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Old 02 March 2012, 01:11   #41
Retrofan
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Is there a way to see the FPS?
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Old 02 March 2012, 01:22   #42
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Quote:
Originally Posted by James View Post
Have noticed some problems with Boom/DoomAttack/Adoom under WinUAE. If Synchronize Clock is selected then they will freeze on screen melt and they also freeze if I attempt to use midi_instruments when Microsoft Midi Mapper is selected. Not sure if this shows a problem with these Doom ports or WinUAE or my setup. Has anyone else had these problems?
That must have taken some detective work. The issue with doom looking up during the screen wipe with jit enabled has been an issue for so long ... Dissablig Sync clock is the last option id have thaught to try to solve it (as apposed to jit off). Your a legend

Also, I dont think it supports hardware midi yet so setting midi mapper wont do much. The instruments file is for the software midi player.
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Old 02 March 2012, 01:27   #43
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Hi, thanks for this!
Have only tried it on WinUAE so far but have managed to get the A Fistful of Doom and WolfenDoom The Original Missions (couldn't get this one to work with DoomAttack) total conversions running with the file tooltype. Can't figure out how to get it to recognize more than one WAD at a time though...

This site has a lot of Doom TCs:

http://doomwadstation.com/main/tc.html

The Amiga WolfenDoom conversions can be found here:

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

Have noticed some problems with Boom/DoomAttack/Adoom under WinUAE. If Synchronize Clock is selected then they will freeze on screen melt and they also freeze if I attempt to use midi_instruments when Microsoft Midi Mapper is selected. Not sure if this shows a problem with these Doom ports or WinUAE or my setup. Has anyone else had these problems?
Hiya James,

Glad that you managed to test some total conversions and that BOOM supports more than DoomAttack....great news
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Old 02 March 2012, 02:06   #44
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Hi, thanks for this!
Have only tried it on WinUAE so far but have managed to get the A Fistful of Doom and WolfenDoom The Original Missions (couldn't get this one to work with DoomAttack) total conversions running with the file tooltype. Can't figure out how to get it to recognize more than one WAD at a time though...
Lucky you! I haven't been able to make a single external wad file to work either through shell or using the file tooltype. Any special sintax I might be missing?

--
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Old 02 March 2012, 02:46   #45
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New version in the Zone for testing, this one uses a faster C2P routine (and I also disabled the command line to avoid confusion), please test and let me know if it is any faster on 030.

Would be also good if someone could test with different CPU options (040/060) and test the RTG support (set via the ToolTypes).
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Old 02 March 2012, 02:50   #46
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And is there a way to see FPS?
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Old 02 March 2012, 02:55   #47
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And is there a way to see FPS?
No sorry, not yet I don't think.
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Old 03 March 2012, 10:16   #48
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Hi, thanks for this!

Can't figure out how to get it to recognize more than one WAD at a time though...
Ok I think I've fixed it now

I reckon it's good enough to release to AmiNet now so I can get back to my other stuff.

[ Show youtube player ]
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Old 03 March 2012, 11:22   #49
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That must have taken some detective work. The issue with doom looking up during the screen wipe with jit enabled has been an issue for so long ... Dissablig Sync clock is the last option id have thaught to try to solve it (as apposed to jit off). Your a legend
That's not the word people usually use to describe me.
It did take a while to figure that one out.

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Also, I dont think it supports hardware midi yet so setting midi mapper wont do much. The instruments file is for the software midi player.
Yes you're right about that, but I like to keep it on for Descent, Hexen e.t.c.

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Lucky you! I haven't been able to make a single external wad file to work either through shell or using the file tooltype. Any special sintax I might be missing?
No, it is simply file=nameof.wad

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Ok I think I've fixed it now

I reckon it's good enough to release to AmiNet now so I can get back to my other stuff.

[ Show youtube player ]
Look forward to trying it out!
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Old 03 March 2012, 22:37   #50
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Can't you make something for a Full Screen?
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Old 03 March 2012, 22:38   #51
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So... should this run faster than ADoom (and any other Amiga Doom versions) with my ACA 1231/42?
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Old 03 March 2012, 23:21   #52
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....or, maybe...... Blood for Amiga???

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Old 04 March 2012, 04:12   #53
NovaCoder
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So... should this run faster than ADoom (and any other Amiga Doom versions) with my ACA 1231/42?
Basically if you have an 040/060 or RTG then it's better to use BOOM, if you have an 030 then stick with DoomAttack.

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....or, maybe...... Blood for Amiga???

[ Show youtube player ]
I'm not sure what I'll do next, I'm working on a faster 030 ScummVM port and after that....who knows.

Last edited by Graham Humphrey; 04 March 2012 at 10:56. Reason: Back-to-back posts merged
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Old 05 March 2012, 12:15   #54
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No, it is simply file=nameof.wad
Thanks! used to the console command style I missed the "=" bit. It works now, and I cant wait for the fixed version in Aminet to play with several wads...

Hey! No more waiting, It's already there !

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I'm not sure what I'll do next, I'm working on a faster 030 ScummVM port
Nice!

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Old 07 March 2012, 10:42   #55
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I tell you what would be an amazing feat in this project. The game working on stock A1200s unlike the rest of the Dooms for AMIGA.
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Old 16 June 2012, 13:13   #56
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New soundtrack please :P

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