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- OK, here's an updated version of the BAD MOOD Amiga group article
- that Simon put together.
-
- Any final comments would be much appreciated.
-
- If you have any performance figures for BAD MOOD v2.14alpha on accelerated
- hardware, please let me know. Take a look at what I've written below to
- get an idea of what kind of figures I'd like to have.
-
-
-
- Subject: A FreeWare Doom compatible game
-
- (Note: This article has been cross-posted to a number of Amiga newsgroups.
- Please, edit the distribution line if your comments aren't of
- interest to all of them.)
-
- To all interested parties,
-
- Here is an open offer for anyone who's interested in helping out with
- the creation of a Doom clone for the Amiga machines.
-
- The project is called 'BAD MOOD' and has so far been restricted to the
- Atari Falcon030 (and compatible) computers.
-
- The program (which will be described later) is currently 100% assembly.
- To complement the 68030 code, the Falcon's DSP chip (Motorola 56001) is
- also heavily used (see later on porting).
-
- The BAD MOOD project was initialised about a year ago following the
- discovery of a Doom WAD file viewer for the PC. This program (by 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 in operation.
- Information, list transcripts, ideas, graphics, animations, screen shots,
- etc are available from several FTP and WWW sites.
-
-
- So why is this message posted here?
- -----------------------------------
- Well, the reason is that this is a programming project that interests
- many people and could be beneficial to both the Amiga and the 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 single 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. as well 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 latest
- 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.
-
- *---------------------------------------------------------------*
-
-
- Apart from the main program development, other utilities and
- applications are also being developed in parallel.
-
- There is FWT - FalconWadTool. A conversion of the PC program for WAD
- object management, both in terms of manipulating and importing/exporting
- data (graphics and sound).
-
- Another is a major piece of software based on DEU - The Doom Editor
- Utility (for level creation and editing).
- 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 has been
- modified to comply with GEM window operations as opposed to the limited
- original PC-DOS version.
-
-
- So, is BAD MOOD fast?
- ---------------------
- Naturally! :-)
- This is by far the fastest Doom-like engine produced on the Falcon.
- There are ten or so other engines, some commercial, some FreeWare or
- ShareWare.
-
- Some actual performance figures:
- (Standard Falcon030, 16 Mhz CPU, 16 bit bus, 32 Mhz DSP)
- (Without the DSP this machine is similar to a non-FastRAM Amiga 1200.)
-
- The Doom ShareWare WAD file, DOOM1.WAD on the opening level (e1m1)
- at 320x200, full-screen, with all surfaces fully textured starts out
- at about 5 fps. When walking around, the framrate never drops below
- 4 fps and often is quite a bit higher.
-
- The Heretic ShareWare WAD starts out at about 4 fps and drops to
- 3 fps in some places.
-
- Changing the view size to a quarter of the original screen area will
- usually at least double the frame rate.
- 160x100 is probably going to be a usable resolution on a standard Falcon.
-
- Using an accelerated machine obviously gives better results. The majority
- of BAD MOODers do have accelerated machines of one form or another.
-
-
- A quick note on porting
- -----------------------
- Although the architectures of the Falcon and Amiga machines are fairly
- similar in that they both use a Motorola 68k CPU, there are a few
- important differences.
-
- Most notably, the Amiga's lack of a DSP chip on a standard machine.
- The DSP functions can of course be ported to the normal CPU, and a
- fast processor should do fine.
-
- Also, there is a difference in terms of graphical modes that will need
- to be addressed.
- The Falcon version of BAD MOOD uses a chunky 16 bit mode, while on the
- Amiga (without a graphics card) it would be necessary to use a planar
- 256 colour mode. With all the effort Amiga programmers have put into
- chunky to planar conversion, that shouldn't be a problem, though.
-
- All 68030 code has been written for HiSofts Devpac 3, which is
- available on the Amiga as well.
- This produces a compact executable of around 38 Kbyte.
- The full program with the DOOM2.WAD will actually run successfully in
- less than 100 Kbyte RAM, but the graphics cache will be working overtime!
-
-
- What do you do now?
- -------------------
- If after reading this post you are interested in any aspect of the
- project (porting the code, helping with ideas and theories for monster
- AI etc or _whatever_) then please reply!
-
- Ideas, thoughts, suggestions, code, etc are all very welcome!
-
-
- Regards,
- Bertrand Le Roy (Project coordinator)
- Johan Klockars (Mailing list and FTP/WWW site maintainer)
-
- rand@cd.chalmers.se (Johan) http://rand.thn.htu.se
- xxxxxxxxx (Bertrand) http://
-
- --
- Chalmers University | Why are these | e-mail: rand@cd.chalmers.se
- of Technology | .signatures | johan@rand.thn.htu.se
- | so hard to do | WWW/ftp: rand.thn.htu.se
- Gothenburg, Sweden | well? | (MGIFv5, QLem, BAD MOOD)
-
-