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- Hi gang !
-
- This is my last draft for the posting onto the Amiga programmers
- newsgroups.
-
- If everything seems moderately OK then Johan, could you do the honours
- and post it. We don't want it too perfect, after all its going on to
- Usenet not an article for the Times :-)
-
- Bye for now,
-
- -Simon
-
-
- ***********************
-
- Subject: Freeware Doom for the Amiga ?
-
-
- To all interested parties,
-
-
- Here is an open offer for all interested and curious people in helping
- with the creation of a DOOM clone for the Amiga and compatible
- machines. The project title is called BAD MOOD.
-
- So far Bad Mood has been written solely on and for the Atari Falcon
- (and clone) computers.
-
- The program (which will be described later) operates fine on RGB/VGA
- on PAL/NTSC monitors and is written in pure assembler, both 68030 and
- heavy use of DSP56001.
- (See the last paragraph on porting).
-
- The 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 also
- 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, as their architectures are similar.
-
- The idea behind this post is to further the project in many areas with
- the distinct possibility of code being produced for sinlge Motorola
- CPU systems. This not only benefits all Amiga owners but will also
- benefit Atari & clone machines that are not equipped with a DSP, such
- as the new PCI 68060 clone called Hades060.
-
- Both versions of the program will benefit from the joint collaboration
- in ideas and theories for creating Artificial Intelligence, the Sound
- System, Multiple Player and Network Support etc. aswell as 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.
-
- There is FWT - FalconWadTool. A conversion of the PC program for WAD
- object management, both in terms of manipulating data (graphics and
- sound) aswell as importing/exporting data.
-
- Another is a major piece of software based on DEU - The Doom Editor
- Utility (for level creation and level customisation).
-
- This application has been converted to run with GEM, the Atari
- equivalent of PC-Windows or Workbench.
- Written in C it closely follows to the original DEU code but it has
- been re-written to comply with GEM window operations as apposed to the
- limited 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.
-
- Finally there is a nice shell program for setting the various options
- and handling of the WAD files has been released.
- This enables the quick loading of levels without the need to use a
- Command Line Interpreter.
-
- Extra code produced includes full map code, Atari Jaguar Joypad
- Controller code as well as an early set of routines for collision
- detection.
-
- ****************************************************
- \* This next section may need a little re-writing *\
- ****************************************************
-
- So is Bad Mood fast ???
- -----------------------
-
- Naturally :-)
- Although designed and optimised for the Falcons architecture, it is by
- far the fastest 3D Doom-like engine produced on the Falcon.
- There are close to 10 or so different engines, some commercial, some
- Freeware or Shareware.
-
- On a standard Falcon030, i.e. 16 Mhz CPU & 32 Mhz DSP with RGB
- screen:-
-
- The Doom shareware WAD file, DOOM1.WAD on the opening level (e1m1)
- at 320x200, full-screen, with all surfaces fully textured runs at
- approx. 4.8 fps.
-
- With the Doom 2 WAD file, DOOM2.WAD on MAP01 at 320x200 is 5 fps.
-
- Changing the view size, down to about 1/4 of the original screen
- size increases the Frame Rate to about 10.9 fps.
- Turning on the double line and half width option at 1/4 size gives
- a blocky but blistering 18.9 fps.
- Reducing the screen even further will give screen updates in the
- region of 50+ fps, dropping slightly in complex rooms.
-
- With DOOM1.WAD using a double-line and half-width (160x100) view
- at fullscreen gives a Frame Rate of 10.7 fps.
-
- Again with the DOOM2.WAD file on MAP01 at 160x100, full-screen
- gives 10.3 fps.
-
- Using accelerated machines obviously give better results. The majority
- of Bad Mooders do have accelerated machines of one form or another.
-
-
- A quick note on porting
- -----------------------
-
- Although the architecture of the Falcon and Amiga machines is fairly
- similar in terms of the Motorola CPU, there are a few differences.
-
- Notably the lack of a DSP chip on a standard machine. It is possible
- third party DSP cards maybe available but we don't have any clear
- information on this.
- Anyway the DSP functions can be easily re-coded to work from the
- normal CPU.
-
- Also there is a difference in terms of graphical modes that will need
- to be addressed.
-
- All 68030 code has been created and compiled using HiSofts Devpac 3,
- which most of you should be familiar with.
-
- This produces a compact executable of around 38 K. The full program
- with the DOOM2.WAD will even successfully operate in less than 100 K
- of RAM, but the graphics cache will be working overtime !
-
-
- What do you do now ?
- --------------------
-
- If after reading this post you are interested with any aspect, either
- porting the code or help with ideas and theories in working out
- Artifical Intelligence routines for the different monsters or
- _whatever_ then do reply !
-
- Ideas/thoughts/suggestions and code are all welcome !!
-
-
- Regards,
-
- Johan Klockars/Bertrand Le Roy (Project co-ordinators)
-
- INSERT:
- E-mail contact address
- Web Site Addresses ???????
-
-