New Release: Doom
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- Pedro Lambrini
- Vic 20 Scientist
- Posts: 1132
- Joined: Mon Dec 01, 2008 11:36 am
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?).
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
- Pedro Lambrini
- Vic 20 Scientist
- Posts: 1132
- Joined: Mon Dec 01, 2008 11:36 am
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!
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
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
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).
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).
AWESOMEKweepa wrote:No news, but I did make this video of it in action:
http://youtu.be/i8ZTfhZURow
"A slave is one who waits for someone to come and free him." -- Ezra Pound
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
So, you can just start the .d64 on any machine that has enough RAM (16K for PAL, 32K for NTSC).
Download here
- Kweepa
- Vic 20 Scientist
- Posts: 1315
- Joined: Fri Jan 04, 2008 5:11 pm
- Location: Austin, Texas
- Occupation: Game maker
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.
- 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.
\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
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
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.
- 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.