======================================================================== 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). ------------------------------------------------------------------------ ^_^ (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. ;) [...] I downloaded v0.8 and tried it, and it is MOST COOL!!! Now that the popping in the music is gone, the game has a really polished feel! And, I noticed on some simpler levels, the engine really speeds up on my 030 (up past 10fps). [...] ADoom v1.1 is awesome! I can actually run it in 320x240 with no noticable slowdown! I tried 640x400, 640x480, even 704x500 (which looked incredible!). All of them a barely playable on my machine, but the resolution was truly impressive looking! Very cool! How *do* you do it? ------------------------------------------------------------------------ Benjamin YORIS 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" 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 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 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 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 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 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" 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 writes: All I can is excellent, it runs brilliantly on my 060 far better than AmiDoom, [...] ------------------------------------------------------------------------ Niko Tomatsidis 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" 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" 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 writes: Yeah, I got it and it works great. I will safely say that you have smoked the other version hands down. [...] ------------------------------------------------------------------------ Georges Segel 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" 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 writes: Congrats first version i've tried that works! ------------------------------------------------------------------------ "Steven Pearson" 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 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 writes: First I have to say... Well bloody done! The most playable DOOM port I have seen on my 020 yet! ------------------------------------------------------------------------ CMM writes: ADoom is great and the other one is nice as well but you have outdone them with the sound and all. :) ------------------------------------------------------------------------ Henrik Mattsson 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 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 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 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" 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 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 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 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 writes: Your Port (I tested the others too) works perfectly on my machine (A4000 Cyberstorm060 Cybervision3D). ------------------------------------------------------------------------ Stephen Kroh 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 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 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 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 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 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 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 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 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" 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 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 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 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 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 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 writes: Great port mate your's is the fastest I've played : A1200 - 030,28Mhz ------------------------------------------------------------------------ "Paul Webb" 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. [...] I've just had a go on ADoom 0.9 and I have to say these things just get better and better. [...] The new version of ADoom is even better than the last one, how do you do it? I've even got my Amiga to run the game at 640x400, its slow but it works, thank you. ------------------------------------------------------------------------ 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 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 writes: Congratulations for your brilliant work on ADoom. I think it is the best port of all... ------------------------------------------------------------------------ Jan Christiansen 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 writes: a big thank for DOOM ;) a 68060 c2p was cool :-D ------------------------------------------------------------------------ Peter Mattsson 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 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" 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 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 writes: thanks for ADoom :) Works a treat here on my new Blizzard 1260! [...] FYI, 0.5 flies on my B1260 fullscreen. Excellent! ------------------------------------------------------------------------ Sasha Coubrough writes: GREAT CONVERSION!!! ; ) I have A1200 030/40Mhz 16Mb RAM 500Mb HD (Soon to have 200Mhz PPC/060!!!!) ------------------------------------------------------------------------ Craig Howard 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 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" 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 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 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 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" 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 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 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" 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 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 writes: WOW! I have an A4000/060/050,Retina BLT Z3 running CyberGraphix and Adoom Runs VERY fast. ------------------------------------------------------------------------ "Paolo D'Urso" 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 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 writes: Just downloaded your ADoom 0.5, it runs quite a lot smoother than the last version on my 060/050/CV64 :-) ------------------------------------------------------------------------ "michel gilles" 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 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 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" 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 writes: I play Doom on my 68030-amiga..... Its playable as hell! :) But.... Could be faster too.... :) ------------------------------------------------------------------------ Ruben van Staveren 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" writes: ADoom runs very fast on my machine. My machine-> A4000, Cyberstorm MK II - 060/ 56Mhz, SCSI, CV3D, CGX69c ------------------------------------------------------------------------ Peteroo writes: _Very_ nice work on ADoom -- on so many scores I wouldn't know where to start. ------------------------------------------------------------------------ Morten =?iso-8859-1?Q?T=F8rrisen?= 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 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" 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" 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 writes: I'm writing about your ADoom, which, as many people agreed, is superb. [...] Anyway, you know, I've seen ADoom (0.8) on A1200 eq. with 030@50 and it was as fast as on my 040@25!!! What the hell? (in a window smaller than the biggest by 3 steps it was getting about 14-15 fps...) ------------------------------------------------------------------------ Benjamin Vernoux 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?= writes: Your work is great. If it appeared few years ago the fate of Amiga might be different. Nevermind. ------------------------------------------------------------------------ cHAVEZ writes: Yeah, ya` doom port for amiga is incredible! i haven`t seen a better one up to now! I`m actualy using V0.8 and it works fine, perfectly and fassssaaaaast on my A1200 kicked with 060/50mhz! :) *jo, peecee lamers, now we`ve got also a fast`n highrated game :)* bye, and many thanx 2 u for giving us this piece of happyness :))) ------------------------------------------------------------------------ Steffen Flick writes: You Port is now the greatest - music simply rules - it is much more atmosphere now :) ------------------------------------------------------------------------ Peter Thiessen writes: Can I just say that the new music instruments are awesome. But the newmap stuff is just amazing. Having the map overlayed on the game screen (ala AB3DII) doesn't slow it down at all! Yet more proof of what the Amiga can do over the PC, given the chance! [...] PS. ADoom runs pretty impresivly even with MYST (CGX/P96) version running in the background! ------------------------------------------------------------------------ "Peltenburg, G.J.H." writes: [...] I'm really impressed with the playability of ADoom on my A4000/AGA/060(Cyberstorm MkII with a total of 74MB RAM). ------------------------------------------------------------------------ Marius Lauritzen writes: Btw. Adoom V0.8 runs almost completely fluidly with reduced gfx and full screen on my Blizzard 1230-IV 50. Really Excellent!! [...] Okey! For a couple of months ago.... We only played Doom on Playstation... We did NOT think it was possible to run Doom on the Amiga. MAY THE AMIGA LIVE FOREVER! ------------------------------------------------------------------------ Gerald Schnabel writes: Wow, ADoom is really great! It's the only Doom conversion that runs without any errors on my AMIGA! Not fast but it works fine! My configuration is: A500/ECS/020-33Mhz/882-33MHz/1MB-Chip/8MB-Fast ------------------------------------------------------------------------ "john aadnoey" writes: [...] Thanks for a very good Doom game.. Doom has always since it's release been the game everyone had to compare their 3D games release against. And at last it has reached the Amiga.. So thanks again for that.. ------------------------------------------------------------------------ "R. Tracey Pickens" writes: I love your Adoom series of Doom. I have been playing since you came out with v0.2! Thank you very much for all your hard work! [...] ------------------------------------------------------------------------ MISTROT Jean-Philippe writes: [...] many congratualtions for your port of Doom, it s fantastic. My config : 1200 + 060 AGA only => 23 fps cool. ------------------------------------------------------------------------ Gregers Jacobsen writes: Thanks for a great port of Doom, just goes to show how much ID-Software knew when they said that there would never be an Amiga version of Doom, now I hear that there is going to be a port of Quake, more spit in their eye I think. ------------------------------------------------------------------------ Predator writes: Congratulations on the fantastic game!!!!!!!. I just wrote to let evry1 know that ADoom will run on an 020/881 with 6Mb RAM (2 Chip, 4 Fast) quite quick. I keep hearing all these stories that ADoom runs really well on an 030 or higher, but I find it to be quite fast even on my 020. The only problem is that sound FX don't work ------------------------------------------------------------------------ Matthias Latocha <101.30219@germanynet.de> writes: Many thanks for ADOOM !!! It`s the best DOOM port on the Amiga . ID say it`s impossible to port DOOM to the Amiga, but you show ID how "easy" it is to make a Amiga Version of DOOM ! Keep on your good work ! Btw: I`ve got a 1 MB Agnus and a old Denise (OCS) and ADOOM works perfect ! [...] > What kind of CPU do you have? I`ve got a 68020/40 cpu ------------------------------------------------------------------------ Olli-Pekka Kaikuaho writes: I think your Doom-port is simply the best, and I use it a lot on my A1260 (works fine BTW)... ------------------------------------------------------------------------ perttu juntunen writes: You have done very well!!!! :) on my a1200+blizzard1230-IV+8mbfast+2mbchip+OS3.0 and Q-Drive it runs in 2nd episode and 1level full screen!!! that's great ------------------------------------------------------------------------ David Birch writes: Just d/l of 0.5 and 0.7 of your adoom editor. :-)) Brilliant is a word that springs to mind, plays just like the pc version. The joypad support is good to allowing side steps opening of doors and a options screen button. ------------------------------------------------------------------------ Dirk =?iso-8859-1?Q?L=F6sche?= writes: This is the best Doom Port of the Amiga!!!!! ------------------------------------------------------------------------ Teemu =?ISO-8859-1?Q?K=E4rkk=E4inen?= writes: I just downloaded ADoom0.8 yesterday and i also took the Doom2.wad. After little tuning up i got it working and well it was as fast as i expected it to be on MY machine. Not playable, but working and looked awfull too and was silent (-nosfx). Here's my hardware list: Amiga 500 w/ ECS Agnus / OCS Denice / 1Mb CHIP / OS3.1 ROM 68030(mmu) 14Mhz and 68882 25Mhz with 4Mb of 32bit fastram onboard. Supra SCSI-II controller with 2MB 16bit "fastram" and 540MB Quantum Lightning / Toshiba 3401 CD-ROM / IOMega 100Mb ZIP Drive ------------------------------------------------------------------------ david.martinez@dret.upf.es writes: I only would like to thank you for doing such a geat work with your port of Doom. It litterally flies on my 060 A1200 AGA!!! (all the game runs between 20-30 fps in high detail mode, two steps away from the maxsize). ------------------------------------------------------------------------ Ezequiel Partida writes: Thanks Peter for Adoom, I personaly don't play games a lot, I'm just too desperate or unpatient and don't like to try and try to get in to a new game level, but since I started playing ADoom everything just changed, now I play Adoom every minute I can and I just keep trying and trying until I get in to the next level, Adoom it's GREAT!. Adoom works great on my A3000 25mhz, I hope that you add FPU support to make it even faster, I does feel a little slower when I use Doom2.wad but it's playable alright. :) Like we say in Mexico, Adoom está Chingòncisimo. :) ------------------------------------------------------------------------ Mikko Liimatainen writes: I downloaded ADoom last Friday...it REALLY rocks. thanks. ------------------------------------------------------------------------ Andy writes: congratulations on your excellant ADoom port I tried also DoomAttack which seemed to be marginally faster but crashed. ------------------------------------------------------------------------ "Frederic Steinfels" writes: ADoom is very cool. It's the only doom clone that runs on my machine without crashing while starting up. ------------------------------------------------------------------------ inelec@sa.omnes.net (tgm) writes: I recently downloaded ADoom from Aminet and i'm absolutly deligted with this amazing game on the Amiga. I feel it runs much better than the PC counterpart (BUAG). [...] Thank you very much for your effort in porting this 'trascendental' game, who everybody said, was impossible to be run on an Amiga. Obviously, they were wrong ! ------------------------------------------------------------------------ Ricardo Jorge Lopes Cabete writes: I am writing to you to congratulate on your fantastic Doom port. I have a A4000/040, 18Mbs Ram, std AGA and it runs without any problem at all. I was also unable to find any bug :-) ------------------------------------------------------------------------ beavis@escape.ca (Steven Becker) writes: Cheers on Adoom your version is the best so far. I was wonder if Adoom could do a screen resolution of 640 x 400 just like the Mac version. [It does now, but the Mac version is 2x2 and ADoom is 1x1, Peter McGavin.] ------------------------------------------------------------------------ Bottermelk2@t-online.de (.o0 sICk nICk 0o.) writes: THE ULTIMATE DOOM KICKS ASS AGAIN!!! ------------------------------------------------------------------------ Alexander Niven-Jenkins writes: [about ADoom 0.9] Good news it is working brilliantly as normal and glad to see the map markers are working properly now! Although with the map overlayed on the game screen it does run a little slower than it did in v0.8. [...] Again, thanks for the best Doom port! ------------------------------------------------------------------------ SillyCat@ping.be (Silly Cat) writes: By the way 0.8 is great on my 060/cgx/XCv64/3d... I hope to see a direct Virge hardware support one day ? ------------------------------------------------------------------------ Marius Lauritzen writes: Oh yeah....;) Funny..... Amiga-Doom is faster than many of the doom-clones on Amiga..... Alien Breed 3d II TKG is VERY slow on my machine! :( ------------------------------------------------------------------------ D.WEISS@a-link-h.altair.de (Daniel Weiss) writes: First I have to say that I'm very Impressed. I never thought that Doom could run in a playable Speed on such a slow Machine like mine (A1200 with Blizzard 1230-IV (68030 @ 50 MHz) / 2+32MB RAM) and AGA-Chipset only. V0.9 is the first I used and it seems to be very stable. No Enforcer-Hits or such things and even better: full multitasking! ------------------------------------------------------------------------ "Matti 'Death Parrot' Niskanen" writes: I downloaded the Amiga DOOM port from the Aminet. I just thought it was a jerky demo. I was extremely impressed... It's almost as fast as Doom on 486 - and my Amiga is just A1200 + Blizzard 1230-IV + 16 MB RAM. I never liked Doom very much on the PC, but just because of the Amiga barrier-breaking artwork I had to play many levels. Thank you for this superb port! ------------------------------------------------------------------------ Frank Hodges writes: I have been using ADOOM .9 on my A4000.060 50Hz Cyberstorm along with a Cybervision 64 4meg and Oxypatcher. What can I say? It works great. ------------------------------------------------------------------------ "Fergal" writes: Congratulations for spending your time porting Doom to the Amiga, if its any consolation, yours is the only port I use.. ------------------------------------------------------------------------ DJNick writes: I'm playing your ADoom 4EVER and it works grrrrrrrr8 on my 030 !=) To enjoy in best speed I only had to start ADOOM without MUSIC :) (anyway, it,s better to listen some music CD's that original Doom music ;)) The latest version I downloaded is 0.9 =) ------------------------------------------------------------------------ Pieter-Jan Kuyten writes: First off, let me congratulate you on a job well done. ADoom really works like a charm. I just have one small request. Could you add a hires mode? You know, 640x480x256. Because since playing Doom II on the higher levels, where all the wide open spaces are, the moire effect caused by all the distant walls is giving me eye cramps. If you could manage to add the hires mode, this would releave my eye strain enormously (I hope)! >B') ------------------------------------------------------------------------ "station-internet.3@wanadoo.fr" writes: Here is a french amigans who wants to talk you about your beautiful program Adoom which really wonderful. ------------------------------------------------------------------------ Linus =?iso-8859-1?Q?Sj=F6?= writes: Keep up the good work! ADoom really rocks the boat! [...] Amiga 4000 Bigtower - Cyberstorm mk1 060/50MHz - CyberSCSI - 72Mb RAM 6,5Gb harddrive - PicassoIV 24bit gfxcard - Ariadne network - CDROM USRobotics Sportster 33600 - Philips Brilliance 15" - 100Mb Zipdrive ------------------------------------------------------------------------ artpodr@pub.osf.lt (Anonymous) writes: I think ADoom version is the best ! :) ------------------------------------------------------------------------ Colin Smith writes: ussual thanks for a good job on ADoom :-) ------------------------------------------------------------------------ John HLB Tyler writes: This is the best damn Doom adaptation, but you've already heard that. ------------------------------------------------------------------------ John HLB Tyler writes: Frankly, I don't know how you manage to do all you do in the short amount of time you've done it in. ------------------------------------------------------------------------ NCC23970 USS Nelson writes: I downloaded your ADoom V0.9 not expecting to get much playability from it on my A1200/030-33mhz but am glad to say it's brilliant!! ------------------------------------------------------------------------ Roy =?iso-8859-1?Q?H=E4llil=E4?= writes: First i must say that your work is brilliant. I didn't believe in first time a saw the Amiga running DOOM so fast. Just great. ------------------------------------------------------------------------ Ali Graham writes: Firstly, thanks for your excellent work on the ADoom program :) I really would like a faster machine than my 28MHz 030 w/AGA to play it on, but that will have to wait :( ------------------------------------------------------------------------ Sten Dagslott writes: I recently got your Doom-port ADoom v0.4. It played incredibly nice on my A1200. ------------------------------------------------------------------------ Antonio writes: Bloody amazing program Adoom ------------------------------------------------------------------------ Martin Caspersson writes: ADoom is probably the fastest 3D-game I've seen on my 060 A1200. It's much, much faster than e.g. Genetic Species and that's basically a wolfenstein engine. The fps counter usually displays somewhere between 20-30 fps in one step smaller than fullscreen, and I haven't even got a GFX-card. ------------------------------------------------------------------------ Willem Schaaij writes: Great job you've done to make the best port of Amiga-Doom i.m.h.o. there is for M68k Amiga's. Using an Amiga4000-desktop with Cyber- Storm060/50 MK2 and a CyberVision64 4MB GFX card (CyberGFX v2.25) and 74 MB ram, I can tell you that even in the higher resolution modi the game is very good playable. It's a miracle: more than 35 fps in 320x200 and more than 12 fps in 640x400, with all sensible options on! ------------------------------------------------------------------------ Adrian Hind writes: let me congratulate for the best doom port on the AMIGA ive been using it since I saw V0.5 on Aminet full screen mode in low detail on a 030 runing in DBL NTSC is perfectly playable ------------------------------------------------------------------------ "Gabriel Cwik" writes: Your ADoom port is Great !! On my A1200 AGA 040/40 32MB Doom run very smoothly. ------------------------------------------------------------------------ LOVE writes: I appreciate your great work ADOOM! I use and play only this version of DOOM because this is the BEST! I'm happy about running stunning WADs eg. DARKENING or Memento Mori 2. ------------------------------------------------------------------------ "Ross Kirk" writes: I've used versions 0.5, 0.9 and 1.1 1.1 is deffinatly the best of all the DOOM games on my setup, it is the fastest and most stable. A1200/040 with 8 Mb FastRAM. V0.9 well impressed my PC owning mate, as it ran faster in high mode than his P120!! Quality conversion, it's the best so far ------------------------------------------------------------------------ Mario Cattaneo writes: just wanted to tell you that you are still doing a great job! :-) Now with ADoom1.1 I get about 3 FPS more then with V0.9 with my 030 and CV/3D.. Now it's even smoother ;-) ------------------------------------------------------------------------ mtpokets@ix.netcom.com (Michael Torres) writes: Once again the tenacity of the AMIGA programmer comes through. Porting Doom successfully, (i.e. plays WELL!)is one hell of an accomplishment. Thank you very much! Doom.wad and Doom2.wad runs better now than on the 486SX/66 we have. our AMIGA: A2000 w/68040/40 Tekmagic 32mb RAM OCS w/ 2mb MegaChip I copy ADOOM drawer to RAM:; quit Workbench; run it from RAM. ------------------------------------------------------------------------ "Slavomir Spisak" writes: Thanx for DOOM. I have A1240/40, 32 Mb FastRam, SCSI 8x CDROM, 2,5 GB HDD and DOOM I and II works FINE !!!!!! ------------------------------------------------------------------------ Philip Goddard writes: [...] I think that ADoom is definitely the best Doom client for the Amiga, none of the rest come close in terms of stability! :) ------------------------------------------------------------------------ Ian Stedman writes: Thank you for porting Doom to the Amiga! Your conversion is superb. It runs pretty smoothly on my machine and is immensely playable. Keep up the good work. Oh my machine is a CD32/SX32 Pro with 68030 50 Mhz and 18 Mb Ram + 1.4 gig HD. It runs smoothly with a setting 3 down from full screen. The MAP rotate on head up runs fine with no slowdown on this sytem. ------------------------------------------------------------------------ Hexagon of Topex writes: Recently I became the lucky ovner of a 060 axx card, now ADoom really flies :) It's very fast, actually too fast, thats why I am asking you to add a "MAXFPS=" option in the tooltypes. In ADoom I have from 30 to 35/36 frames per second, and it doesnt feels smooth. I guess with a max framerate of 25 it would be very smooth. Anywayz, thanx for a GREAT GAME! ------------------------------------------------------------------------ Daniel Kovacs writes: Today I decided to test something that has received alot of hype lately, Doom on the Amiga. I was pleased to see what the noise was all about - an excellent version of Doom for an excellent computer. Over the past 4 years, the Amiga has received alot of bad press. There are some fundamental problems with the Amiga hardware - but when programmed properly, they are barely noticable. Several years ago, I defected to the PC, since there was more money in it. As I said, I have downloaded ADoom, and spent about 3 hours playing today. All I have is an A1200 with 68020/68882 @ 33Mhz, but the it was really fast in 3/4 the screen size. Great job - the Amiga needs more programmers like you and less programmers like myself defecting to the PC. You have given me the inspiration to return to programming on the Amiga. ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== OTHER DEVELOPERS ASSOCIATED WITH ADOOM ------------------------------------------------------------------------ People who said they successfully compiled ADoom from all that was in the archive: Gabriele Greco Matthew Gregan Danny Robinson Aki M Laukkanen Joseph Fenton (for PPC) "Frank Wille" (for PPC --- VDoomPPC) Arto Huusko ------------------------------------------------------------------------ People who said they tried to compile ADoom and had problems: magicsn@birdland.es.bawue.de (Steffen Haeuser) Sebastian Schlesinger (for PPC PowerUp) Antel@pub.osf.lt (Andrej Teleshov) Martin Berard (for PPC) Tim Boescke "Jeroen T. Vermeulen" Marius Lauritzen ------------------------------------------------------------------------ People who sent me source code: Gabriele Greco (CD32 joypad) j.selck@flensburg.netsurf.de (DrawColumn(), DrawSpan(), C2P merge) Aki M Laukkanen (draw, fixed-pt, memcpy, C2P) Juergen Fischer (C2P, draw) Philipp Grosswiler (AHI interface) Henrik Mattsson (C2P) Joseph Fenton (MUS-player) Tim Boescke (draw, fixed-pt, from Mac DOOM) Cyril Deble (rotatemap, maponhu, 640x200) "Jeroen T. Vermeulen" (patches for I_SetPalette) "G.J. Peltenburg" (IPX lib support) Danny Robinson (BSP algorithm optimisations) "Laszlo (Phoenix) Torok" (P96 PIP example code) Arto Huusko (asm versions of many C routines) ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== THE COMPLICATED SUBJECT OF WHICH WADS WORK ------------------------------------------------------------------------ Arto Huusko 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 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" 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 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 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" 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" 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 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 writes: i have tested some doom2 wad but don't work but isn't a problem your porting is really great ------------------------------------------------------------------------ "Matthew O'Neill" 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 writes: i've tried all the commercial doom wad files on my a1200 030/882 18mb 3.1 and they work perfectly... ------------------------------------------------------------------------ Steve Clack 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 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 Where 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 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 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" 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 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" 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 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 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 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 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)... [...] Tested so far: - Shareware Doom (DOOM1.WAD), works fully. - Ultimate Doom (DOOMU.WAD), works fully. - Doom II: Hell On Earth (DOOM2.WAD), works fully. - Doom II: The Plutonia Experiment (PLUTONIA.WAD), works fully. ------------------------------------------------------------------------ sCRAM 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 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 writes: please, help me/... [...] adoom -forcedemo DOOM Registered Startup v1.10 = [...] Error: W_GetNumForName: STBAR not found! I_ShutdownSound() I_ShutdownMusic() ------------------------------------------------------------------------ Matteo Rocco 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 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 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 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" 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 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 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 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?= 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" 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 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 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 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" writes: BTW: DOOM2.WAD works... ------------------------------------------------------------------------ "Matthew O'Neill" 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) ------------------------------------------------------------------------ ^_^ (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" 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 When I try to play demo files (extension LMP) I use the argument: -playdemo (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 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 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" 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. ------------------------------------------------------------------------ Mikko Liimatainen writes: btw: Doom 1 regged wad v1.10 doesn't work, complains somthing about STBAR...but doom 2 regged works fine. i have A1200/060/50Mhz/16MB/14'VGA ------------------------------------------------------------------------ K.B.K.@t-online.de (Klaus B. =?iso-8859-1?Q?K=FCsche?=) writes: with some custom Doom2.wads I get a savegame buffer overrun if I try to save the game. An example for the buffer overrun is »windsor.wad« or »wstower2«. Another strange thing is the message: »Error: R_InitSprites: Sprite TROO : A : 1 has two lumps mapped to it« which comes up when starting the »zombies.wad«. ------------------------------------------------------------------------ Jason Frecknall writes: After playing Final Doom 2 - Plutonia Experiment (which works fine BTW) I noticed that it said "Sector with more than 20 adjoining sectors" in the CLI window. It was the level shown in the second demo. It crashed when I tried to copy that piece of text to the clipboard. ------------------------------------------------------------------------ Alexander Niven-Jenkins writes: You know this problem with early DOOM 1 wads not working. Well it is to do with certain bugs within the wads which were fixed in the later versions of the wad 1.66/1.99 (I guess you know this bit). But on the ID ftp site and a number of PC DOOM sites there are some patch utilties which will upgrade your DOOM 1.1, 1.2 etc wads to the latest version of the DOOM 1 wad (it is either 1.66 or 1.99). You will need a PC or a DOS/WIN emulator setup to use them, but it will mean you will have working wads etc. Maybe you could add this to he top of the hints document. Sorry but I can't remember the names of the files as I now have Ultimate DOOM and this works perfectly. ------------------------------------------------------------------------ Tomasz Kepa writes: I have a little problem with ADoom and registered DOOM.WAD. ADoom (both 0.8 and 0.9) says: Error: W_GetNumForName: STBAR not found! The file is 10396254 bytes long. Hope you can do something about (i haven't tried this WAD in other Doom ports. But it works in PC Doom.). [...] >It might be possible to update the WAD using one of the patches at >ftp://ftp.idsoftware.com/idstuff/doom/ . I haven't had time to >investigate. There are patches for WADs, even one updates the WAD to Ultimate Doom :) [...] So, as I promised, I checked the IDsoft site for the WAD updates. I succesfully updated a WAD that didn't work neither in ADoom nor the shareware DOOM.EXE to fully working Ultimate Doom. To upgrade the WAD I did the following: 1. I got the updates from IDsoft site. It's ftp://ftp.idsoftware.com/idstuff/doom/ - there are some ZIP (both normal and sfx archives for PC) files. Read the .txt files and get the update from 1.1/1.2 to 1.9 and from 1.9 to Ultimate (don't remember the names, though) 2. I copied these updates and DOOM.WAD (which refused to work - "STBAR not found" with shareware DOOM.EXE) (size 10396254) and also a shareware edition of Doom. 3. Unpacked everything in the same directory and ran the PSHELL.EXE (from 1.1 or 1.2 update). The updating process took a lot of time on my P75 (note: you have to have atleast DOOM.WAD and DOOM.EXE, otherwise the patcher won't run). After succesful patching the WAD file should have about 11 MB. 4. Then I unpacked the 1.9 to ultimate update (still in the same dir) and ran PSHELL.EXE. After another couple of minutes I finally got the Ultimate DOOM.WAD, size 12408292 bytes. 5. I copied the WAD to ADoom dir on Amiga and renamed it to DOOMU.WAD. Works perfectly. [...] >I thought that maybe the patches only updated the program engine. They update it too :) (I thought that these patches don't work at all until I copied them to the shareware DOOM dir - first I tried to patch only the WAD file) ------------------------------------------------------------------------ Stefan Koralewski writes: I tested this with Doom I ... working ! DoomII ... working !! Plutonia ... working !!! Hexen ... not working Hexen contains file WAD too, but this not working. ------------------------------------------------------------------------ Jonas =?iso-8859-1?Q?=D6sterberg?= writes: I've started to test ADoom with extended wad's in both Doom1 and Doom2. And I've noticed that an error I regularly get in Doom2 with extra wad's is: Error: W_CacheLumpNum: xxxxxxx >= numlumps Perhaps this is a bug in ADoom, or perhaps my Doom2 wadfile is just too old (v1.10). [...] you could always have a look at: ftp.cdrom.com/.5/idgames/themes/ or, for a mirror which might be slightly faster: sunsite.doc.ic.ac.uk/Mirrors/ftp.cdrom.com/pub/idgames/themes/ Here you will find loads of wadfiles, for Doom1, Doom2 and Ultimatedoom. Many of these seem to work fine with ADoom, whilst others fail, many times with the error message i mentioned. [...] >Perhaps if you tell me where I can download an extended wad that >regularly fails, then I can step through in the debugger and see what >goes wrong. [...] Well, the full path to the file is (ftp): sunsite.doc.ic.ac.uk/Mirrors/ftp.cdrom.com/pub/idgames/themes/xmas/h2h-xmas.zip [...] >I tried h2h-xmas.wad and sure enough it bombed out like you said, not >far into the level. I tried tracing through in CPR. It appears to be >having trouble with a "Flat" called "SNOWFLT\0" which has an index 773 >which is way out of range (numflats = 153). Anyway, I couldn't see >how to fix it, because it reads those numbers from the WAD. >Then I tried it on a PC with: > doom2 -file h2h-xmas.wad >and it bombed there too... >Next I noticed h2h-xmas.zip includes with a PC program called >DEUSF.EXE and a batch file to run it. So I ran the batch file on the >PC and it modified DOOM2.WAD, making DOOM2.WAD about 5 MB bigger. >Finally I transferred the modified DOOM2.WAD back to the Amiga and ran >ADoom without the -file option and bingo --- Xmas Doom on the Amiga... I see, I guess I'd need such a patched wadfile, since I've seen litterally LOADS of wad's that comes with, and uses this DEUSF.EXE ... (now, that patch would be something to port ;) - too bad it doesn't come with sources)... Hum, w8 just a minute.... I'll see if I can fix this with PC-Task (I hope a 386 DX/40 is enough for this task, that's just about all I can emulate)... I'll try and see what happens... [...] BTW: patching doom2 wad to xmasdoom worked just fine from pc-task, deusf.exe ran without problems. ------------------------------------------------------------------------ Linus =?iso-8859-1?Q?Sj=F6?= writes: Have played through full Doom1 and Doom2 without problems (not counting the enemy as a problem (= ).. ------------------------------------------------------------------------ artpodr@pub.osf.lt (Anonymous) writes: Well,finally I tried run PSX DOOM using ADoom 0.9,but unsuccess :( PSX Doom also have WAD file (bit over 5 MB).This is Final Doom-1 (PSX). [...] Also ADoom almost run Heretic (just stoped in end of loadind,when game almost loaded) and Rise of the Triad game (the same story as for Heretic).Maybe this is kind of protection game and all what you must do,just rename name files for loading in these games ? ------------------------------------------------------------------------ andrew critchlow writes: I was so absoluteley amased by Adoom that I went out and bought Doom Trilogy ... I renamed the Wad to "doomu.wad" as you suggested , this did not work! neither did the doom2.wad, however, after several hours of messing I found that disabling the Tooltype Forcedemo, everything runs fine, reg doomu,doom2.,............ I hope this is a help to,you. and once again ....THANKS FOR DOOM!!!!!! ------------------------------------------------------------------------ From: Karen Martin writes: ADoom does not support specially modified Czech WAD file from DOOM I (appears ...NOT FOUND... message) even if this WAD file works under DoomAttack. When this Czech WAD file is run under DoomAttack then everything looks fine except I mustn't pick up thing which makes me invisible (I'm not sure about this thing). If I pick up this strange thing then ...NOT FOUND... message appears too, as in ADoom. ------------------------------------------------------------------------ peder lundberg writes: Since I tried out v1.1 of Adoom, with the dehacked files, and with some I found on the net, I knew this is the one for me.. Though, there is a matter I thought maybe you could help me with.. In the /pub/games/pc/idgames/themes/aliens/ archive which can be found almost everywhere, there are 3 versions of a customgame for doom called "Aliens Total Conversion". It consists of a .DEH file, and a couple of .WAD files. Everything works, the levels, the sounds, and part of the graphics, BUT.. everytime I add the file ALITCSF.WAD that comes with the package and is responsible for the sprites, Adoom refuses to load, and returns with the message: "Error: R_InitSprites: Sprite TROO : A : 1 has two lumps mapped to it" It's defenitely the wad I mentioned above, cos I tried all combinations of the wads, and only when this particular one is included, the message shows.. Is this a small bug that can be easily corrected? I could be, I've reasoned, a bug in the wad, but since it works on a PC, I'm lead to believe that it's a bug that adoom should be able to overlook.. Anyways, it's something maybe you could look into when before you release the next v. of adoom.. If you do, or it's something that can be fixed in some othe way, I'll owe you bigtime.. and I do nice graphics if you need any.. ------------------------------------------------------------------------ Philip Goddard writes: I got DeHackEd from an FTP server for my laptop, and I found that the included DEH files work fine with PC Doom, yet they look like complete garbage, and don't work with ADoom- do you know why this is? They don't look like binary, more like settings files, yet fun_2.deh and so on are ACSII text! [Cyril Deble replies: ADoom dehacked WONT works with binaries deh file !!] Do you know how I can get these files working with ADoom, and if so, how can I make my own? Thanks! [Cyril Deble replies: You can use dehacked on the PC to translate the deh file to ASCII...] (BTW, you wouldn't know where to get some more compatible ones, would you? I can't find any... :) [Cyril Deble replies: You can find deh file on various doom related site such as "ftp.jussieu.fr in /pub8/idgames/utils/exe_edit/patches". I will for sure make soon a more compatible dehacked parser I am currently hacking the linux source to be more compatible] [...] How can I get dehacked to translate into ASCII? When I run it, it just says "usage: dehacked -load -save ". ------------------------------------------------------------------------ Simon Kempster writes: Bloody marvellous job. I've bought the "Depths Of Doom" and "Final Doom" games, and they work fine. ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== TIPS TO SPEED UP DISK LOADING ------------------------------------------------------------------------ Alvaro Thompson 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 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 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 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" 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 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.. ------------------------------------------------------------------------ Stefan Kessler writes: just want to tell you, that adoom is great on my 1260 50 8mb ram. for the first time i had a little problem with the loadingtime from my seagate hd (2 mb/s) but if you insert something like this: addbuffers dh1: 470 adoom addbuffers dh1: -470 or even more it will fly (avrg: 20fps) :))))...and i don't use fastexec ------------------------------------------------------------------------ DJNick writes: I copied PeeCee's DOOMII.wad and it runs fantastic on my 030/50/16MB :) And 10X a lot for "addbuffers mydisk: 800" tip! Didn't know it can SPEED UP loading my ADoomII from 10 min to 15 SEC !!!!!!!!!!!!!!!! :)) ------------------------------------------------------------------------ D.WEISS@a-link-h.altair.de (Daniel Weiss) writes: Another thing: it can take veeeeeeeeeeeeeeeeeeeeeeeeeeeeery long initializing the refresh-daemon. With this line "Addbuffers : 500" you can speedup initializing from ~4 Minutes to 7 Seconds... I think, it would be a very good Idea to execute this commandline ("Addbuffers : 500") from the Executable. If you think, that's too memory-hungry, than you could make the buffer-size user-definable. Removing the buffers after initializing the refresh-daemon doesn't make sense, I think. For two reasons: sometimes during the Game file Acces is necassary, which in some cases also isn't very fast with the standard 30 buffers. 2nd reason is: if you practise multitasking during the game, you normally have enough RAM to spend this tiny 250 kB on Disk-Buffers. These 500 buffers make really a *B* *I* *G* difference! ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== KEYBOARD AND JOYPAD BUTTON REMAPPING ------------------------------------------------------------------------ Jason Frecknall 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 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 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 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 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 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 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 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 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. ------------------------------------------------------------------------ Martin Johansson 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 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 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 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 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 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" 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 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 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 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. [...] You may remember a while back I mailed you about a small problem I had with changing the default joypad settings. I edited the .doomrc file and when I loaded Adoom straight after booting the new controls worked but when I used another program before Adoom the controls reverted to default. I think i've found the solution. I have Adoom on my work:games , but when looking at my worbench partition I noticed a .doomrc file and I deleted it. All of a sudden the new controls work after using another program (at least for one go). I look on my WB partition and that .doomrc files there again, so this time I look at it and it's got the default controls. I edit it to my new controls and now the problem has disapeared (at least for the moment). Should Adoom be putting another .doomrc file on my WB partition ? Anyway hope this helps, I seem to remember you said it might be a problem with the 'Home Variable'. BTW i'd really, really like to configure that green joypad button if you ever get a spare moment. Many thanks, the BEST just keeps getting better and better. ------------------------------------------------------------------------ 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 ------------------------------------------------------------------------ orbital@t-online.de (Michael Schulz) writes: I have found a litte "bug" on all adoom version if you uses foreigen keyboards. ( = not the USA keymap) I use as a german guy of cause also an german keyboard which uses an different keymap. So if i want to quit the game and want to confirm this with pressing "Y" the i have to press "Z". The same problem on the gamma correction.There i have to press "Ü" (german special character) and not [ or ] . I think this won't be a big thing to change.I can't do it for myselb because i'm only a user. ------------------------------------------------------------------------ "R.A. Munn" writes: Would it be possible to add to the cd32 controls (i.e. something like map for green, toggle weapon for yellow, strafe for the left shoulder, run for the right shoulder, and pause for the play button) - this would allow keyboard-free playing ------------------------------------------------------------------------ D.WEISS@a-link-h.altair.de (Daniel Weiss) writes: But since ADoom multitasks, my Screenblanker becomes active, if I don't use the Keyboard for more than 3 Minutes. It would be a very good idea to send some inputevent each 15 seconds or so. Perhaps a Qualifier Key... And you probaply could make use of a Keymap, at the moment on a german Keyboard you have to press "z" if you want to type a "y" in reality... but that's not too Important, I think. And I wonder, where the Funktion Key F11 (Gamma Correction) is put... (Maybe I should read the f.. manual ;-) ------------------------------------------------------------------------ "Paul Webb" writes: [...] I use the mouse to play Quake and would like to use it for Doom, but I have a problem with playing Doom with a mouse. You can't turn off forward and backward walking. When I turn I always end up wlaking forward or backward a little. Could you write in a function to turn off forward and backward movement from the mouse, I think this would make ADoom so much better to play. ------------------------------------------------------------------------ tlbelding@htcomp.net (Tony Belding) writes: [about CD32 joypad] [...] It would be extremely handy if one of the buttons -- maybe the green one, which seems rather useless currently -- could be used to switch to the previous weapon. So, you could have two weapons ready and swap between them without reaching for the keyboard. ------------------------------------------------------------------------ Luca Longone writes: What about a keyboard localization through Locale settings? I ask you this 'cause I use a different it setting and so the "[, ], etc." keys, used by ADoom, are not mapped as they appear on my keyboard... [...] What about an option to suspend normal input.handler to let users use EVERY Amiga key (i.e. LAMIGA, RAMIGA, RALT etc... together)? DoomAttack HAS an option for this... look at this port and "copy" this excellent option! ;) ------------------------------------------------------------------------ Nick Croft writes: I have a SEGA Megadrive and two 6 button controllers, but I don't want to alter one of the controllers as I still use the Megadrive and I don't feel confident enough to do it anyway :) So, I thought about an adaptor that could go between the controller plug and the Amiga joystick port that swapped lines 5 & 7 and have the required resistor in it. Would this work, and if it would where could I buy/get made such an adaptor? ------------------------------------------------------------------------ Linus =?iso-8859-1?Q?Sj=F6?= writes: I think i've found a bug in the mousecontrol in ADoom.. It doesnt seem to read the X-movement simultaneously with the Y-movement, but read one at the time, ie walking and turning gets VERY jumpy.. A tip; turn off the mousewalking.. I dont think anyone uses it anyway, due to small mousemats.. (= ------------------------------------------------------------------------ David A Gibbs writes: Also can you alter the FIRE setting so that I can use the keys for AB3D Fire - RALT SideStep right - / SideStep left - . I know you got a .doomrc file to config..but you had to kludge the RAMIGA key in.. can you kludge the RALT key in instead ? ------------------------------------------------------------------------ Colin Smith writes: I just got OxyPatcher and have found that the joypad doesn't work in ADoom while OxyPatcher is running - it works as a normal joystick, but all the extra buttons have no effect. Don't know if this is fixable, but at least you know there's a problem now :-) Quiting OP gets things working fine anyhow. [...] Ooops. Should have said. I have an Apollo 040 board - not sure if that makes any difference though. I guess the joypad problem is no big deal if you know you need to switch off OxyPatcher though, just when you can't find what to do. I've got quite a few other patchs and stuff for the OS, so maybe it's a combination that's causing the problem. Roll on OS 3.5 and a tidier set-up. [...] I just got v1.1 and I don't know if you found the problem or what, but there IS no problem any more. Oxypatcher and the joypad work fine together now :-) ------------------------------------------------------------------------ Karen Martin writes: Mouse behaviour is very strange. In addition to this there is another bug - if the MOUSE option is active then keyboard control doesn't work properly! [...] a) Try to place [F11] key (GAMA CORRECTION) to Amiga [DEL] key as well: - [DEL] is currently empty - [DEL] is bigger and much easier to find on the keyboard - [DEL] is a standard key used on all Amiga keyboards (character "[" is on German Amiga keyboards placed on another key unlike on American/British keyboards so this character doesn't respond to the same key on all Amigas) b) I was surprised you remaped [F12] key to "]". Key [F12] is not used in the game (I didn't recognized it at least). ------------------------------------------------------------------------ Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes: I don't know what you did to the keyboard handling routine, but now, when I want to change weapons, I have to do Shift&1 or Shift&4, rather than simply 1 or 4.. While now, the game runs in azerty, which suits my keyboard (previously, it ran in qwerty), aside from the numerics. That's strange, you should set it as it was before v1.0 (or put a tooltype). ------------------------------------------------------------------------ Adam Carrano writes: It wasn't a good idea to use the keymap.lib for 2 reasons: When I type a message in network games the keyboard is always upside-down, when I press the A key a Q is display. [I think that's caused by another bug, fixed in 1.2, Peter McGavin] on an AZERTY keyboard now it's a mess because we must hold down the shift key to change weapons (Shift+2 for gun). and now the gamma keys doesn't exist anymore on AZERTY. If you want to use the keymap.lib please use the rawkey decimal codes of the Amiga keyboard and not of the PC keyboard. And don't know why but I can't use the letter keys (A, Z, E, R etc..) only the special prints keys (< , ; : =) 2- During a network game if one of the players press the "à" key ("0" on left pad) the player one leave the game. This is on an AZERTY keyboard, I don't know where is placed this key on an QWERTY keyboard. ------------------------------------------------------------------------ "Paterno' Tobia" writes: Now ADoom is perfect, flashing jerkiness has gone forever, It's fast, it's excellent on 320*400 too, but... Keyboard handler!!! (arghh!) Why did you modify what did its job already perfectly? Now It'a completely a mess! I explain myself: Now I can't strafe while running. Usual: Shift for run mode + a key for activate strafe mode + direction key doesn't do at all its job now... It remains stuck on strafe mode or keeps the last direction taken until next pression on the key in the same direction. Can you fix this asap? Hint: re-join the good'ol code ;-) and throw away the newer. ------------------------------------------------------------------------ Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes: Usualy, when I press '1' on the keyboard, I got the symbol '&', if I want to have '1', I have to press shift and '&'. On the numerical keyboard, I press '1' and I get '1'. - But, in version 0.9 of adoom, I pressed '1' (or the symbol '&' if you prefer) on the keyboard and it changed weapon. Now, I have to do shift '1', which isn't cool when playing. ------------------------------------------------------------------------ Cyril Deble writes: I use a french keyboard and now i need to use the shift key to change weapons... ------------------------------------------------------------------------ nv95duos@kagg.gy-edu.kalmar.se (Oskar Duveborn) writes: Nice work with ADoom but, the new 1.1 has a serious flaw here - pressign shift simply renders most other keys useless (except for the arrows) which isn't very nice :/ Sidestepping etc. doesn't work when running.. ------------------------------------------------------------------------ Oskar Duveborn writes: When fiddling a bit more with the new ADoom we found that you've put movement on the keypad - just where it's most comfy selecting your weapon! ..*nag, nag* ;) ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== DOUBLE-BUFFERING AND C2P ------------------------------------------------------------------------ ^_^ (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 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 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). ------------------------------------------------------------------------ ^_^ (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 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 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 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 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 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 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" 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 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 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 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 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 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 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 adoom -net 2 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" 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 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 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 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" 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" 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" 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 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 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 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 writes: I think that a communication with a NULL-modem cable is necessary for the AMIGA people (because the ethernet board is more expansive) ------------------------------------------------------------------------ Marius Lauritzen writes: Do you think you're going to install a simple link-program between two computers? [...] We tryed Miami.... But... We don't understand how to get it to work. After that we tryed AmiTCP..... We diden't understand one single thing. After 5 hours of trying to get a connection between the two computers we gave up. And we desided to wait if there will come a later version of ADOOM with a link-program. Miami uses MUI and will therefore slow the game much down. ------------------------------------------------------------------------ joe@bahnhof.se (Johan Erkers) writes: Just wanted to let you know ive tried to network ADoom and Win95Doom. Win95Doom supports TCP but no luck unfortunately :-/ It waits forever but cant find the other end. ------------------------------------------------------------------------ Stefan writes: 1. If I start a network game and I type in the wrong address it's no way to quit it? 2. It's so damn jerky when playing a networkgame, is there anyway to make it faster? 3. Some of the keys are mapped wrong when using chatmode? Can it be fixed? [...] Btw, my system config is: A1200/030/50MHz/16MB FAST/ NO GFX BOARD ------------------------------------------------------------------------ "Lasse Pedersen" writes: ADoom is wonderful! But you need to do something to the multiplayer side of things! TCP/IP is great for Amiga<->Amiga<->Amiga etc games, but what we really need (the ones with an ethernet-card), is support for the ipx-protocol in networkgames. I've just spotted AmIPX on aminet. It's a shared library, which should be quite easy to get into. ------------------------------------------------------------------------ David A Gibbs writes: We GOT Adoom to connect using serial Link on Miami using PPP with packet size 296 speed 19200. It Worked FINE....Bit slow becuase i found out I was the MASTER (030/45Mhz 8Mb) and my mate was playing SLAVE (040/40Mhz 16Mb). Every time I did an option (map,etcc) his update slowed dramitcally for a sec. We changed the config around and boy it was playable. We tried with both the DOOM1 shareware WAD and the DOOM2 (comm.wad).. DOOM1 played excellent (also with WARP) and so did DOOM2..when we changed levels on DOOM2 it seem to slow down... Also Turn of the -maponhu and rotatemap options..it SLOWS DOWN... ------------------------------------------------------------------------ Wayne Martin writes: Just wondering but could you please put direct support for modems in the next version? Its dreadful trying to get your machine online then quit the terminal and load adoom :) I spoz it could be something like Adoom -initATZ -dial385-5555 and Adoom -pickup Oh, and I belive that datacompression screws up protocols for realtime action games... just incase you did nt know :) ------------------------------------------------------------------------ "Peltenburg, G.J.H." writes: [about IPX with ADoom, PCs and a Mac] Also, I've tried a 4-player network game (one PC and one Amiga share a monitor, so for me that is not really an option) and the computers do become sluggish in that situation. The fastest PC and the Amiga are still playable, but the slower PC (still a P75) is sluggish. Of course, the Mac is always sluggish. When I quit the Mac version, the game becomes a lot more responsive, so it is most likely that it is the Mac that is slowing things down. [...] I've downloaded ADoom 0.9 and played it versus my PC and Mac. The frame rate does not drop below 6fps (on my A4000/060 on AGA, and with mouse enabled, at two steps below maximum size, high detail) on a Western-level called Boot Hill. I don't see any significant slowdown with IPX networking compared to non-networked ADoom. I think when I buy a graphics card, it will be even better. Right now, it's already quite playable. In fact, more playable than the Mac! (which has a PowerPC 603e at 75MHz) I like it so much, that I've just ordered another copy of DOOM2, to make things legal. I'm using PC DOOMII v1.9 and MacDOOMII. I've had to use -pcchecksum and -forceversion 109 . And yes, ADoom bombs out at the end of DOOMII level 1 in co-op. Big deal. [...] That frame rate of 6fps: that is when Executive is running. It does not get below 11fps without Executive. ------------------------------------------------------------------------ Steffen Flick writes: I`ve just downloaded 0.9. You are really astonishing ! :) I want to make it simple for you as I try to use TCP/IP with Win95Doom. I did not ever think of using IPX (a total other !networkstack!) - I thought it would be too dificult. Congratulations ! You are one of those pioneers: The inventors of the Amiga, the first Demogroup using Amiga, ... , the programmer of the first popular game (the DoomPort by Trance ?) after the golden Amiga times and now the first popular game from the pc which could be played against Winstupid PC. As I`m a networkaholic (you know that :)) I started some experiments: (BTW: some friends said to me (for fun) I invented the Borg species in StarTrek: your Amiga will be assimilated (connected to a network) - they mean. My reply is: resistance is futile !) I use Win95Doom (it is really great - could be played in 640x400, ...) - again: Now in "IPX Connection to DOS or MAC Doom" Mode - it works for a while - seems to me that Win95 is doing some rubbish - I will try it with DOS. Very Good work ! I will keep up my testing work... And I use 4 Amigas in a network (is this really a network???): I connected 3 060 Amiga`s running ADoom via SLIP lines at 115200. All are running AmiTCP and it works great on all machines ! We played for hours and had a lot of fun I didn`t manage to connect the fourth Amiga - only a 030 Amiga at 57600. I think the machine is too slow. I don`t know what you are going to do in the future... :) ------------------------------------------------------------------------ Linus =?iso-8859-1?Q?Sj=F6?= writes: Well, I tried it over Internet (33k6 modem) between Sweden and England (he had 030/50 and I have 060/50) and I got about 2-3 FPS or something.. (= And it quitted with some kind of error after I shot him 3 times with the handgun. His ADoom were still running after I got the error.. ..if it helps you in any way.. (dont remember the error I',m afraid, some numbers that didnt match or something) [...] >Consistency error? Yes thats right.. What is consistency error anyway? ------------------------------------------------------------------------ Juha Pinola writes: [...] We didn't get adoom to work with nullmodem option.. I phoned to my friend with Term and then we quit it and tried adoom with serial.device but nothing happened.. It locks up in "sending network start info.." But we managed to get connection with 2 Miami and then it worked with normal network mode.. but was very slow.. Like walking in grease. ------------------------------------------------------------------------ Adam Carrano writes: Can you add a direct modem connection that would dial a telephone number like the PC and Mac do ? ------------------------------------------------------------------------ "Mark McVickers" writes: I've played ADoom a few times & over the internet. I just got v1.1 & it runs great on my 030/50MHz. ------------------------------------------------------------------------ sitsofe@iname.com writes: Is there any chance that that you can develop a deathmatch option that is compatible with PC Doom? All my friends have PCs and it would be perfect if I could hook my Amiga up to their TV to play a deathmatch. Just out of interest, approximately how fast would it be if I was using an A1200 3.5Mb Fast with a 486DX 33? Would it be playable. [Theoretically it already is compatible using ethernet and IPX, Peter McGavin.] ------------------------------------------------------------------------ Marius Lauritzen writes: We tryed linking yesterday between to A1200 030/50 18Meggz Ram. But we only have a 3Wire-Nullmodem-cable so we had to use a ParNet-cabel and liana.device. But here is some problems: - Some times the game stopped for a few seconds. (But it never crashed) - It was no possible to play corporation-mode because we was dumped in the shell when we enterd the exit. 'WEOBJ not found' or something like that. - It slowed down a bit when we linked. It was VERY cool to link doom but the stopping in a few seconds was not so funny. I don't now how to configure liana.device. Do you? ------------------------------------------------------------------------ bs168@fen.baynet.de (Felix Schwarz) writes: I really like your port and played it with a friend in the network between an A1200/030/28 and an A4000/060+PPC .. really cewl.. but would there be a possibility to play it over the ParNet-cable ? [liana.device and either Miami or AmiTCP, Peter Mcgavin] [...] Well, couldn`t you simply make your own protocol using that cable ? That would be easiest method.. ------------------------------------------------------------------------ Simon Kempster writes: If you have a "wish list" at all, what I'd like to see is compatibility with a PC for a null-modem game. That would be great. In the meantime, I'm going to experiment with trying to connect two modems directly. ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== MUSIC ------------------------------------------------------------------------ Joseph Fenton (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 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" writes: Is that possible to use a extern sound module or a synth, to play the music instead internal?. ------------------------------------------------------------------------ StAn 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" 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" 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 writes: Stereo sounds would be cool. ------------------------------------------------------------------------ ^_^ (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 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 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?= 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 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" 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" 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 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 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" 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 writes: [...] Are you considering to make a utility to covert GMPlay 16bit samples to MIDI_Instruments file? ------------------------------------------------------------------------ ^_^ (Tm2) So, when do you think the stereo separation for sfx will be added? You could just add some simple pan logic. For example, nothing complex just being played on either the left speaker, right speaker, or both. Also, I look forward to when the MUS player supports 22kHz playback, because that will really sound cool. ------------------------------------------------------------------------ Cyril Deble writes: I've noticed that some sound are played in full volume whatever the sound setting. I ve got an hearth attack when my headphone screamed like a demon at full volume :) :) ------------------------------------------------------------------------ Stephen J Leary <9600149l@student.gla.ac.uk> writes: Am I Correct in thinking that dooms music is MIDI? If so it would only be a little bit of work to stck the Midi data out through the serial port to an awaiting Midi device. Like my ProjectXG. Midi is Midi so the data need only be directed to the Midi port. I`m more than willing to test for you. ------------------------------------------------------------------------ david.martinez@dret.upf.es writes: [...] I also would like to join to the people who have asked you for doing a version of ADoom which can handle real MIDI sound, when using the Amiga with a MIDI keyboard or a MIDI music module. The MIDI emulation id OK, but with real MIDI equipment the sound would be much better and there would be practically no CPU usage (that would really kick the PC's ass!). ------------------------------------------------------------------------ "Ben 'bean' Cass" writes: The music in Adoom is an especially nice feature. If only the player was a little faster. :( ------------------------------------------------------------------------ SillyCat@ping.be (Silly Cat) writes: Could you add an AHI sound mode... the sound should be better on a Sound card like Delfina !!!!! ------------------------------------------------------------------------ Vesa Halttunen writes: When are we going to get stereo sound? [...]the music is played in a mixing loop isn't it? So why not use a mixing loop for the sounds too (with free panning)? I'm happy that at least ADoom plays the samples using correct frequencies unlike some other Amiga Doom ports... ------------------------------------------------------------------------ SillyCat@ping.be (Silly Cat) writes: Please try to find someone to code an AHI routine for your wonderful Adoom (1.0 is amazing 640x400 on A CV64/3d and 060 is fast !) ------------------------------------------------------------------------ Niko Tomatsidis writes: I also have to tell you that I'm using amigadoom the most, since it supports AHI. The sound is mutch bether with AHI. Can you please make an option, so I can use AHI with my soundcard? ------------------------------------------------------------------------ Willem Schaaij writes: I want to ask you if it's possible to add AHI-sound as an option. The new 8 bit-DMA mode of AHI deliveres a really good sound and should possibly be the most compatible? Is it possible? ------------------------------------------------------------------------ Tim Favro writes: When the music is playing I sometimes hear glitches.. best described as screahing sounds. I know these should not be there.. Do you know about this? I wish I could describe it better... I may possibly be when the same insterment is played from the Midi Sounds File. I hear this problem on the first level on "Thy Flesh Consumed" and randomly on others.. ------------------------------------------------------------------------ Vesa Halttunen writes: I downloaded mus/midi/PlayMF_VU.lha (a MIDI file player using camd.library, mus/edit/camd.lha) from AmiNet and found it quite useful indeed. It is distributed with C source code. It might be a reasonably simple way to implement MIDI music in ADoom. At least according to the readme files and all that kinda stuff the camd library (check it out) is a nice way for implementing this and the PlayMF source code probably would give useful hints about how it should be used. (I'm talking about playing MIDI files with external MIDI devices here.) Another thing is that maybe you should just start using AHI for sound output. I tested ADescent (which is currently sloooow) and it had stereo sound and it really did boost the atmosphere up. AFAIK AHI does all the mixing for you so you don't have to get into that... Be quick though, I've already solved the 3 first episodes in Ultimate Doom and the fourth is half way done ;). ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== 68060 PROBLEMS AND TIPS ------------------------------------------------------------------------ "Shaun F." 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:. [...] It appears that with the latest versions of ADoom, it now runs fine on a 68060 without any FastExec or SSP to fastram things installed. As a big guess, it probably had something to do with emulation library activity in the Supervisor Stack Pointer area. Anyone correct me if I'm wrong, because I don't have much clue about programming :) ------------------------------------------------------------------------ Martin Knott 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 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 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." 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 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 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 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 writes: AmiDOOM works very nice on 060/50 with the OxyPatcher!!! try it :-) ------------------------------------------------------------------------ David A Gibbs writes: About this FASTEXEC thingy..The game WILL RUN faster if you have the LIBRARIES in the FASTMEM, My Viper MK 1 uses the old non-friendly PCMCIA memory which when the computer is turned on auto puts the mem, exec libraries into fastmem.. FASTEXEC, MCP and a few others do this and speeds up the game becos it can fetch stack and library info faster in fastmem than chip cos the processor got exclusive access to this mem.. Most poeople will say it doesnt matter, but most prob they dont know that some picasso and other libraries sneakily uses fastmem without showing it... (Plz don't take offense if U already know this..i was just clearing up this stupid argument, you're port of DOOM is excellent and take AB3D II for a spin.) ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== 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 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 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 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!! ------------------------------------------------------------------------ Joseph Fenton writes: The DOOMWADDIR environment variable is okay, you just need to document it for people. My scripts are a better deal for people with memory. This script starts The Ultimate Doom IF EXISTS DOOM_SE: copy ADoom RAM:ADoom copy .doomrc RAM:.doomrc copy MIDI_Instruments RAM:MIDI_Instruments copy DOOM_SE:DOOMCD/DOOM.WAD RAM:DOOMU.WAD cd RAM: stack 20000 ADoom -music -forcedemo -mmu delete DOOMU.WAD delete MIDI_Instruments delete ADoom copy .doomrc Work:Games/Doom/.doomrc delete .doomrc ELSE echo "Ultimate DOOM CD not found!" ENDIF This script starts Doom 2 IF EXISTS DOOM2B: copy ADoom RAM:ADoom copy .doomrc RAM:.doomrc copy MIDI_Instruments RAM:MIDI_Instruments copy DOOM2B:DOOM2CD/DOOM2.WAD RAM:DOOM2.WAD cd RAM: stack 20000 ADoom -music -forcedemo -mmu delete DOOM2.WAD delete MIDI_Instruments delete ADoom copy .doomrc Work:Games/Doom/.doomrc delete .doomrc ELSE echo "DOOM 2 CD not found!" ENDIF This script starts Evilution (TNT on Final Doom) IF EXISTS FINALDOOM: copy ADoom RAM:ADoom copy .doomrc RAM:.doomrc copy MIDI_Instruments RAM:MIDI_Instruments copy FINALDOOM:TNT.WAD RAM:TNT.WAD cd RAM: stack 20000 ADoom -music -forcedemo -mmu delete TNT.WAD delete MIDI_Instruments delete ADoom copy .doomrc Work:Games/Doom/.doomrc delete .doomrc ELSE echo "Final DOOM CD not found!" ENDIF This script starts The Plutonia Experiment (on Final Doom) IF EXISTS FINALDOOM: copy ADoom RAM:ADoom copy .doomrc RAM:.doomrc copy MIDI_Instruments RAM:MIDI_Instruments copy FINALDOOM:PLUTONIA.WAD RAM:PLUTONIA.WAD cd RAM: stack 20000 ADoom -music -forcedemo -mmu delete PLUTONIA.WAD delete MIDI_Instruments delete ADoom copy .doomrc Work:Games/Doom/.doomrc delete .doomrc ELSE echo "Final DOOM CD not found!" ENDIF ------------------------------------------------------------------------ Martin You better change the -heapsize option to 4096, because with the default settings (Tooltype) of 2048 the game didn´t start (on my 060, maybe it works on 040 based systems). ------------------------------------------------------------------------ =?iso-8859-1?Q?Tobia_Patern=F2?= writes: Anyway, all I can say you -mmu option helps a lot on my 040 /40. ------------------------------------------------------------------------ Jonas =?iso-8859-1?Q?=D6sterberg?= writes: In the readme for ADoom 0.9 you mentioned something about fixing the -turbo option with arguments, and added the comment "whatever that is". So I checked it out: The -turbo option is a walking speed multiplier in percent, e.g. specifying "-turbo 50" would make the walking speed 50% of the default. The option doesn't affect rotate speed. ------------------------------------------------------------------------ Mark writes: I just read the readme for ADoom 1.1, and your comments about big blits. (I have yet to actually try to run the game -- I'm waiting on an MO drive so that I can make some space on my HD.) The ECS Denise chip is not required for big blits. You just need an ECS Agnus for big blits. This may explain why some people got it to run on machines with the OCS Denise. ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ADOOM WEB SITES ======================================================================== "Mathias Roslund" 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 writes: ADoom 0.5, it's now on http://www.pluk.com/ and it's mirror at http://amiga.tc3net.com/doom/ ------------------------------------------------------------------------ "Martin ®ídek" writes: Adoom www page in czech language is running at http://www.list.skm.vutbr.cz/adoom/ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ======================================================================== THE TELEPORT BUG ------------------------------------------------------------------------ "Stefan Blomen" 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 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" 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 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 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 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 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 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?= 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. ------------------------------------------------------------------------ inelec@sa.omnes.net (tgm) writes: As soon as i copy DOOM2.WAD to the game's directory, the ADoom program explodes as follows: ADoom 0.8 (22.1.98) [...] Error: W_GetNumForName: PNAMES not found ! The infamous PNAMES not found bug, which i read in the documentation it was fixed, but not ! ------------------------------------------------------------------------ Frank.Duivenvoorden@p0.f417.n281.z2.fidonet.org (Frank Duivenvoorden) writes: I've just downloaded Adoom and the doom1.wad file, but when I wanted to run it I've got this error: R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES not found! I've read all the docs that came with Adoom, the error is mentioned in the dox, but I haven't got a sollution for this error. Do you know what it is and how do I fix it, so I also can play doom on the amiga. ------------------------------------------------------------------------ "Lasse Huhtala" writes: In the games init state it bails out with this error message: W_GetNumForName ([garbage]), not found. [...] my machine is an a1200 3.0 fitted with B1230 50MHz no fpu, 8 megs ram [...] about the W_GetNumForName error i got in ADoom1.1, it didnt occur in adoom V0.2, and Amiga Doom also worked.. [...] It's the wad file that is available for download at the amidoom page >Does it work after a reboot with no startup-sequence and SetPatch? I tried that,, and no, it does not.. [...] I tried to capture the con output from the game as it tries to start and here, i included it in the mail.. ADoom 1.1 (20.2.98) DOOM Shareware Startup v1.10 [...] R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES not found! [...] >Some other people have reported "PNAMES not found!". In at least a >couple of cases it turned out to be due to a corrupt WAD file. Any explanation why it worked in 0.2? [...] I'll run some tests wheter the copy command trashes up some bytes or what it does.. Ill report back. 8) ------------------------------------------------------------------------ tez@pierrot.co.uk writes: In the readme you mention Someone told me the mysterious "PNAMES not found" bug, reported by about half a dozen people, is still present in version 0.9, so it's probably still there in version 1.0 too. On the other hand, I can't reproduce this problem. I wonder if it might be a symptom of a corrupt WAD file. That's right. It happened to me with the Ultimate Doom, I finally tracked it down to a bad sector on the disk. ------------------------------------------------------------------------ Danny Robinson writes: I took a quick look at the amiga_notes and noticed some mention of a sporadic "PNAMES not found" bug. You mentioned it could possibly be a corrupt WAD file. Perhaps you might check for and strip off any trailing blanks in the directory names loaded in In W_AddFile() within this loop; for( i = startlump ; i < numlumps ; i++, lump_p++, fileinfo++ ) { lump_p->handle = storehandle; lump_p->position = SWAPLONG(fileinfo->filepos); lump_p->size = SWAPLONG(fileinfo->size); strncpy( lump_p->name, fileinfo->name, 8); // check lump_p->name here... } I have not run into this problem but I know the names are supposed to be 0 padded. Any extraneous blanks will botch that test in the function W_CheckNumForName(). Since it's possible that trailing blanks may be intentional maybe add an option to check for it? Those who are encountering problems can try the option. Are those with the problem perhaps specifying the -shdev, -regdev or -comdev parameters without the DEVMAPS"data_se" or "DEVMAPS"cdata directories? ------------------------------------------------------------------------ "Joel.Ord" writes: [...] Since Adoom V0.5 was published on the cover of CU Amiga in the UK, I have been running the programme from the CDRom. I recently bought the registered versions of Doom II and Ultimate Doom so I could run the programme properly. When I came to install ADoom on my hard drive I came across a problem. Although the programme works with no problems with the unregistered Doom1.wad on the CDRom, as soon as I run the Programme from my hard drive I get the message; R_Init: Init DOOM refresh daemon -Error: W_GetNumForName: PNAMES not Found ! I have tried running the programme using the unregistered doom wad, the registered Doom II wad and the registered Ultimate Doom wad, the programme still refuses to run with any of them. I have tried running the programme with other versions of ADoom, (0.3, 0.5 & 1.0 although I could not get 1.0 to run due to lacking keymap.library V38+). I have also tried other Doom ports but I get the same error message. My system is comprised of A1200, 1.6Gb HD, 16Mb Fast RAM, Blizzard 1230/50, & 2x SCSI CDRom Drive with Squirrel SCSI interface. I desperately need your help to get this brilliant programme running. ------------------------------------------------------------------------ "Lance Neustaeter" writes: I'm still having problems with ADoom. Here's ADoom's output: Icon tooltypes translated command line to: ADoom DOOM Shareware Startup v1.10 [...] R_Init: Init DOOM refresh daemon - Error: W_GetNumForName: PNAMES not found! ------------------------------------------------------------------------ Ian Stedman writes: [...] the PNAMES bug is due to a corrupt WAD file. I copied the registered Doom 2 wad file from a PC Disk and an error occurred when un lha'ing the file. Running Adoom produced the PNAMES bug. Copying the file again, it did not corrupt and the game run fine. ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ PALETTE PROBLEMS ======================================================================== Vesa Halttunen writes: [about ADoom 0.9] when an item (energy potion, ammo, whatever) is collected, the screen flashes. The problem is that dark gray colors are remapped to some awful looking green color, not lighter gray. It looks really terrible! I didn't notice this in earlier Adoom versions (and now I noticed it right away so I guess it's a new prob) nor in other Doom ports. This isn't the case in MacDoom either. Please do fix.. [...] AGA only, A1200/040-40/16mb. [...] Oh yes and gotta mention that the colors are just fine except when the display flashes when you pick up stuff or get hit by a bullet. ------------------------------------------------------------------------ Luca Longone writes: I've found a gfx bug in latest ADoom 0.9 version: when the screen changes palette (f.e. when the screen flashes red cause you injuried yourself with a heavy weapon) some colors on the screen, like dark black, fade to green or simply don't fade at all... I hope you understood, anyway simply try to flash the screen and you'll understand :) In the previous version there were no problems... [...] I use AGA [...] It's not a reduced color problem, the point is that when the screen has to fade f.e. from dark to blood red when you gets hit, some pixels on the screen don't fade at all but remains black... ------------------------------------------------------------------------ ^_^ (Tm2) writes: [about ADoom 0.9] Well, I tried your newest version of ADoom. There seems to be a problem with palette changes when you get items or take damage. They don't look right, like some colors aren't updated or the color change isn't synchronized with the screen. I wonder if changing the priority of the c2p routine has something to do with this. Maybe you could add a tooltype to set the c2p routine? ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ FPS CRASH ON EXIT ======================================================================== Luca Longone writes: [...] if I use the -fps option, on the exit ADoom 0.9 crashes (once again, no pbms in the previous ver)... :-? ------------------------------------------------------------------------ Guillaume Ubbelohde <950947@mercure.umh.ac.be> writes: With version 0.9 of ADoom, when quitting the game, I have a 'recoverable alert' box showing up. No guru, I just click several times on the left button, and it is ok, but that 'bug' wasn't there in previous versions. [...] The bug I reported to you last time (recoverable alert) doesn't seem to happen anymore, so, don't bother with it. [...] I managed to find how the 'recoverable alert' happens. It happens when you select the -FPS option. The alert number error is always: 0100 000F ; but the task is different each time. The other options I had set up were: -forcedemo -joypad -music -mmu -cpu=68060 -screenmode=$00011000 (this is for ntsc, I thought it could be faster than pal, but I doesn't feel any difference in speed). ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ PICASSO 96 1.34A PROBLEMS ======================================================================== Tim & Lora Kovack writes: I have a Picasso IV and Picasso 96 update 1.34a and cannot play ADoom on my A4000 anymore. Is this a bug in ADoom or P96 1.34a? [...] Actually if I delete the ".doomrc" file that was created on older P96 1.33 it now works... ..But now the game runs 3-4 FPS SLOWER than Picasso 1.33 Update! [...] Ok it's Ultimate Doom WAD that will not work with ADoom under Picasso96 1.34a, others (Doom1.WAD, DOOM2.WAD) work but around 4-5 FPS Slower than Picasso96 1.33!!!! Doom Attack ran with Ultimate Doom WAD at 10 FPS LOW DETAIL in P96 1.34a -- same speed as older P96 software. ADoom 0.8 runs about the same 10 FPS Low Detail as DoomAttack at low detail in Utimate Doom, with older P96, but on P96 1.34a runs at 7 FPS Low detail!!! A lot slower indeed. [...] I finally found why your Excellant Doom port runs slower on my sys with P96 1.34a. It's the rtg.library in LIBS:Picasso96/rtg.library. I installed the earlier version and it runs fine. I guess it is a bug in the rtg.library. Maybe it is a 040 thing on my system, as I talked to others with 060's and they say it works fine... I get a 060 this week, so I am anxious to see if this problem will go away. Hopefully the next P96 rtg.lib will fix this. The funny thing is other doom ports are unafected by this. ------------------------------------------------------------------------ Dirk Neubauer writes: I have tried ADoom 0.7 and 0.8 with doom2.wad and Picasso96 V1.34a and nothing worked. I have tremendous graphic bugs or the game wont load. With AmigaDOOM nothing such happens, it worked fine. But with P96 V1.33 and ADoom 0.7 all works fine. But i need V1.34 of P96 for playing Myst correctly. Other guys, who use P96, have nothing such problems, i think with the shareware wad. I use an Picasso2+. [...] > Does ADoom 0.8 work OK after a reboot with no startup-sequence and > SetPatch? Yes, it runs fine on aga-screens, from wb or without startup. I will test now to start without startup and mount p96 and try then. Sometimes i come til to the choosing of load and save and then the crash. Once i was in a game, but then comes very hard gfx bugs and a crash. [...] Now i have test it, it worked fine with ehb (without setpatch) and aga screens without startup-sequence. But the p96 screens crashes also without startup-sequence, i mount these screens for test, of course. [...] > Are you sure you have the right versions of all the P96 libraries, and not > some mixture of incompatible versions? I have the newest archive. [...] > FOREIGN CYBERGRAPHICS screenmode Thats the thing it say. [...] I have found the bug for Adoom with P96. In P96 you can specify a Tooltype for the monitor file named SOFTSPRITE. If it set to YES, a software emulated mouse pointer are there, like this from amiga os. If NO is set, the mouse pointer comes from the graka, if its possible. But this pointer looks ugly for me. And Adoom runs if this Tooltype is set to NO. Thats not a real solution, because i cant toggle this setting easyli, only a reboot changed that. Your prog is the only one, i have problems with. [...] [about ADoom 0.9] Your new version quits immediately. There seems to be a pressed button. [...] > Are you using -joypad or -sega3 or -sega6? Corrupt .doomrc file perhaps? No, none of them. I have tried the new options mousepointer, rtg and cpu. And then i have tried without them, but nothing changed. The game starts and jumps directly to the first level and the screen for choosing difficulty. Or it quits immediately. I will be test it without startup-sequence now. [...] > That's weird. I don't suppose your joystick is stuck on autofire... No, nothing of all. It was the SOFTSPRITE option of P96 again. The mousepointer option dont fix this. ------------------------------------------------------------------------ Alexander Niven-Jenkins I have v1.34a installed and I have a PicassoIV (v1.34 allows MYST to work), ADoom works perfectly and has always done so on my machine. Just incase there is a problem with machines I have included the options I have on startup to see if they work for other people: Icon tooltypes translated command line to: -forcedemo -music -mmu -rotatemap -maponhu -rtg -screenmode $50001000 -cpu 68060 Now with these options everything runs like dream. I can only assume if there are problem with Picasso96 that either there is a bug in one of the other graphic card drivers or as usual they have some 'hack' installed or an option in another program 'mcp?' turned on. [...] You'll be glad to know that today P96 v1.35 was released and one of its features is the fixed 'SOFTSPRITE' with writepixelarray etc. This therefore fixes the ADoom crashing problem. ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ MORE UNSOLVED MYSTERIES ======================================================================== Jason Frecknall 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 [...] More bad news. Both versions 0.7 and 0.8 still crash after 10-15 minutes of playing ADoom on my A4000/GVP-M 68060 machine. I just downloaded v0.9 and will give it a go. I'll let you know when I am confident of a thorough test. BTW, I don't know if this is of any help but of all of the software I use on this machine, only ADoom and IBrowse v1.12a (registered) seem to lock up the Amiga. I mean stone cold freezes. Keep up the good work. Much appreciated. - Jason [...] I think I stumbled upon the problem. I was having way too many crashes with software so I installed FastIPrefs and bingo...no more lockups with ADoomv0.8. You might want to include this info for any Picasso96 users in your read.me file in case it isn't already mentioned. Man, that was frustrating but I just successfully played Doom2 for 1/2 an hour with no problems. Most satisfying. Thanks for all of your help. - Jason BTW, my setup again for your records is an A4000 w/GVP TRexxII 68060 @50MHz, 40Megs Fast/2Chip, PicassoIV, 2.2G Samsung SCSI-II HD, OS 3.1, Picasso96v1.34a, NewIcons4.1, MagicWB2.0, MUI3.8, Setpatch 43.6, and now FastIPrefs. [...] It apparently fixes a memory problem when displaying RTG screens under Picasso96. The old IPrefs program causes memory conflicts which lead to total lockups, I reckon. Oh well, it works now anyway. Now, I just can't wait to get Quake Amiga from Clickboom. Thanks. - Jason ------------------------------------------------------------------------ "Zoltan Szalay" 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 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] ------------------------------------------------------------------------ Zer0-X writes: [...] some of the exit messages aren't printed correctly. and here's one example: "Don't go now. There's a dimensional shambler waiting" and the message should continue with: "at the dos prompt."... I think these messages are bugging in all the ports except in PSIDoom... (And the first message is never printed at all.) It's very tiny bug indeed but fixing it would take it yet more closer to the perfect! :) ------------------------------------------------------------------------ Alexander Niven-Jenkins writes: Anyway, if you are on the demo screen or information screens, and you press you get a 'deep' 'bong' sound and the menu appears, if you press again you get a higher pitched 'bong' and the menu disappears. However if you press any other key instead of the menu still appears but you do not get the 'deep' 'bong' sound played. I know this is picky, but I'm picky. Like I said above though not having the originals I don't know if this is how they were or not. ------------------------------------------------------------------------ tlbelding@htcomp.net (Tony Belding) writes: WHAT HAPPENED TO THE CD32 THUMBPAD??? I'm using the "JOYPAD" tooltype, it worked great on v0.8 with my Competition Pro controller. Now I can't get any response at all under v0.9! This is bad. [...] I moved the .doomrc file back into ADoom's home directory, and the pad started working! How odd. Anyhow, problem solved. ------------------------------------------------------------------------ Vincenzo Morra writes: I just bought Doom2 and I am experiencing a weird problem. I just passed the level number one and in level two, after five-ten minutes of playing, when I try to open a door, the software quit and goes back to the cli window returning the following error: W_CACHE LUMPNUN: 20416 >= NUMLUMPS What does that mean? What do I have to do to get the game working? My machine is an A1200 Tower with 68030+68882 40mhz, 2HD 1.2 & 3.2 MB, 18 MB RAM, IDE INTERFACE 2CD ROM 4X & 24X. ------------------------------------------------------------------------ Sampo =?iso-8859-1?Q?Kyt=F6m=E4ki?= writes: ADoom 1.0 doesn't free all memore after quiting and loading of levels takes much more time than in 0.9. Doom 2 wad doesn't even start with 1.0. It says that I have little memory but it worked fine in 0.9. [ADoom always releases all allocated memory when I quit, Peter McGavin.] ------------------------------------------------------------------------ Jonas =?iso-8859-1?Q?=D6sterberg?= writes: I noticed a weird thing: if I run ADoom in HighGFX: 512x384 the spacebar functions stops to work (!??). [Check for a 0 instead of 32 in .doomrc file, Peter McGavin] ------------------------------------------------------------------------ AMIGAEL@t-online.de (Michael Blumentritt) writes: ...for your DOOM-Prog. I have Blizzard 1230/IV with 50MHz and 16 MB RAM and 68882 CoPro. Version 0.9 works good,but version 1.1 has a buck: SPACE is doesn't work. How I open the doors? [Check for a 0 instead of 32 in .doomrc file, Peter McGavin] ------------------------------------------------------------------------ paddym@zetnet.co.uk (Patrick Moore) writes: I thought I'd tell you that 1.1 crashes spectacularly when it gets to the point of loading the intro pic. My machine specs are 1200 Apollo 060 32meg RAM [...] >That's a new one. Which WAD file are you using? And which ADoom options >and tooltypes? [...] 1) doom1.wad (the demo file, I'll buy the full one this weekend =)) 2) none. [...] >Your WAD file isn't corrupt, is it? I don't think so, it worked with 0.8 well, hmmm. Do you want my complete specs? <*********> It was, I tried a few other doom proggies and they failed too, I'm really sorry to scare you like that =) [...] I'm sorry about this, disregard my last message completey. I haven't a clue what i was doing =) (I must be mad, well, they tell me... ) I downloaded doom1.wad again and downloaded adoom1.1 but nothing seems to be different. it gets through the init steps, but when running snoopdos it seems to look for the cybergraphics library (and fails) is this normal? My specs are : A1200, Apollo 1260@50mhz, 32 meg ram, Surf Squirrel, 3.4* CD-ROM, 28.8 modem 1.04 gig HD. I don't think the memory is at fault because it's fully used by Lightwave. I run Executive, MCP, Oxypatcher, Magic Menu, Visual Prefs (These are the only things I can think of that would influece the operation at all.) [...] >If ADoom works after a reboot with no startup-sequence and manually >typing SetPatch, that would indicate one of the utilities you mentioned >is somehow involved. I've tried that and it doesn't seem to make much of a difference =/ It still crashes at the same point. [...] It seems that my memory is at fault (which is strange as LW doesn't complain) 0.8 didn't work, the onlt port I've found that works is psidoom, but don't fear, I'll keep trying adoom with every release. ------------------------------------------------------------------------ Jason Frecknall writes: I have noticed that when running ADoom on a CGX screen the palette is still being changed on the native display (I have two monitors) when you get hit etc. Is this a misfeature of CGX? ------------------------------------------------------------------------ Andreas Friedrich <101.103774@germanynet.de> writes: I downloaded your archive ADOOM-1.1.lha from Aminet and tried to run it. As in earlier versions, it openen a screen and waited for input. So I pressed ESC and the menu popped up ... and that's about as far as it will work. It doesn't crash my machine or anything, it just won't work at all. My configuration is: A 1200, Blizzard 030/50 Mhz, FPU 882, 18 MB (2 Chip + 16 Fast), 24x Toshiba ATAPI CD, AGA, 14' PAL Monitor (until today and no longer !). I start ADoom clicking on the icon (not altered) or typing 'ADoom' from shell. [...] I now added the '-mouse' option to my commandline. I have the game working now. [...] On the other hand, I have the same problem as with DoomAttack. When picking up certain things, the game crashes. For example, there was a MedKit-like box : the error was 'W_GetNumForName: dsgetpow not found' and the game shut down. Same thing with those white armored dresses. I already thought I could be my WAD-file (Registered V1.10). [Try patches from ID Software's ftp site, Peter McGavin.] ------------------------------------------------------------------------ Justin Webb writes: Hello, I'm having problems with ADoom. After requesting the scren mode, it goes to a white screen. It then has a tendancy to Guru. My system is an A4000, with Apollo 4060, Picasso IV, 16/2 Meg. I have AsimCDFS 3.9 running. I have also tried it with the original '40 board, and without the Picasso. The results were the same. [...] Loaded from the CU disks and it works fine, so maybe I erred in the installation? Not really sure what I could have done as I thought I followed the directions... ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ 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 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. [...] ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ SAS/C PROFILE OUTPUT ON 50 MHz 68060 CYBERPPC + CYBERVISION64 ======================================================================== SAS AMIGA 68000 Profile Analyzer V6.50 Copyright © 1992-1993 SAS Institute Inc. All Rights Reserved. Profile Statistics for adoom 2405 run + 152 ready + 139 wait = 2696 89.206% run, 5.638% ready, 5.156% wait 41.787% samples (1005) out of profile range counted = 1394, RUN - NonTable 1005 Routine % Total % Offset Hits Label 27.9054% 27.9054% 626c 389 @R_DrawColumn_040 [lines 1044-1138 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 8.7517% (122) on line 1122 15.2080% 43.1133% 64c4 212 @R_DrawSpan_040 [lines 1299-1443 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 3.4434% (48) on line 1403 10.1148% 53.2281% 6ae4 141 _R_RenderSegLoop [lines 73-317 in Work7:Programs/ADoom/amiga_segs.s] Most hits - 1.7934% (25) on line 172 3.6586% 56.8867% 6778 51 _R_MakeSpans [lines 36-315 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 1.2913% (18) on line 46 2.5825% 59.4691% 202b6 36 @P_MobjThinker [lines 417-478 in Work7:Programs/ADoom/p_mobj.c] Most hits - 0.9326% (13) on line 433 2.2239% 61.6921% 68a4 31 @R_DrawPlanes [lines 318-461 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 1.5065% (21) on line 397 2.0803% 63.7733% 2eff4 29 __CXAMEMCPY [lines 2-3 in _cxamemcpy] Most hits - 2.0803% (29) on line 2 2.0087% 65.7819% 69dc 28 _R_MapPlane [lines 581-684 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 0.2869% (4) on line 614 2.0087% 67.7905% 1497c 28 @FixedMul_040 [lines 34-40 in Work7:Programs/ADoom/amiga_fixed.s] Most hits - 2.0087% (28) on line 35 1.5781% 69.3687% 243f8 22 @R_StoreWallRange [lines 444-813 in Work7:Programs/ADoom/r_segs.c] Most hits - 0.1434% (2) on line 468 1.5065% 70.8752% 6624 21 _R_DrawMaskedColumn [lines 1465-1626 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 0.6456% (9) on line 1532 1.5065% 72.3817% 66d0 21 @V_DrawPatch [lines 1631-1729 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 0.7173% (10) on line 1704 1.0760% 73.4577% 6fa4 15 @R_GetColumn [lines 31-65 in Work7:Programs/ADoom/amiga_data.s] Most hits - 0.3586% (5) on line 35 1.0760% 74.5338% 23868 15 @R_PointOnSide [lines 171-216 in Work7:Programs/ADoom/r_main.c] Most hits - 0.2153% (3) on line 180 1.0043% 75.5380% 71d0 14 _R_DrawSprite [lines 284-655 in Work7:Programs/ADoom/amiga_things.s] Most hits - 0.2153% (3) on line 284 1.0043% 76.5423% 1e0fe 14 @P_CrossSubsector [lines 144-256 in Work7:Programs/ADoom/p_sight.c] Most hits - 0.2869% (4) on line 144 1.0043% 77.5467% 220c0 14 @R_CheckBBox [lines 381-486 in Work7:Programs/ADoom/r_bsp.c] Most hits - 0.3586% (5) on line 404 [...] ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ 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 3594 run + 218 ready + 166 wait = 3978 90.346% run, 5.480% ready, 4.173% wait 33.028% samples (1187) out of profile range counted = 2393, RUN - NonTable 1187 Routine % Total % Offset Hits Label 31.2996% 31.2996% 626c 749 @R_DrawColumn_040 [lines 1044-1138 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 10.5307% (252) on line 1122 14.4171% 45.7166% 64c4 345 @R_DrawSpan_040 [lines 1299-1443 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 2.8835% (69) on line 1411 13.0381% 58.7547% 6ae4 312 _R_RenderSegLoop [lines 73-317 in Work7:Programs/ADoom/amiga_segs.s] Most hits - 1.4626% (35) on line 172 3.3848% 62.1395% 6778 81 _R_MakeSpans [lines 36-315 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 1.6297% (39) on line 46 2.9252% 65.0647% 69dc 70 _R_MapPlane [lines 581-684 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 0.4179% (10) on line 647 2.4238% 67.4886% 66d0 58 @V_DrawPatch [lines 1631-1729 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 1.0447% (25) on line 1704 2.2983% 69.7869% 6624 55 _R_DrawMaskedColumn [lines 1465-1626 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 0.8776% (21) on line 1493 2.0477% 71.8346% 68a4 49 @R_DrawPlanes [lines 318-461 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 1.7133% (41) on line 397 1.5044% 73.33810% 6fa4 36 @R_GetColumn [lines 31-65 in Work7:Programs/ADoom/amiga_data.s] Most hits - 0.6687% (16) on line 35 1.5044% 74.8432% 243f8 36 @R_StoreWallRange [lines 444-813 in Work7:Programs/ADoom/r_segs.c] Most hits - 0.2089% (5) on line 777 1.0865% 75.9298% 71d0 26 _R_DrawSprite [lines 284-655 in Work7:Programs/ADoom/amiga_things.s] Most hits - 0.4596% (11) on line 331 1.0447% 76.9746% 2eff4 25 __CXAMEMCPY [lines 2-3 in _cxamemcpy] Most hits - 1.0447% (25) on line 2 1.00210% 77.9774% 23868 24 @R_PointOnSide [lines 171-216 in Work7:Programs/ADoom/r_main.c] Most hits - 0.2089% (5) on line 171 1.00210% 78.9804% 239f2 24 @R_PointToAngle [lines 300-375 in Work7:Programs/ADoom/r_main.c] Most hits - 0.2089% (5) on line 339 [...] ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ 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 8131 run + 1033 ready + 230 wait = 9394 86.555% run, 10.997% ready, 2.449% wait 5.964% samples (485) out of profile range counted = 7609, RUN - NonTable 485 Routine % Total % Offset Hits Label 19.6740% 19.6740% 626c 1497 @R_DrawColumn_040 [lines 1044-1138 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 4.5999% (350) on line 1107 15.8627% 35.5368% 84ee 1207 _c2p1x1_cpu3blit1_queue [lines 74-449 in Work7:Programs/ADoom/c2p_030.s] Most hits - 2.1291% (162) on line 136 13.7600% 49.2969% 6ae4 1047 _R_RenderSegLoop [lines 73-317 in Work7:Programs/ADoom/amiga_segs.s] Most hits - 1.4325% (109) on line 190 8.39710% 57.6949% 64c4 639 @R_DrawSpan_040 [lines 1299-1443 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 1.7085% (130) on line 1396 5.1124% 62.8072% 6778 389 _R_MakeSpans [lines 36-315 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 1.9187% (146) on line 46 3.0885% 65.8957% 6624 235 _R_DrawMaskedColumn [lines 1465-1626 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 0.6439% (49) on line 1488 2.7599% 68.6556% 6fa4 210 @R_GetColumn [lines 31-65 in Work7:Programs/ADoom/amiga_data.s] Most hits - 0.8016% (61) on line 35 2.4839% 71.1394% 1497c 189 @FixedMul_040 [lines 34-40 in Work7:Programs/ADoom/amiga_fixed.s] Most hits - 2.4839% (189) on line 35 2.1027% 73.2422% 69dc 160 _R_MapPlane [lines 581-684 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 0.36710% (28) on line 675 1.83910% 75.0822% 66d0 140 @V_DrawPatch [lines 1631-1729 in Work7:Programs/ADoom/amiga_draw.s] Most hits - 0.6703% (51) on line 1704 1.4063% 76.4884% 243f8 107 @R_StoreWallRange [lines 444-813 in Work7:Programs/ADoom/r_segs.c] Most hits - 0.0788% (6) on line 757 1.2485% 77.7368% 71d0 95 _R_DrawSprite [lines 284-655 in Work7:Programs/ADoom/amiga_things.s] Most hits - 0.2497% (19) on line 331 1.2090% 78.94510% 68a4 92 @R_DrawPlanes [lines 318-461 in Work7:Programs/ADoom/amiga_plane.s] Most hits - 0.7623% (58) on line 397 1.1171% 80.0630% 2c730 85 @Z_ChangeTag2 [lines 432-445 in Work7:Programs/ADoom/z_zone.c] Most hits - 0.3943% (30) on line 432 [...] ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ------------------------------------------------------------------------ ========================================================================