a separate *registered* main WAD to work.

To use a patch WAD, you must have a *registered* main WAD in the
program directory as well.  Then you should start ADoom with the -file
option specifying the patch WAD, e.g:

        ADoom -file Satan666.wad

The -file option doesn't work if you only have a shareware main WAD.

Many patch WADs are designed for use with a particular main WAD, such
as DOOM2.WAD.  In that case they will not work with any other main
WAD.

Do not use -file for the main WAD file, only for patch WAD files.

If a patch WAD is in a different directory, you can give the full
path to the patch WAD, e.g,

        ADoom -file work:games/patchwads/patch1.wad

If you want to apply several patch WADs at once, put them all after a
single -file argument, e.g,

        ADoom -file patch1.wad patch2.wad patch3.wad

A few third-party patch WADs don't work with -file.  Instead they are
used with a PC utility such as DEUSF.EXE to modify a main WAD file on
disk.  For these it is necessary to patch the main WAD file on a PC,
then transfer the modified main WAD to the Amiga, then run ADoom
without -file.  An example is h2h-xmas.zip.

Many people have asked me which WADs work and which don't, but I'm
afraid the above is about all I know at the moment.



HELP, I'M SWAMPED WITH E-MAIL:
------------------------------

Thanks for all your e-mails about ADoom.  I enjoy reading them.

However please note that I received upwards of 40 messages per day for
several days.  Now I'm back to my full-time job, so I only get time to
work on ADoom and catch up on e-mail on my spare evenings and
weekends.  I apologise in advance if you don't receive a reply.

Yes I know the Descent source is out.  At least 14 people told me.
Sorry I don't have time to port it right now.  There are a couple of
ports done by other people already...

And no, ADoom wouldn't be any faster if it used the FPU, because DOOM
doesn't do any floating-point arithmetic...



SPEEDING UP DISK LOADING:
-------------------------

Several people reported ADoom taking 10 minutes or more to load the
WAD file at the start of the game.  Really it should only take 10 or
20 seconds or so.  If you find it's too slow, try adding more disk
buffers with the AmigaDOS ADDBUFFERS command.  Adding 300 buffers can
vastly increase the disk-loading speed.

One person recommended DynamiCache instead, but I haven't tried that.

There are more hints on this topic in the UserHints.txt file.



RESOLUTION:
-----------

ADoom works by default in 320x200 resolution.  From version 1.0 you
can select higher resolutions with the -width and -height options
or the WIDTH and HEIGHT icon tooltypes.  For example, the
command-line:

    ADoom -width 640 -height 480

runs ADoom in 640x480 resolution.  When the ScreenMode requester comes
up, you should then select a 640x480 mode.  640x480 is highly
detailed, but runs only slowly unless you have a 68060.

You should always choose a width that is a multiple of 64 (AGA) or 32
(ECS or gfx-card).

In any resolution you can flip between high-detail (1x1) and
low-detail (2x1) modes during play in the Options Menu or by pressing
F5.

The maximum resolution supported is 1600x1280, which shows incredible
detail but runs like molasses even on a 68060.

Note that 640x400 in ADoom is different to 640x400 in MacDOOM and
ShapeShifter.  ADoom in 640x400 uses 1x1 (or 2x1 in low detail)
pixels.  MacDOOM in ShapeShifter uses 2x2 pixels.



MUSIC:
------

ADoom supports music based on .MUS-player source ...
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