Author Topic: Dooom - A Doom port for the Dingoo Native OS  (Read 34532 times)

the_wub (OP)

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Dooom - A Doom port for the Dingoo Native OS
« on: April 11, 2013, 09:30:18 pm »
Hi all,

The 1.0 binary and source code can be found here:

http://code.google.com/p/dooom/downloads/list

This was only possible because of the amazingly good Dingoo SDK by flatmush et al with SDL support by Harteex.  Many thanks to them!

A huge, "THANK YOU!!" goes out to Simon Howard a.k.a Fraggle who created Chocolate Doom and who has patiently read and replied to my rambling emails about texture problems!!

Chocolate Doom is a really nice source port with lots of useful comments and built-in tools for pretty much everything you could want/need.     


Version 1.0 notes
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Removed my stupid music volume hack that prevented music from being completely muted.

Fixed enemy AI problems and BFG ammo bug by adding back dehacked support.

Added support for modified wads.  If all you want to do is play the official wads then the app will work exactly as it did before (with all your wads in the Dooom folder).  To run a modified wad or total conversion you will need to create a text file called "comline.wub" that contains the command line options needed.  It is also best to make sure that the Dooom folder only contains the files needed for the wad you want to play.  It *should* be possible to specify these details with the command line options but I haven't been able to do so reliably yet..

For example, Aliens TC needs these files: ALITCSF.WAD, ALITCSND.WAD, ALITCWAD.WAD, ATCUD19.DEH and DOOM.WAD

The command line options to run the wad are:

chocolate-doom -deh atcud19.deh -merge alitcsf.wad -file alitcsnd.wad alitcwad.wad

Copy/paste that line of text into a new notepad document and save it as "comline.wub" in the /GAME/DOOOM/ folder.

When you launch the app you can select an over-clock value as before and then press START to launch the wad.

More information on running some of the popular wads can be found here:
http://www.chocolate-doom.org/wiki/index.php/Category:TCs

The command line can also be used to launch an official wad with extra options like -nomonsters etc...


Installation.
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Copy the Dooom folder to GAME.  It should contain the Music folder, the Dooom.app and your wad file/s.

The app will create savegame folders based on the name of any wad files found in the Dooom directory so you don't have to manage saves for different wads yourself.

The Keys are:

D-PAD   -   movement and control in menus
A      -   Fire and move forward/yes in menus
B      -   open doors and move back/no in menus
Y      -   run
X      -   next weapon
Power   -   Select shotgun (weapon 3)
Start      -   pause/activate menu
Select   -   toggle automap

The left/right shoulder buttons strafe accordingly.


KNOWN ISSUES
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Still a few vanilla bugs to remove, for example, TNT will crash after playing the last demo game with WGetNumForName not found.

Please let me know if you find anything else going wrong!
« Last Edit: July 30, 2013, 10:04:14 pm by the_wub »

samir

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #1 on: April 12, 2013, 01:14:45 am »
Doom for native OS! Thanks!

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #2 on: April 14, 2013, 07:20:40 pm »
Thanks Samir, glad this is of use to someone!  There's now a new version and the source code is available too, see above!  :)

hastiau

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #3 on: April 16, 2013, 04:54:21 pm »
Thanks a lot. I tried it today and it works very fine !! keep your good work the_wub

Trevor Belomont

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #4 on: April 16, 2013, 06:38:42 pm »
Yes sir, thank you for this Native Doom port.
I'm a big Doom fan myself.

We appreciate your time and efforts.

Thank you. :)

samir

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #5 on: April 16, 2013, 06:53:38 pm »
Thanks Samir, glad this is of use to someone!  There's now a new version and the source code is available too, see above!  :)

Thanks for the v 0.2!!

Reesy

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #6 on: April 16, 2013, 07:48:15 pm »
Thanks for your efforts the_wub, I've tried v2 but I'm not having much luck.  Doom1 starts but keeps crashing randomly at the menus.  Can anyone recommend a wad which is working okay?

Edit: I found a .wub error file which suggested I needed to patch the wad, so I'll find another wad somewhere.  Doom2 is running perfectly however.....very nice work, thanks.
« Last Edit: April 16, 2013, 07:54:51 pm by Reesy »

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #7 on: April 16, 2013, 08:53:15 pm »
Thanks guys, the feedback is really appreciated! :)

@Reesy  I had a lot of fun with DrMD on the GP32 back in the day so it's great to hear from you here!

This is my first go at a port and it's only down to the great work by Flatmush and Harteex that it was possible at all!

As for the bugs and problems, I have made some progress...

The game hanging is being caused by the sound code, if I compile with sound disabled it runs forever with only the known vanilla doom bugs causing a hang.  I will remove all the vanilla limits later on, after I have it stable with sound.

I still have no idea why doom1.wad is not working, I can't even get to the title screen (I'd be interested in knowing which version of the wad Reesy was using to get this far) which seems crazy because TNT and Plutonia are huge wads with much more data to handle and they work fine..

I have investigated a little and the texture it is having a problem with is called AASHITTY which is the first texture lump.  It's just a dummy lump that shouldn't be causing any problems at all.  Clearly I've dropped a clanger somewhere! :)

As for the missing/badly rendered textures,  I have used the built-in W_Profile function to spit out a text file of all the lumps read in and everything looks perfect.  I have emailed Fraggle, the author of Chocolate Doom, and he's having a look at some screenshots taken in-game.  I'm just waiting to see what he thinks.

I might release an update later tonight because I have fixed a couple of small things..

Thanks again all! :)

Losk

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #8 on: April 18, 2013, 09:15:11 am »
Great - thanks a lot for this port.  :) Will check it out soon!

care16la20

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #9 on: April 19, 2013, 01:32:40 pm »

Great !!! thanks for the port ..

Btw, if its not asking too much, is there any possibility of doing the same with DukeNukem 3D ? this one would be amazing

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #10 on: April 19, 2013, 06:54:45 pm »
If I can get this working properly then I'm certainly open to suggestions for other ports.

If there's a good SDL port of Duke available then it's definitely not out of the question..  although I'd like to look at SimCoupe next as I spend most of my coding time on the Sam these days.  I'd also like to look at Heretic, Dungeon Master/Chaos Strikes Back and maybe a bit of Quake too!  So many things.. so little time.. :)

Back to reality, I have made a front end for Dooom and have already got some good advice from Fraggle (the author of Chocolate Doom) about what may be going wrong with the texture creation here.  Fingers crossed there will be a near enough final release coming up very soon!

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #11 on: April 25, 2013, 02:39:59 pm »
Hi all!

Version 0.3 is now available with lots of fixes including Ultimate Doom (retail) now working and textures being drawn correctly.  Everything looks pretty sweet! :)

Still a few bugs to crush, I'll edit my original post to include the latest readme with all the details on this.

Enjoy!! :D

wingnux

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #12 on: April 25, 2013, 11:24:52 pm »
It doesn't work for me. Installed as instructed by the readme file and added doom 1.9 wad (doom.wad) but when I run the app it only gives me a black screen.

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #13 on: April 25, 2013, 11:41:29 pm »
I'm sorry to hear that wingnux :(

I've downloaded the file from the google code page and installed on my spare Dingoo to make sure that the upload was ok and it works for me...  You shouldn't be seeing a blank screen regardless of which wad you use so the only thing I can think of is that you have not put the Dooom (with three o's) folder in the root directory...  unless there's an issue with different LCD types that I haven't taken into account.. 

If you can double check your install directory while we wait to see if anyone else has a problem... I'll just be very puzzled in the meantime...

wingnux

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #14 on: April 26, 2013, 05:25:26 am »
ROFL! That was the problem, the third "o"! Now the folder is correctly named and it works like a charm, thank you very much for the help and for this amazing port!

I'm really looking forward to the MIDI implementation.
« Last Edit: April 26, 2013, 05:27:44 am by wingnux »

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #15 on: April 26, 2013, 12:28:28 pm »
heheh :)  I'm so glad to hear this!  There's already enough bugs to deal with without anything new cropping up!

I have made a small update to 0.3b  This removes some Vanilla limits like so:

limit                      old      new        factor
   
MAXVISPLANES    128      1024       *8
MAXVISSPRITE      128      1024      *8
MAXDRAWSEGS    256      2048      *8
MAXPLATS            30      7680      *256
SAVEGAMESIZE    180224   2883584      *16
MAXLINEANIMS    64      16384      *256

This is from the prboom-plus source port which I found here:

http://prboom-plus.sourceforge.net/doom-plus.features.html

I wasn't aware that Vanilla Doom was so prone to crashing and this makes solving my own/Dingoo specific bugs much harder!  Hopefully this will make things more playable (level 7 of TNT crashed at least 20 times before I got to the exit!) but time, and lots of playtesting, will tell.. ;)

wub.




hastiau

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #16 on: April 26, 2013, 05:25:45 pm »
could you modify your app so that we can place the dooom folder wherever we want (not only in the root directory) ?

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #17 on: April 27, 2013, 01:23:04 am »
Hey,

I'm not sure about putting it anywhere but I will try to get it working in the GAME directory where it should really be, I hope that's a reasonable compromise. :)

I have just uploaded a 0.3c binary which I promise will be the last mini update!  This version lowers the memory used in-game to 10MB which should make it a bit more stable and I've switched to using the un-rolled versions of R_DrawColumn and R_DrawSpan which seems to have made it run a bit more smoothly too... 

I've taken this about as far as I can without doing any real debugging/coding so it might be a few days or more before the next update.  Doom shareware/Ultimate seem stable now but TNT and Plutonia still crash increasingly often as you progress into the later levels.

There is still a major texture lump reading problem which I'm hoping is the reason for this but caching the sound fx should also go a long way to making things more enjoyable.

More soon!

wub.

Saito

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #18 on: April 27, 2013, 07:01:48 am »
Wow, Doom and Doom 2 works very fast, much faster than on OpenDingux! Great work!
I also tested mods: Star Wars, Lego Doom, Half-Life, Quake 2, Wolf 3D, Duke Nukem. Only Half-Life working :( Others - crush.

hastiau

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #19 on: April 27, 2013, 06:39:00 pm »
thank you for your effort the_wub

 

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