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#1 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,318
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Doom RPG
This was a quick side project I did to take a break from the daily grind. I have fond memories playing the J2ME version on my Nokia 3110 Classic, so I kept an eye on DoomRPG-RE from Erick194, which this port is based on. Below is not a readme, just some quick info to get you started.
Requirements: - 68020 CPU - RTG (High Color) or AGA chipset - 4 MB Fast RAM - 3 MB free disk space AGA support: The game renders in 16-bit color, on AGA this is displayed using the HAM8 mode, where 1 chunky pixel corresponds to 4 HAM pixels. The largest resolution that can be refreshed at a reasonable speed using this method is 160x128, which becomes a 640x128 native screen. Kickstart 3.1 is recommended for its Super-Lores mode that fits this resolution well. The processor speed has no significant impact on this, the main limitation is Chip RAM bandwidth. With RTG resolutions up to 800x600 are supported provided the graphics card supports high color (15-bit of better) screen modes. Video: Most settings like the resolution or fullscreen only takes effect after you restart the game. If you messed up and the game won't start, just delete the Config file. The floor/ceiling textures can be toggled on the fly, switching them off can make the graphics more readable at lower resolutions. Sound: Both AHI and Paula are supported. For AHI it'll use the Music Unit, if that's set to a Paula mode or AHI isn't available it'll fall back to using audio.device. The original game had no in-game music, just a couple MIDI files for the menu and intermission screens. I didn't bother implementing this. Controls: You can check and customize the controls in the "Options / Input" menu. Keyboard and lowlevel.library compatible CD32 pads are supported. Ignore all the in-game hints and help regarding which button does what, those were written for the original mobile game and don't apply. Game data: Doom RPG is abandonware, so for now I put it on my website. This is temporary until I obtain the sources for BarToZip. The game was published by JAMDAT - now EA Mobile, and I'd rather not push my luck. Just copy DoomRPG.zip into the game's drawer next to the executable, do not extract it! http://bszili.morphos.me/stuff/DoomRPG.zip Game data: The game is abandonware, and it's no longer available for purchase, but you can still find it on archive.org. Only the doomrpg.bar file is needed from the package: https://archive.org/download/doomrpg...ip/doomrpg.bar Installation: Copy doomrpg.bar into the game's drawer, then run BarToZip. This will extract the game data, then convert and repackage it into the appropriate format. This is a one time process that creates the DoomRPG.zip file. If you need to restart the conversion remove DoomRPG.zip and run BarToZip again. If everything is working correctly the doomrpg.bar file can be deleted to save space. The Amiga port: http://bszili.morphos.me/stuff/doomrpg.lha http://aminet.net/package/game/role/doomrpg-re As always the sources will be published once everything is cleaned up and the game is on Aminet. Source code: https://github.com/BSzili/DoomRPG-RE/tree/amiga https://github.com/BSzili/celp13k/tree/amiga Last edited by BSzili; 13 May 2024 at 05:37. Reason: Aminet link |
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#2 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,091
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Cool stuff
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#3 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,655
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Well done. Thanks. Looking forward to trying it on A1200 + PiStorm32 lite
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#4 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,091
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had a play and all seems to be working but only in RTG.
Enabling the icon tooltype 'FORCEMODE=PAL' doesn't seem to work, but I could be doing something wrong. |
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#5 |
Registered User
Join Date: Apr 2015
Location: Spain
Posts: 530
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It doesn't work for me either in AGA, tested normal and with TOOLTYPE it doesn't work for me either
"Could not set 160x128 video mode: Couldn't allocate a contiguous bitmap" |
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#6 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 663
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Native modes seems to only work when P96 is disabled (hold down RMB during boot).
Doorways randomly glitches out and freezes the game in PAL mode, as shown at the end of this video. [ Show youtube player ] Edit: I can only reproduce the door glitch when TF1260 is clocked to 66mhz or lower. 94mhz and 100mhz are stable. Last edited by Aardvark; 19 April 2024 at 06:38. |
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#7 |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,587
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Nice one
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#8 | ||
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,318
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Quote:
Quote:
There's probably a lot of frame rate variation and doors don't have any bounds checking. I'll try to lock it down. |
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#9 |
Registered User
Join Date: May 2020
Location: Figueira da Foz
Posts: 460
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Lol, I find it so weird at first, all this talk about ham and aga and ok, also a RTG port, only after I realized what it was! An RPG game based Doom not a doom made for RTG. I am getting dislexic
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#10 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,318
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I should have named the port Doom RTG - The Quest for HAM for maximum confusion ;-) Two small changes, FORCEMODE now takes precedence even if RTG modes would be available, and the animation speed is determined only once to avoid issues with variable framerates.
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#11 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,091
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Top stuff
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#12 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,997
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Great job on this!
Having trouble mapping CD32 buttons, via the menu it only allows me to assign the 7 buttons and not d-pad directions. And when i save and come out and reload the buttons i managed to assign aren't working anyway... |
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#13 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,318
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I made some tweaks to the joystick input, it should be more reliable now.
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#14 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,997
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#15 |
Registered User
Join Date: Apr 2015
Location: Spain
Posts: 530
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Setpatch 47.8 (Amiga A1260 AmigaOS 3.2.2.1) with Native monitor installed for acelerate AGA modes:
https://aminet.net/package/driver/moni/Native |
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#16 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,091
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Quote:
I have only tested it in winuae but will try to get round to putting it on the A4000 over the w/end. @BSzili thanks ![]() |
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#17 | |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,318
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Quote:
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#18 |
Amiga is my Religion
Join Date: May 2005
Location: Germany
Posts: 579
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Thank you for the Port. Runs nice and smooth on my A1200 with Vampire V2.
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#19 | |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,997
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Quote:
The d-pad and red button are working now, but the other buttons are not, well not on all settings... In my normal Amiga environment on winuae all the buttons are working, and mapped now, but when i switch to a CD32 quick-start mode just the d-pad and red button are working? |
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#20 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,318
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Work fine here. I recommend testing the the controller with JoyPortTest with lowlevel turned on.
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