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Old 14 December 2013, 05:56   #1
NovaCoder
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New ZDOOM port to Amiga 68k

For the past few months I've been working on a port of ZDOOM to Amiga AGA (060) & RTG (040).

Although I'm really happy with my 68k port of BOOM, I thought it would be nice to bring a more modern version to 68k.

This Amiga port is based on ZDOOM v1.22 (not the current release). This was the newest version that I could get to compile with these old 68k tools

I haven't had a chance to do much testing but I think it's good enough for an Xmas 2013 release




Overview:

Amiga 68k port based on ZDOOM v1.22

ZDoom is a source port, originally based on ATB Doom and NTDOOM.
It has since added full support for all commonly-used Boom additions, Heretic, Hexen, Strife and Chex Quest.
It has added many additional features, including slopes, uncapped framerate, and z-clipping.
The source code is maintained by Randy Heit and Graf Zahl. The most recent official version is 2.7.1, but many in the community use the development versions.
The large number of features supported by ZDoom made it the port of choice for several independent game projects, notably Foreverhood, Action Doom 2: Urban Brawl, Chex Quest 3 and Harmony.


Features:

1) Double buffered 256 colour display
2) Native ASM 16 channel sound engine used for SFX and emulated MIDI playback (MUS format)
3) International keyboard mapping
4) Mouse scroll wheel support for weapons switching
5) An awesome icon!
6) ZDOOM TC support
7) Jumping
8) Mouse Look up/down
9) A Console
10) Particle Effects (blood, rocket trails)
11) Custom Skins support
12) Gun Sights
13) A Chase Cam
14) Rotating Overlay Map


Requirements:

1) An AGA/RTG Amiga
2) An 68040 processor (RTG version) or 68060 (AGA version)
3) 32MB of FASTRAM
4) The original game (or demo)


Configuration Options:

You must run ZDOOM from the WB, running from the Shell is not supported.
You must specify a stack of at least 300,000.
Any errors *should* be written to a file called 'ERROR.TXT' in the game directory.
Please see the ZDOOM documentation for more options (specify with the Tool Types).


Limitations:

1) No network or multi player support
2) No CDROM support
3) No Joystick support

[ Show youtube player ]

Last edited by NovaCoder; 20 October 2016 at 02:48.
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Old 14 December 2013, 19:29   #2
vroom6sri
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It's wonderful that you develop these things for us amiga guys and gals. Thanks muchly. So, is this 060 only? Your post suggests it is but I'm keeping my fingers crossed that you meant it'd work on either an AGA amiga or on a non-AGA amiga with RTG and an 060.
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Old 15 December 2013, 07:10   #3
turrican3
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thank you nova, great job !
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Old 15 December 2013, 13:10   #4
zharn
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Thats cool as..

Whats hardware is in that 1200?
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Old 15 December 2013, 13:22   #5
DDNI
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Nova, this is awesome! You are a prolific miggy coder! Thanks.
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Old 15 December 2013, 16:00   #6
Reido
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This looks amazing thank you nova! And Happy Xmas
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Old 15 December 2013, 23:53   #7
NovaCoder
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Yep thanks guys

The main point of doing this port was to bring the ability to play some of the newer TC's like 'Duke Nukem' on Classic 68k.

I'm very impressed with how ZDOOM is put together, it's a really advanced port with a lot of funky features.

It's been a bit of a struggle to get this to work on 68k, v1.22 didn't want to play nice with my compiler and v1.23 really hates it

I'll try and find some time to package it up for an AmiNet later this week.

I'm planing on doing two builds, one for AGA 060 and one for RTG 040 (CyberGFX API). There's no point in doing an AGA 030/040 build as it would be too slow.
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Old 16 December 2013, 12:16   #8
hattig
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Good work! You should be up for "Classic Amiga [Game] Developer Of The Year" if we had such things.
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Old 16 December 2013, 12:38   #9
Mad-Matt
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Is it too early to suggest a Warp3D (MiniGL) build?
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Old 19 December 2013, 00:15   #10
NovaCoder
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Quote:
Originally Posted by Mad-Matt View Post
Is it too early to suggest a Warp3D (MiniGL) build?
Yes a little early

I'm not sure if it would benefit that much anyway, maybe it would help with higher resolutions? To be honest I don't know much about Warp3D.

I'm planning on supporting RTG all the way up to HD BTW, obviously running in HD will function as a screen-saver on real Classics

Last edited by NovaCoder; 19 December 2013 at 00:48.
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Old 22 December 2013, 14:33   #11
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Ok, AGA and RTG versions uploaded to AmiNet and in the Zone....enjoy!

[ Show youtube player ]

Last edited by NovaCoder; 22 December 2013 at 14:49.
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Old 22 December 2013, 14:35   #12
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@Novacoder
Thank you very much :-)
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Old 22 December 2013, 16:45   #13
alexh
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Cool.

"YouTube: This video is currently being processed. Please check back in a few minutes."
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Old 22 December 2013, 19:28   #14
groundplayer
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Just tested on real A1200 + Blizzard 060 66Mhz, amazing speed, really really faastt must be the fastest port ever of doom on my miggy ThankYou Novacoder
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Old 24 December 2013, 14:49   #15
tomse
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I'm trying to test it on my A4000D (CSPPC 060@50 / CVisionPPC)

I'm trying a mix of Doom and Doom2, AGA and RTG
See screenshots for where Doom 1 and 2 halts, and waits.

Running WB3.9 BB2 pretty stock versions
68060.library version = 46.15

The screen resolution should automatically adjust to the config settings in zdoom.cfg right?

EDIT: doing the same in an emulator with Amiga Forevers workbench setup, works perfectly
Attached Thumbnails
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ID:	38379  


Last edited by tomse; 24 December 2013 at 15:06.
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Old 24 December 2013, 22:21   #16
NovaCoder
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Hiya,

Not sure, are you running P96 or CyberGraphics? I know that P96 systems don't always work properly when you use the CyberGraphics API.

Strange that you are also having issues with the AGA version?

Have a look for an ERROR.TXT file in the root directory.
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Old 25 December 2013, 10:22   #17
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hey mate :-)

I'm running CyberGFX v4.2

there are no error.txt files in either root dir.
is there some way to activate verbose logging?

I seem to have more problems starting the AGA version.

today when I'm trying to start up.
the RTG goes to the screen you see in the earlier post (player 1 of 1).
but the AGA version stopped after the following times
1. setting up sound
2. network
3. default sfx volume 15
4. setting up sound

it seems to be somewhat of a mix where it reaches.
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Old 25 December 2013, 13:05   #18
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I can run Amiquake fine on my setup, Blizzard 060@80 with 64mb, but am finding amidoom so laggy as to be unplayable - what am I doing wrong? As I suspect its something my end?

Any suggestions gratefully accepted...
Cheers
C
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Old 26 December 2013, 02:04   #19
NovaCoder
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Quote:
Originally Posted by crazyc View Post
I can run Amiquake fine on my setup, Blizzard 060@80 with 64mb, but am finding amidoom so laggy as to be unplayable - what am I doing wrong? As I suspect its something my end?

Any suggestions gratefully accepted...
Cheers
C
Hiya,

Not sure what the problem is, works fine on my real A1200

Maybe it's something to do with the timer code, try v1.05 in the Zone and see what the performance is like.

Thanks,
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Old 26 December 2013, 02:40   #20
Reido
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Quote:
Originally Posted by crazyc View Post
I can run Amiquake fine on my setup, Blizzard 060@80 with 64mb, but am finding amidoom so laggy as to be unplayable - what am I doing wrong? As I suspect its something my end?

Any suggestions gratefully accepted...
Cheers
C
Don't know if this is any help but...

I seem to have had the same problem, was totally unplayable on my 1260/80mhz 64mb despite BOOM zipping along! Turns out that in my haste to play I had grabbed a doom2.wad from an old doom folder.....was confused for a day or so (yes I'm slow) before dumping that wad and using the one I had been using with BOOM and hey presto, all good!

So......try a different wad maybe??!

Awesome work Nova!
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