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Old 02 February 2015, 02:22   #1
NovaCoder
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ODAMEX v0.6.4 ported to Amiga 68k

This is my third (and final!) Amiga 68k DOOM port.

I ported this ages ago using my SDL library, it basically worked OK but was very slow (even on my super fast 060) so I had to spend ages to make it run a bit better on retro HW.

It's still not exactly fast and never will be because it's so complicated....this is the most advanced 68k port of DOOM ever

If you are only after speed, I'd recommend my 060 ports of BOOM/ZDOOM or maybe the old DoomAttack port (depending on your CPU speed and feature requirements).

ODAMEX will be built for both 060 AGA and 060 RTG.

I don't have much time for Amiga coding these days so I've only given it very limited testing, seem to work 'OK'.

[ Show youtube player ]

Quote:
Originally Posted by NovaCoder View Post
This port uses AHI, it's really important that people use v4.18 of AHI with one of the 'FAST' modes set to be used in the AHI Prefs otherwise it will run slow on a real Amiga (this is true for any of my ports that use AHI).

BTW Boing Bags 3/4 will upgrade your Amiga to v6.x of AHI so check what version you are actually running.
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Last edited by NovaCoder; 21 July 2020 at 05:26.
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Old 02 February 2015, 07:23   #2
Amicol
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Great stuff, glad to see you're adding real midi!
As you now have a midi adapter and an MT32, I'm sure you'll add midi to another of your fantastic ports

Keep up the great work, I'm sure it's really appreciated by the community!


* I've been searching Aminet and The Zone, is there a download??

Last edited by Amicol; 03 February 2015 at 01:01.
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Old 02 February 2015, 10:54   #3
Leandro Jardim
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Duke Nukem 3D! Wow, this is great news!

@NovaCoder:
I remember seeing a special Doom version you did compile for 020/030 and did put in the Zone, I dont remember if it was Boom or ZDoom. Please, if you have that archive and it is for ZDoom, could you put it in the Zone, I would like to download it. Thanks.
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Old 02 February 2015, 23:23   #4
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Quote:
Originally Posted by Leandro Jardim View Post
Duke Nukem 3D! Wow, this is great news!

@NovaCoder:
I remember seeing a special Doom version you did compile for 020/030 and did put in the Zone, I dont remember if it was Boom or ZDoom. Please, if you have that archive and it is for ZDoom, could you put it in the Zone, I would like to download it. Thanks.
Thanks

This is a Duke Nukem WAD file that converts DOOM into a Duke Nukem level, the only other 68k port that supports it is ZDOOM

I'll have a look for that old 030 ZDOOM compile on my HD.
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Old 03 February 2015, 04:35   #5
Leandro Jardim
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Quote:
Originally Posted by NovaCoder View Post
Thanks

This is a Duke Nukem WAD file that converts DOOM into a Duke Nukem level, the only other 68k port that supports it is ZDOOM

I'll have a look for that old 030 ZDOOM compile on my HD.
Doh!

Well, anyway I love all your ports and I think that one will not be different.

Thanks your antecipation, I think that I found that ZDOOM compile in the file server.
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Old 04 February 2015, 08:28   #6
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OK, I've now uploaded them to the Zone on EAB. They should also be on AmiNet soon.

Please note the following:

You need a (fast) 060 for the AGA version and preferable an 060 for the RTG version. Even though you really need an 060, I have compiled the RTG version for 040 so that it can be used easily in WinUAE.

That RTG build is completely untested, hopefully it works!

Make sure you use the latest (patched) original DOOM WAD files, users reported that using an older WAD file can really slow down these ports.

There's a list of the latest original WAD versions with that nice Mr Google.

If you want to run the RTG version in full HD, make sure you set the video mode to 'widescreen'

Last edited by NovaCoder; 04 February 2015 at 11:42.
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Old 04 February 2015, 09:12   #7
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Great stuff Nova, and thank you! Video looks amazing, just downloaded AGA version, when I run it a hefty 60 or so meg is drained from the fastram and I get an error message: terminate after throwing an instance of 'std::bad_alloc'

Anyone else got this problem?

Looking forward to getting stuck in!!
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Old 04 February 2015, 10:19   #8
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Interesting..

How much memory have you got?

Try changing the heapsize tooltype to less FASTRAM than you have available (eg if you have 64MB then set it to 48MB, if you have 32MB set it to say 24MB).

Last edited by NovaCoder; 04 February 2015 at 10:51.
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Old 04 February 2015, 10:51   #9
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Great stuff, that did the job! changed heapsize tooltype from 64 to 32. That left me with 24 meg fastram (Apollo 1260/80mhz 64mb ram, Classic WB 3.9 v27)

Thanks, gonna have a play now!
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Old 05 February 2015, 16:24   #10
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Quote:
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Great stuff, that did the job! changed heapsize tooltype from 64 to 32. That left me with 24 meg fastram (Apollo 1260/80mhz 64mb ram, Classic WB 3.9 v27)

Thanks, gonna have a play now!
Same here, as I've the same setup.


Speed isn't bad at all, very playable!
A couple of questions for NovaCoder-
Can you select an NTSC screen mode as I prefer these modes over PAL?
I also prefer to turn off Always Run and use Shift when I need to, however this doesn't seem to work on this port. I press left shift and forward an he doesn't move....


Again, great work, look forward to the midi
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Old 05 February 2015, 20:50   #11
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Hiya,

Always run is in the options along with key mappings, everything is built in unlike the older DOOM ports.

I did try and add NTSC support but it was causing an issue so I gave up.
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Old 06 February 2015, 01:40   #12
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Well... I tested my Alien Breed 3D resource pack with a couple of levels under WinUAE, and aside of a couple of crashes, it plays! Though I'm confident it would chug on an A1200, but I'd be curious to see!
Of course not having the 32-bit display takes a huge hit on the gfx, but again... it runs!
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Old 06 February 2015, 02:02   #13
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Quote:
Originally Posted by XDelusion View Post
Well... I tested my Alien Breed 3D resource pack with a couple of levels under WinUAE, and aside of a couple of crashes, it plays! Though I'm confident it would chug on an A1200, but I'd be curious to see!
Of course not having the 32-bit display takes a huge hit on the gfx, but again... it runs!
Wow, this is really good news

Glad it works, crashes are to be expected....this is Miggy software

Where can I download your Alien Breed WAD? I'll try it on my 80Mhz 060 beastie!

Any chance you could update the textures and geometry to be 8 bit Classic friendly? It would be great to play a new version of Alien Breed on real Classic hardware

Last edited by NovaCoder; 16 October 2015 at 05:30.
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Old 06 February 2015, 09:00   #14
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Here seems to be some AB3D wads but not tested those yet

http://abodamexprojekt.host-ed.me/images/
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Old 06 February 2015, 11:36   #15
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Quote:
Originally Posted by groundplayer View Post
Here seems to be some AB3D wads but not tested those yet

http://abodamexprojekt.host-ed.me/images/
Cool thanks

Just tried it on my 1260, actually loads up and is 'kinda' playable
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Old 06 February 2015, 15:10   #16
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Nova, my latest work is broken down into many pieces, I could try to put it all together for others to use to test (I'd really like to see how far the 1200 can go with it), but it's going to be a little while till I get to it.

I could upload the Resource pack and the levels as they are right now, and you could just load them in one at a time... though I'd prefer that you kept my latest work private as I'd like to retain a few surprises that people who have played that ancient beta have not seen yet.

BTW, I used the wrong words, I don't it will "chug" on a real Amiga, I meant it will most likely struggle.

Last edited by XDelusion; 06 February 2015 at 20:05.
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Old 08 February 2015, 04:31   #17
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Just a quick hack but...

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Old 08 February 2015, 13:27   #18
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Very cool!
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Old 17 February 2015, 14:56   #19
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Tested the 040/RTG version on my A4k but it's too slow on real hardware. Good for WinUAE though as you say.

I was hoping the new Pirates! WAD would work, I'll have to test in WinUAE.
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Old 17 February 2015, 21:07   #20
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Hi Steve,

Glad you got it working OK, some people have had issues with the memory allocation.

I'll release a new version to AmiNet with fail safe allocation and a small speed increase.

No Prisma support yet, still not ready for release.

Last edited by NovaCoder; 17 February 2015 at 23:00.
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