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Old 24 May 2014, 01:55   #61
Amicol
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Originally Posted by NovaCoder View Post
Yep same as mine, I guess it must be an endian issue then (which is very hard to fix).
No bother, I'll just keep on using Boom
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Old 24 May 2014, 03:33   #62
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All I get (AGA = Apollo 040/25 + 32 meg) is :
terminate called after throwing an instance of 'std::bad_alloc'
what(): St9bad_alloc
Program aborted


and an Error.txt of:
W_GetNumForName: STCFN033 not found!
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Old 24 May 2014, 04:13   #63
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Originally Posted by Nobby_UK View Post
All I get (AGA = Apollo 040/25 + 32 meg) is :
terminate called after throwing an instance of 'std::bad_alloc'
what(): St9bad_alloc
Program aborted


and an Error.txt of:
W_GetNumForName: STCFN033 not found!
Is that for DOOM 2? As I said above, you need to use the latest patched WAD files.

Another problem may be lack of memory, try playing with the heap size tool type.

Don't forget that the AGA version is compiled for 060, might not work properly on 040 anyway.
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Old 24 May 2014, 16:33   #64
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Nope, just Doom (Ultimate).

That was with heap reduced to 24 (was on 48).

#EDIT#
Works on a Heap of 12
was getting the odd graphical glitch at default resolution
but seems OK at 320x256

That Mouse look can make you dizzy --- if always on

#EDIT 2#
Tried it with Doom2 + Duke Nukem
It worked but the graphical glitch was back
and eventually it crashed
Too much for it - I guess

Last edited by Nobby_UK; 08 June 2014 at 20:10.
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Old 06 June 2014, 08:50   #65
groundplayer
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First, ThankYou again Novacoder for these wonderful ports for good old miggy ! I too have crashes just before Dead Simple (after The Crusher) on Doom2. Both RTG and AGA versions 1.22 will crash. Tested every possible doom2 wad , all work fine in Boom ? Must be zdoom issue ? Using mediator+voodoo+68060+cwb here..
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Old 06 June 2014, 10:46   #66
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Very nice port NOVA, both versions works fine. I just wish WOS version so I can play in 640x480 ;o)))
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Old 06 June 2014, 10:48   #67
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First, ThankYou again Novacoder for these wonderful ports for good old miggy ! I too have crashes just before Dead Simple (after The Crusher) on Doom2. Both RTG and AGA versions 1.22 will crash. Tested every possible doom2 wad , all work fine in Boom ? Must be zdoom issue ? Using mediator+voodoo+68060+cwb here..
Hiya,

Thanks for the kinds words

Yes it seems that ZDOOM has some nasty endian issues that are causing problems, unfortunately I can't fix them easily (very hard to debug)

I'll try and fix it

Last edited by NovaCoder; 07 June 2014 at 04:53.
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Old 06 June 2014, 15:13   #68
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Hey nova, I'm away right now but will check it when I get back. I love this port on my A4000 will be great to get the AGA one running too :-D
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Old 08 June 2014, 16:58   #69
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I noticed you updated your ZDOOM port on Aminet... I thought you'd settled on the old Odamex source instead? Having second thoughts on that?

I'm eager to have my 1200 fixed so I can start testing this, I ended up having the 600 fixed first since it was cheaper.
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Old 09 June 2014, 02:46   #70
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I noticed you updated your ZDOOM port on Aminet... I thought you'd settled on the old Odamex source instead? Having second thoughts on that?

I'm eager to have my 1200 fixed so I can start testing this, I ended up having the 600 fixed first since it was cheaper.
Hiya,

The recent AmiNet release was just for a small speed up.

There are a couple of bugs still in the source which I'm trying to fix as it would be a shame to leave it buggy after all the effort I've put into it.

Odamex (should) be much more stable on 68K and more advanced than ZDOOM 68K (v1.22 vs v1.23) but it's also more demanding than ZDOOM.

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Old 12 June 2014, 06:49   #71
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Hiya,

The recent AmiNet release was just for a small speed up.

There are a couple of bugs still in the source which I'm trying to fix as it would be a shame to leave it buggy after all the effort I've put into it.

Odamex (should) be much more stable on 68K and more advanced than ZDOOM 68K (v1.22 vs v1.23) but it's also more demanding than ZDOOM.


A little bug cutting and speed improvements never hurt anything. Again I'm eager to dive into this and see what I can and can not do. I'm sure that even without scripting, there will be more than enough to play with. Should be able to pull off the 3D Floor Things and Slopes at the very least I'd think.
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Old 12 June 2014, 09:22   #72
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A little bug cutting and speed improvements never hurt anything. Again I'm eager to dive into this and see what I can and can not do. I'm sure that even without scripting, there will be more than enough to play with. Should be able to pull off the 3D Floor Things and Slopes at the very least I'd think.
Cool

I've just uploaded v1.16 of the AGA/RTG releases to AmiNet. I managed to fix up another couple of endian related bugs (the only ones I could find).

I've also added a priority tooltype that might help performance for some people.

A side effect of these endian updates means that your old saves games will not work with v1.16.

These will be my final ZDOOM updates, started work back on ODAMEX now
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Old 12 June 2014, 11:28   #73
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Cannot wait to test it this evening!

Novacoder ;o)
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Old 12 June 2014, 19:04   #74
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Thanks Nova

(I will test & report back but probably tomorrow as I'm working a double shift today!)
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Old 12 June 2014, 19:05   #75
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I haven't test it yet me too. I work all day
I hope one of these days soon.
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Old 14 June 2014, 17:30   #76
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Nova : here's a return about your ZDOOM for 030. It's very good, let's say superior to ADOOM And this in full screen AND music babyyyyy !!!!!

nothing in the display mode much be changed however, or else the miggy goes kaboom !!!
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Old 15 June 2014, 01:29   #77
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Nova : here's a return about your ZDOOM for 030. It's very good, let's say superior to ADOOM And this in full screen AND music babyyyyy !!!!!

nothing in the display mode much be changed however, or else the miggy goes kaboom !!!
That build was really just for Steve's 060, I'm surprised a real 030 can run it. Not sure why the display mode settings are buggered?
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Old 15 June 2014, 01:57   #78
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Just to let you know that some options are not made for 030, so they crash the amiga (too much CPU power required lol).

It plays fine full screen with music
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Old 28 October 2014, 22:39   #79
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As I still get a system crash in Doom 2 I thought I'd try Doom 1.

Works great until I get to Phobos Anomaly, when I get to yellow exclamation marks in red triangles instead of the final boss'

Does anyone else experience this?
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Old 28 October 2014, 23:26   #80
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As I still get a system crash in Doom 2 I thought I'd try Doom 1.

Works great until I get to Phobos Anomaly, when I get to yellow exclamation marks in red triangles instead of the final boss'

Does anyone else experience this?
It's a new mod 'the red triangles of DOOM!'

Glad it you could make it that far with DOOM 1. I've seen similar kinds of problems on Ultimate DOOM, really annoying and extremely hard to fix for 68k.

Hopefully my port of ODAMEX will work properly
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