home *** CD-ROM | disk | FTP | other *** search
- Hi dudes !
-
- This is my first draft for the posting onto the Amiga programmers
- newsgroup.
-
- A couple of points.
-
-
- o No flames please, its late and I've been up 18 hours so far with
- 12 of them working my nuts off in London.
-
- o I have refrained from naming individuals at this moment. People
- know whose done what within our group. But if you want credits
- entered they can be ...
- Maybe the programmer module credit list could be attached ?
-
- o Is it wise to put info on the Web pages and Mailing list? I can
- foresee multiple posts from many pricks just out for a flame war.
- But then again they should be programmers and more mature (?).
-
- o All comments and ammendments welcome ! This is just to get the
- ball rolling.
-
- I would prefer it if Johan did the final ammendments and posting to
- the newsgroup. Also his e-mail address should be used for comments and
- feedback - to basically act as a buffer for abuse !
-
- I don't think its a good idea to re-post changes continually at this
- stage. If people either post small sentences that need to be added
- or send ammendments to Johan and/or myself.
-
- Bye for now,
-
- -Simon
-
-
- ***********************
-
- Subject: Freeware Doom for the Amiga ?
-
-
- To all interested parties,
-
-
- Here is a message for all interested and curious people in creating a
- DOOM clone for the Amiga. It is a clone and also much more. The
- project title is called BAD MOOD.
-
- Bad Mood has been written solely on the Atari Falcon (and clone)
- computers.
- The program (which will be described later) is written in pure
- assembler, both 68030 and heavy use of DSP56001.
- (See the last paragraph on porting)
-
- This project was initialised late last year following the discovery of
- a Doom WAD file viewer for the PC. This program from a Jake Hill came
- with C++ source code and showed how to produce a 3D engine where Doom
- compatible WAD files can be viewed.
-
- The project is being developed over the internet with a specific Bad
- Mood mailing list also in operation.
- There are also FTP and WWW sites around the globe detailing
- individuals experiences/code/ideas for the program aswell.
- Graphics, animations(MPEGs and FLIs) and screen shots are available
- for viewing.
-
-
- So why is this message posted here, I hear you cry ?
- ----------------------------------------------------
-
- Well the reason being is it is a programming project that interests
- many people and so will be beneficial to both Amiga and Falcon
- platforms.
-
- The idea behind this post is to further the project in many areas and
- hopefully help out with a port to the Amiga platform.
-
- In return the project can be further enhanced by intelligent and
- creative discussions in terms of Artificial Intelligence, the Sound
- System, Multiple Player and Network Support etc. and maybe 68060 CPU
- enhancements/usage.
-
- Before we talk about other Doom related utilities that have been
- currently written, here is a small excerpt from one of the last Bad
- Mood releases :
-
- *---------------------------------------------------------------*
-
- Bad Mood v2.14 alpha release - 28/06/96
-
- Bad Mood is a special project planned as the basis for a PC Doom /
- Doom II / Heretic compatible (pseudo) 3D game system for the Atari
- Falcon & compatibles.
-
- The system itself is intended more as a generic game engine than
- any specific game, in order to allow open-ended flexibility and
- therefore encourage development of a vast array of generically
- similar games on the Falcon. Bad Mood itself is being developed
- into a fully playable game in order to demonstrate the power of
- this engine.
-
- There is still much to do before a final release, but with new
- people joining the team, the project is becoming more and more
- a reality.
-
- This software is currently 'freeware', and is therefore available
- free of charge. The Bad Mood developers retain the right to alter
- this freeware status for future releases, although this is highly
- unlikely. Sourcecode is also freely available.
-
- *----------> Features <-----------------------------------------*
-
- * Doom, Doom II & Heretic IWAD compatible.
- * Supports Doom, Doom II & Heretic PWAD files.
- * 16-bit truecolour graphics.
- * Perspective mapped walls.
- * Rotating, perspective mapped floors & ceilings.
- * Transparent wall textures.
- * Alpha-channeled wall textures.
- * Wraparound sky textures.
- * Artificial & depth-cued lighting.
- * LRU graphics cache for high speed & low ram requirements.
- * Variable x & y detail settings.
- * Variable viewport size up to 320x240.
- * Scaled player movement.
- * Simulated 'bobbing' movement.
- * Advanced version of BSP & occlusion algorithms for speed.
- * Works with all good CPU accelerators, including 68040 CPUs.
- * Fully FastRAM compatible with both FXRam & real 32-bit RAM.
- * Sources are freely available from several FTP & Websites.
-
- *---------------------------------------------------------------*
-
-
- As well as the main program development Bad Mood has also other
- utilities and applications being con-currently developed.
-
- First is FWT - FalconWadTool. A conversion of the PC program for WAD
- object management, both in terms of importing data (graphics and
- sound) aswell as exporting them.
-
- Secondly is a major piece of software based on DEU - The Doom Editor
- Utility (for level creation and customisation).
-
- This application has been converted to run with GEM, the Atari
- version of PC-Windows or Workbench.
- Although written in C and following closely to the original DEU code
- it has been re-written to comply with Window operations as apposed to
- the original PC-DOS version.
-
- Also produced has been a resolution graphics packet. This allows the
- source code to be compiled to run on a specific montior at a specific
- screen size and frequency. This includes RGB/VGA and PAL/NTSC flavours
- from 408 x 480 down to 160 x 84 (!) for state-of-the-art Multisync
- monitors.
-
-
-
- A quick note on porting
- -----------------------
-
- Althought the architecture of the Falcon and AGA Amiga machines is
- fairly similar in terms of being based around a Motorola CPU there are
- a few differences.
-
- Notably the lack of a DSP chip on a standard stock AGA machine. It is
- possible third party DSP cards maybe used but we don't have any clear
- information on this.
-
- Also there is a difference in terms of graphical modes that will need
- to be addressed.
- **More info on chunky to planar conversions perhaps ?????????
-
- All 68030 code has been created and compiled using HiSofts Devpac 3,
- which most of you should be familiar with.
-
-
- What do you do now ?
- --------------------
-
- If after reading this post and you're interested with any aspect,
- either porting the code to the Amiga or just interested in working out
- Artifical Intelligence routines for the different monsters or whatever
- then please reply !
-
-
- Regards,
-
- Johan Klockars and Bertrand Le Roy (Project co-ordinators)
-
-
- E-mail contact address
- Web Site Addresses ???????
-
-