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Old 08 September 2011, 06:00   #1
NovaCoder
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BOOM - New AGA DOOM Port

I've been meaning to update ADoom for a while but can't really get on with the source code so I've started a new project based on BOOM.

You can read all about it here.

I'm using the source code from both ADoom and DoomAttack for reference so I don't expect any major issues.

I'm not bothered about online play so I'll just leave that stubbed out for now.

Music will be MUS only and use the ADOOM music/sfx library.

First release will probably be using C2P, with the newer releases using Graffiti.

I'm currently coding it using AmiDev (gcc) but I'm hoping to get it to compile under vbc after it's working for some extra speed.

Test version (or YouTube video) when it's done......

Last edited by NovaCoder; 24 January 2012 at 03:47.
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Old 08 September 2011, 08:43   #2
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That's sounds neat, cant wait to see it working!

With all your ScummVm work and the tweaking and optimising c2p youve been doing, i was thinking you might make a demo next. But i think this is better!

Last edited by mihcael; 25 February 2012 at 05:41.
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Old 24 September 2011, 09:04   #3
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...
Test version (or YouTube video) when it's done......
Is it done?
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Old 27 September 2011, 01:57   #4
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Is it done?
2 more weeks
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Old 24 January 2012, 03:46   #5
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Managed to tear myself away for ScummVM tweaking to move this project along a bit and reached an important milestone today and got the code to compile and link

My rough to-do list:

1) Get it to load up a demo WAD file
2) Get the screen display working (double buffered C2P)
3) Get the sound/music working (going to use the DOOM sound library for this).
4) Maybe have a look at getting the networking stuff working (if I can be bothered).

As soon as this thing is loading up a WAD file I'll update this thread again....
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Old 25 January 2012, 00:56   #6
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It's alive....


Last edited by NovaCoder; 14 December 2021 at 00:15.
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Old 25 January 2012, 01:46   #7
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Beta tester over here!
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Old 25 January 2012, 05:38   #8
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Hey no probs, as soon as I have something worth testing, I'll upload it to the Zone for ya.

Made some more progress today....


Last edited by NovaCoder; 12 July 2013 at 13:18.
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Old 02 February 2012, 23:44   #9
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Finally got it to start up and run the main loop without any problems....now on to the graphics

Last edited by NovaCoder; 12 July 2013 at 13:18.
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Old 03 February 2012, 00:05   #10
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You da man NovaCoder
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Old 03 February 2012, 00:38   #11
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It's alive....

Yes, bring it to live doctor [ Show youtube player ]
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Old 04 February 2012, 14:17   #12
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I love it when a plan comes together

[ Show youtube player ]
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Old 04 February 2012, 21:41   #13
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I love it when a plan comes together

[ Show youtube player ]
Tough game! You unloaded a full clip into that wall but it just wouldnt die.
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Old 05 February 2012, 01:42   #14
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Tough game! You unloaded a full clip into that wall but it just wouldnt die.
That's not the way to remove tiles
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Old 05 February 2012, 02:27   #15
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I love it when a plan comes together

[ Show youtube player ]
So, what does it mean? What remains for a better video? jeje... and yes, your accuracy isn't the best...

EDIT: And to have it clear: the objetive is to have a faster ADoom or different?

Last edited by Retrofan; 05 February 2012 at 02:39.
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Old 05 February 2012, 04:47   #16
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So, what does it mean? What remains for a better video? jeje... and yes, your accuracy isn't the best...

EDIT: And to have it clear: the objetive is to have a faster ADoom or different?
bug-fixed, better WAD support and other improvements
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Old 05 February 2012, 11:33   #17
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Would it be trivial to add camd.lib support while this is developed ?. Would be a nice option to have external midi support and it might give back 1-2 fps to the game.
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Old 05 February 2012, 12:40   #18
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Out of interest, how possible would it be for Boom to work on ECS?
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Old 05 February 2012, 14:09   #19
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Would it be trivial to add camd.lib support while this is developed ?. Would be a nice option to have external midi support and it might give back 1-2 fps to the game.
Stripping out midi and adding mod support would be more Amiga friendly, but probably a big job.
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Old 05 February 2012, 16:45   #20
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Stripping out midi and adding mod support would be more Amiga friendly, but probably a big job.
With the doomattack source out, it shouldnt be a big job. Having the sound system plugin based would allow to choose between software/hardware midi, mod and whatever else.
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