New Release: Doom

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Pedro Lambrini
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Post by Pedro Lambrini »

I can't tell you how excited I am to play Doom on my Vic. The last build from ages ago was impressive but it's a been a while and I can't wait!

Kweep us posted (see what I did there?). :)
"...That of the Eastern tribe being like a multitude of colours as if a rainbow had settled upon its brow..." Daniels 1:3
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Kweepa
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Post by Kweepa »

I haven't worked on it in donkeys' ages.
Making the video was a kind of cut-off point, after which I'm going to rework it a bit for speed.
I'd like to finish it for the 20th anniversary of Doom, but I don't think I'll have the free time unfortunately...
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Witzo
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Post by Witzo »

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Kweepa
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Post by Kweepa »

Thanks! :)
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Pedro Lambrini
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Post by Pedro Lambrini »

How many FPS do you reckon you could squeeze out of the engine? Do you think you could hit a constant double figure or is that just asking too much?

Still can't believe we're talking about Doom on the Vic!
"...That of the Eastern tribe being like a multitude of colours as if a rainbow had settled upon its brow..." Daniels 1:3
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Kweepa
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Post by Kweepa »

No way would it get to double figures :(
I doubt I'll be able to keep it at 5.
The Keep runs around 8-10 I think, and that's without objects.
I could possibly, by using a faster multiply, and changing the levels to square walls, get that sort of FPS (8-10). But without sloped walls it gets less like Doom. It's already bad enough that there's no floor height changes (or floor/ceiling textures).
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Ghislain
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Post by Ghislain »

Kweepa wrote:No news, but I did make this video of it in action:
http://youtu.be/i8ZTfhZURow
AWESOME
"A slave is one who waits for someone to come and free him." -- Ezra Pound
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tokra
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Post by tokra »

To keep the momentum, I've converted the Doom-title pic to MFLI (PAL) and MIFLI (NTSC). I wrote a small machine-detection routine, so that it even recognizes VICE and displays a fake MIFLI-picture in emulation, since VICE does not support NTSC interlace-mode.

So, you can just start the .d64 on any machine that has enough RAM (16K for PAL, 32K for NTSC).

Download here

Image
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Kweepa
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Post by Kweepa »

Very nice!
I'd love to see that on a real machine.
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Witzo
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Post by Witzo »

Looks good in my VICE!
I yet have to obtain a memory expansion to view it on my real VIC. What's the current waiting time for a Megacart?
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Kweepa
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Post by Kweepa »

Some progress:
- fixed some level to level state bugs
- fixed some bugs in the level editor
- added removable doors and remote doors that can be opened from two places (so you can open them again when you go through them :)
- added difficulty levels and generally tweaked difficulty
- made objects block the player
- made demons melee the player
- can 'search' soldier corpses for bullets (reduces ammo game objects)
- roughed in e1m3
- added per level par times
- increased max enemies per level to 20
- fixed green key graphic
- maybe some other stuff?

It's still running way too slow. x2 in vice is much nicer.
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tokra
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Post by tokra »

\o/ Very nice!

Is it correct that the game starts at e1m2 (Nuclear Plant) instead of Hangar right now? I won't complain since it's so hard anyway. I suppose it's for testing. Nice to see the Toxin Refinery. Seeing the demons bite and the imps throwing fireballs looks also pretty good. Now I just need the chainsaw...

A Load/Save-state feature would be welcome. I used this tons in my early Doom-days. Now I can go through Episode 1 Ultra Violence without saving at all ;)
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Kweepa
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Post by Kweepa »

Yes, I forgot to set the level back to e1m1 when submitting.
Load and save will be challenging to fit into memory. A jump to level once you have been there might be do-able.
Chainsaw? I was contemplating doing away with multiple weapons, since I'm running low on memory again...
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tokra
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Post by tokra »

Ok, some ideas to conserve Memory and increase speed (apart from going full assembler):

- use the blanks in video-RAM for data (when background and color is black the byte becomes invisible and can be used for storage)
- use the zeropage as video-RAM for 20% faster access (3 cycles per sta) and just 2 instead of 3 bytes per sta
- combine the above two so you still have zeropage-variables

Edit Nov, 17th: I realize the tips above probably not apply to Doom, since updating the graphics is probably not that "costly" cycle-wise anyway.

Instead of save-Feature maybe just restart the level when dying like the original Doom does.
Last edited by tokra on Sun Nov 18, 2012 3:38 am, edited 1 time in total.
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Kweepa
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Post by Kweepa »

I finally fixed a long-standing bug that was making the screen go black occasionally when crossing from one sector to another. The code got simpler too: yay!

[EDIT] Added e1m4 and e1m5. Added one-way door type.
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