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Old 30 March 2011, 08:51   #41
NovaCoder
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Originally Posted by Hewitson View Post
Not sure what sort of instruments are being used on the Amiga versions but on the PC with a decent sound card (eg GUS) the music in the Doom games was bloody fantastic.
DOOM uses MUS format for its music, similar to MIDI but cut-down slightly for the slow CPU's of the time.

As the Amiga doesn't have any MIDI (or MUS) HW.......it has to use the CPU which has an obvious effect on game speed.
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Old 30 March 2011, 09:17   #42
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I realise that but obviously samples must be used to replace the instruments on the MIDI hardware.
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Old 23 June 2011, 14:49   #43
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Has anyone done calculations to see how much the music affects the speed? If I were to 'port' the MIDI to ProTracker/4 channels would it help? Could we get a player in there?
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Old 23 June 2011, 15:15   #44
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Is ADomm now supporting the -deh file feature?
This is needed to load all the Wolfendoom Episodes.
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Old 23 June 2011, 16:12   #45
_ThEcRoW
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Is music available on classic amigas?. Always i ran doom on my a1200, it came without music.
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Old 23 June 2011, 16:41   #46
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Ye music is available.
You just need to download the archive and extract it on you Doom installation folder
http://aminet.net/package/game/shoot/ADoom_Instr

Then you just alter the Tooltype and enable music and you're set
Oh and it needs the doommusic.library in the Doom installation folder as well

Last edited by mfilos; 23 June 2011 at 16:51.
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Old 23 June 2011, 22:12   #47
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Is ADomm now supporting the -deh file feature?
This is needed to load all the Wolfendoom Episodes.
Yes. I haven't tried those Wolfendoom eps, but my own deh files have always worked fine. According to the readme file not all dehacked features will do, though.

--
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Old 25 June 2011, 15:06   #48
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Has anyone done calculations to see how much the music affects the speed? If I were to 'port' the MIDI to ProTracker/4 channels would it help? Could we get a player in there?
The Amiga Doom's MIDI player (actually a MUS player) is very fast (all hand-coded assembler) so I doubt you'd be able to make it run much faster by changing it to a MOD player.

Doom already runs a pretty much full speed on an 040/060. To get it running faster on an 030 it would be better to do a few little tweaks to it's rendering code.
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Old 25 June 2011, 15:19   #49
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Might be worth trying doomattack to investigate any speed difference between midi and mod playback (doomsound.lib vs ThePlayer61A)
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Old 28 June 2011, 11:42   #50
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/offtopic

Where are the drivers to get 2 screens with 2 Indivision ECS ??
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Old 28 June 2011, 14:28   #51
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Originally Posted by rockersuke View Post
Yes. I haven't tried those Wolfendoom eps, but my own deh files have always worked fine. According to the readme file not all dehacked features will do, though.

--
Supporting this levels and -deh files would be more than fantastic!
http://www.doomworld.com/wolfendoom/index2.html

I am looking since 11 years for support!
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Old 28 June 2011, 19:58   #52
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@Cosmos : Indivision ECS Config Tool : http://obligement.free.fr/articles/indivisionecs.php

http://tinyurl.com/3wuu4jb
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Old 28 June 2011, 20:09   #53
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I'm looking for some video drivers to get one workbench on two monitors with two Indivision ECS !!

Here : http://www.a1k.org/forum/showpost.ph...&postcount=622

Last edited by Cosmos; 28 June 2011 at 20:23.
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Old 10 July 2011, 12:02   #54
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Is there any possibilty to make it work with the graffiti-card from Jens? The Indivision shares its heritage from the graffiti.
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Old 11 July 2011, 10:56   #55
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ADoom already does support Graffiti but apparently it's very slow.

I plan to update to support the IndivisionAGA Mrk2 if I can get it running fast enough.
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Old 21 July 2011, 21:22   #56
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Quote:
Originally Posted by apex View Post
Supporting this levels and -deh files would be more than fantastic!
http://www.doomworld.com/wolfendoom/index2.html

I am looking since 11 years for support!
Judging from your name I guess that you know more about this than I...
There used to be a site dedicated to WolfenDoom on the Amiga. I sent the files I downloaded from that site to Wolfensteingoodies and they are now available here:

http://www.wolfensteingoodies.com/do...olfenDoomAmiga

I think Operation: Rheingold Episode 2 was not available on the Amiga site???

DoomAttack has better DEH support than ADoom. There is a comparison of the two here:

http://web.archive.org/web/200102231...gue/doom02.htm
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Old 25 July 2011, 20:06   #57
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Judging from your name I guess that you know more about this than I... There used to be a site dedicated to WolfenDoom on the Amiga.
A long time ago I made the AmiWolfendoom Page. But hosting such a site in germany can be a problem nowadays. But I still have a backup somewhere.

Quote:
I think Operation: Rheingold Episode 2 was not available on the Amiga site???
Available yes, but not working. I have to check the backupfiles. If you want them...?
Problem was the DEH support.

Quote:
DoomAttack has better DEH support than ADoom. There is a comparison of the two here
But DoomAttack was suffering from other problems?!? No Wolfendoom in 1024x768 on PPC.

Nice! I just visited your site.
If a ADoom with full DEH support will maybe ever released, I can reactivate the page.

Last edited by TCD; 25 July 2011 at 20:27.
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Old 26 July 2011, 03:09   #58
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I'll let you know if I've finished my BOOM port then

Quote:
-deh <dehfile[.DEH or .BEX]> The -deh parameter allows you to specify a DEHACKED patch to change default engine behavior. You can specify a .DEH file, which is backward compatible to DEHACKED v3.1 format (patch format 6) outside text changes, or a .BEX file which allows BOOM extensions to DEHACKED. See DEH support in BOOM below for more detail. Note the -deh option is new to BOOM, it did not exist in DOOM.
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Old 26 July 2011, 03:28   #59
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Quote:
Originally Posted by apex View Post
A long time ago I made the AmiWolfendoom Page. But I still have a backup somewhere.
Great!

Quote:
Originally Posted by apex View Post
Available yes, but not working. I have to check the backupfiles. If you want them...? Problem was the DEH support.
Yes please!

Quote:
Originally Posted by apex View Post
But DoomAttack was suffering from other problems?!? No Wolfendoom in 1024x768 on PPC.
Ah, PPC, of course! Should have realised since all your startup scripts use ADoomPPC, and yes, DoomAttack doesn't support DEH fully either.

Quote:
Originally Posted by apex View Post
Nice! I just visited your site.
Not my site, I just supplied them with your files...

Quote:
Originally Posted by apex View Post
If a ADoom with full DEH support will maybe ever released, I can reactivate the page.
That would be great!
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Old 01 August 2011, 19:05   #60
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I'll let you know if I've finished my BOOM port then
Fantastic, thank you!
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