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Old 04 March 2012, 02:13   #1
NovaCoder
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BOOM (DOOM Enhanced) port to 68k

Hiya,

I ported BOOM over to our fav platform to play around with Graffiti support (IndivisionAGA Mrk2). I thought I may as well release it now while I'm waiting for the new IndivisionAGA.


BOOM is an enhanced DOOM port that supports:

1) Removal of engine limits and bugs. This includes the visplane limit, the tutti-frutti and medusa effects, the save game size limit, the venetian blind crash, and many others.
2) SEO's to the engine.
3) extra editing features. These include: Configurable animated and switch textures. Deep effects water. scrolling walls, floors, and ceilings (including support for conveyor belts). Translucent walls. friction effects, examined as mud and ice. custom color maps (which can provide, for example to underwater blue "tint"). silent teleporters, Which can be useful for fake "room over room" effects. linedef Generic types - A Particular linedef behavior can be "calculated" using a separate program called TRIGCALC.EXE linedef calculator. A DeHackEd extension standard, BEX.


And it allows you to run total conversions like this one

[ Show youtube player ]

Find it at your local AmiNet store

Last edited by NovaCoder; 20 October 2016 at 03:06.
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Old 04 March 2012, 13:53   #2
Retrofan
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Thanks master !
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Old 06 March 2012, 00:35   #3
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@NovaCoder

Hi mate, i just try it on my Sam440 (with AmigaOS 4.1 Update 4) but it doesn't seems to work correctly.

Before start it I change my tooltypes as:

displaytype=RTG
monitortype=PAL
cputype=68020

But after a double click on the exe i get a DSI crash:

Quote:
Crash log for task "BOOM"
Generated by GrimReaper 53.2
Crash occured in module at address 0x6F951064
Type of crash: DSI (Data Storage Interrupt) exception

Register dump:
GPR (General Purpose Registers):
0: 01BA5248 56827B7C 56827FFC 00000048 16344954 00000049 5FCF366C 00000048
8: 56E867B0 00006252 56827B8C 00000000 4E800020 6F951040 6F951040 00015BE4
16: 58DD8000 56265240 56F9CEAC 6F951100 00000000 56C5AB5C 56827BC8 00000400
24: 56827BC8 FFD50001 FFD60001 56C59004 56827BC8 56A4C852 56827B7C 5FCF366C


FPR (Floating Point Registers, NaN = Not a Number):
0: nan 0 0 0
4: 0 0 0 0
8: 0 1.67772e+07 1e+61 1e-59
12: 2.77896e+180 0.166667 0 -5.05923e-321
16: 0 1.39067e-309 0 0
20: 0 0 0 1.61895e-319
24: 1e+61 1e-59 0.5 4.5036e+15
28: nan 65536 1.67772e+07 0

FPSCR (Floating Point Status and Control Register): 0x00000001


SPRs (Special Purpose Registers):
Machine State (msr) : 0x0002F030
Condition (cr) : 0x44000000
Instruction Pointer (ip) : 0x6F951064
Xtended Exception (xer) : 0x00000000
Count (ctr) : 0x01807538
Link (lr) : 0x6F951040
DSI Status (dsisr) : 0x00000000
Data Address (dar) : 0x00000048



680x0 emulated registers:
DATA: 00000000 16344954 56827BC8 00000400 56827BC8 FFD50001 FFD60001 56C59004
ADDR: 56B3AF50 5FCF366C 568180DC 56A4C852 56827FFC 56827FC8 5FCF366C 56827B90
FPU0: 0 0 0 0
FPU4: 0 0 0 0



Symbol info:
Instruction pointer 0x6F951064 belongs to module "" (HUNK/Kickstart)

Stack trace:

module BOOM at 0x56C5AB60 (section 0 @ 0x1B58)
module BOOM at 0x56C5912C (section 0 @ 0x124)


68k Stack trace:
56c5ab5a (68k IP) - "BOOM" Hunk 0000 Offset 00001b52 (SegList: 15b16401)
56c5ab60 - "BOOM" Hunk 0000 Offset 00001b58 (SegList: 15b16401)
56c59004 - "BOOM" Hunk 0000 Offset fffffffc (SegList: 15b16401)
56c59004 - "BOOM" Hunk 0000 Offset fffffffc (SegList: 15b16401)
021bd7f6 - "Kickstart/kernel" Hunk 0001 Offset 0015d7f2
56c5aa9d - "BOOM" Hunk 0000 Offset 00001a95 (SegList: 15b16401)
020a97c4 - "Kickstart/kernel" Hunk 0001 Offset 000497c0
021c7c88 - "Kickstart/kernel" Hunk 0001 Offset 00167c84
021c7cf4 - "Kickstart/kernel" Hunk 0001 Offset 00167cf0
01831e40 - "Kickstart/kernel" Hunk 0000 Offset 00031e3c
020a9dc4 - "Kickstart/kernel" Hunk 0001 Offset 00049dc0
020a9dd6 - "Kickstart/kernel" Hunk 0001 Offset 00049dd2
020a97c4 - "Kickstart/kernel" Hunk 0001 Offset 000497c0
01815028 - "Kickstart/kernel" Hunk 0000 Offset 00015024
01814be8 - "Kickstart/kernel" Hunk 0000 Offset 00014be4
020a97c4 - "Kickstart/kernel" Hunk 0001 Offset 000497c0
01814c1c - "Kickstart/kernel" Hunk 0000 Offset 00014c18
021bd7f6 - "Kickstart/kernel" Hunk 0001 Offset 0015d7f2

68k disassembly:
56c5ab52: 2210 move.l (a0),d1
56c5ab54: 4ea9ff82 jsr -0x7e(a1)
56c5ab58: 2f04 move.l d4,-(sp)
*56c5ab5a: 4eb95547f184 jsr 0x5547f184.l
56c5ab60: 7001 moveq #0x1,d0

System information:

CPU
Model: AMCC PPC440EP V1.3
CPU speed: 799 MHz
FSB speed: 133 MHz
Extensions:

Machine
Machine name: Sam440EP
Memory: 1048576 KB
Extensions: bus.pci
Would be nice if you can solve it
 
Old 06 March 2012, 01:05   #4
NovaCoder
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Sorry, but you need a real (Classic) Amiga for my port.

There must be some OS4 versions of DOOM? That would be a much better choice for you.
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Old 06 March 2012, 02:05   #5
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Yes there are already a few Doom port to OS4 but they have some audio glitch (except Chocolate Doom) so i was curious to try this version aswell

By the way i was able to reach the ASL requester, it comes after some time (lot of time) since i ignore the first DSI crash ... but then nothing happen !
 
Old 06 March 2012, 06:18   #6
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Woops, slight C2P issue found in v1.0.0.003, just uploaded v1.0.0.004 to fix (also fixed the gamma correct).
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Old 07 March 2012, 07:54   #7
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Just downloaded it and tried with Ultimate Doom wad and it's running good . It makes me wanna complete it "just one more time" . Nice touches with the setup compared to "normal" Doom ports.
Thanks!
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Old 10 March 2012, 12:14   #8
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Hi,
checked Boom on my A4000D/060 with PicassoIV. Runs great with AGA but with Tooltype RTG set i only can choose a Screenmode, then nothing happens. SnoopDOS says nothing, Amiga acts after that like i not startet Boom.
Must i set up a special Screenmode?
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Old 10 March 2012, 12:58   #9
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It must be a 320x200 8-bit screenmode. If you selected a wrong screenmode just delete the file "320_200.mode" file and select the right mode this time.
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Old 19 March 2012, 11:59   #10
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<quote> 1) Removal of engine limits and bugs. </quote>

hello,
just a question. have you used this base port ? v2.02 Team TNT
I'm just curios
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Old 20 March 2012, 01:20   #11
NovaCoder
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Quote:
Originally Posted by frsoldier View Post
<quote> 1) Removal of engine limits and bugs. </quote>

hello,
just a question. have you used this base port ? v2.02 Team TNT
I'm just curios
Yep it's based on that port.
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Old 20 March 2012, 07:40   #12
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Are you further enchancing this port Nova? Optimizing speed etc?
So I did it and began playing it all over again with ultra-violence!
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Old 20 March 2012, 10:13   #13
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Quote:
Originally Posted by Bamiga2002 View Post
Are you further enchancing this port Nova? Optimizing speed etc?
So I did it and began playing it all over again with ultra-violence!
It's about as fast as I can get it, when Jens releases the IndivisionAGA Mrk2 I'll add Graffiti support which should make it quicker for slower machines (060's should already be able to run it full speed).
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Old 20 March 2012, 21:57   #14
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Quote:
Originally Posted by NovaCoder View Post
It's about as fast as I can get it, when Jens releases the IndivisionAGA Mrk2 I'll add Graffiti support which should make it quicker for slower machines (060's should already be able to run it full speed).
Sorry, surely this has been asked, but will ScummVm take benefit of that Graffiti support too?
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Old 20 March 2012, 23:36   #15
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Quote:
Originally Posted by Retrofan View Post
Sorry, surely this has been asked, but will ScummVm take benefit of that Graffiti support too?
That was my original plan but I don't think it will really help much to be honest. I'm already happy with the performance of the 040/060 C2P versions already and of course the RTG versions. The ECS version is very slow but obviously Graffiti won't help there

The 030 version is also a little slow but the problem is not with screen drawing. To get it running at a decent speed on an 030 I'd need to use an older version of ScummVM.
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Old 31 March 2012, 00:31   #16
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Check out [ Show youtube player ] running on my new 040
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Old 31 March 2012, 00:34   #17
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Jeje... If you upgrade it to 060 you will have to drink Red Bull or something to play so fast

Last edited by Retrofan; 31 March 2012 at 00:43.
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Old 16 April 2012, 00:01   #18
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I'm about to take this home and have a go with it in Amithlon.

Does this support AHI per chance?

Quote:
Originally Posted by NovaCoder View Post
Hiya,

I ported BOOM over to our fav platform to play around with Graffiti support (IndivisionAGA Mrk2). I thought I may as well release it now while I'm waiting for the new IndivisionAGA.


BOOM is an enhanced DOOM port that supports:

1) Removal of engine limits and bugs. This includes the visplane limit, the tutti-frutti and medusa effects, the save game size limit, the venetian blind crash, and many others.
2) SEO's to the engine.
3) extra editing features. These include: Configurable animated and switch textures. Deep effects water. scrolling walls, floors, and ceilings (including support for conveyor belts). Translucent walls. friction effects, examined as mud and ice. custom color maps (which can provide, for example to underwater blue "tint"). silent teleporters, Which can be useful for fake "room over room" effects. linedef Generic types - A Particular linedef behavior can be "calculated" using a separate program called TRIGCALC.EXE linedef calculator. A DeHackEd extension standard, BEX.


And it allows you to run total conversions like this one

[ Show youtube player ]

Find it at your local AmiNet store from tomorrow
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Old 16 April 2012, 01:26   #19
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Hiya,

No this hits the hardware directly for more speed so it doesn't use AHI.


I made a new release to AmiNet yesterday that uses different RTG code (now using the CyberGFX API), can someone test and see if they can get it working.

Last edited by NovaCoder; 16 April 2012 at 01:47.
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Old 16 April 2012, 06:24   #20
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Works like before, but maybe a *tad* faster framerate (or I'm just hoping) .
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