Author Topic: Dooom - A Doom port for the Dingoo Native OS  (Read 30461 times)

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

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

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

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

care16la20

Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #20 on: April 30, 2013, 02:59:41 pm »


Very nice, thankss !!

Now on the hopes to see an port of DukeNukem3D as well heheh =P

cypresstwist

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #21 on: May 01, 2013, 08:05:49 pm »
How will this port display on the A380? Will it fit the screen?
Dingoo A380, 8GB MicroSD card inside

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #22 on: May 01, 2013, 09:14:25 pm »
Hi all, thanks for the nice comments and feedback :)

I've had the time to keep working on this and I am making some kind of progress.. I can see where it's going wrong now but I'm not quite sure why yet..  oddness abounds! :)   

I've fixed up some of the end of mission screens for Doom.wad so if nothing else I'll release this later in the week.

@Saito  I wonder, does the OpenDingux version have music?  I bet that slows things down a bit!  Still, it's good to hear that the speed is good as it bodes well for more complex ports.. like Quake! :D

@cypresstwist  I'm really not sure as I know nothing about the A380!  I've just googled its specs and it has a 400x240 screen..  I can see how that might cause a problem but without trying it I don't know.   There isn't a scaling option in the Chocolate Doom source for that resolution so it might take a custom hack to make it work.  The Doom engine is really robust so who knows!  Wow, lot's of words just to say "I don't know" :)

Hopefully, more news soon!

wub.

Saito

Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #23 on: May 03, 2013, 06:03:21 am »
@Saito  I wonder, does the OpenDingux version have music?  I bet that slows things down a bit!  Still, it's good to hear that the speed is good as it bodes well for more complex ports.. like Quake! :D
wub.
Doom 2 on CZDoom works fast with music, but Ultimate Doom on CZDoom is texture mess. I tried zDoom, but it had 10 FPS.

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #24 on: May 04, 2013, 08:26:44 pm »
Version 0.4 is now available with lots of little improvements and, hopefully, a bit more stability...

All the details have been added to the original post and the readme file.

More soon,

wub

samir

Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #25 on: May 04, 2013, 09:22:02 pm »
Thanks!!!! Good work with this doom port!! ;D

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #26 on: May 14, 2013, 04:02:53 pm »
Hi all!

I've released version 0.5 :)

This fixes the random hanging problem completely and also cuts down some of the slowdown when firing the plasma shotgun or when lots of stuff is going on.

It doesn't mean it won't ever crash but it does mean it will crash properly; returning to the native os after creating an error file with what went wrong.  This should be a very rare event however.   I've played through TNT from the beginning up to level 7 and only had it happen once.

Still lots to fix but it's finally starting to feel like I'm getting there!  :)

More soon,

wub.

hastiau

Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #27 on: May 14, 2013, 05:07:23 pm »
Thanks again the_wub

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #28 on: May 14, 2013, 05:40:53 pm »
whoops, the mask slipped off for a second there... all is well with the world again ;)
« Last Edit: May 14, 2013, 07:32:25 pm by the_wub »

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #29 on: May 14, 2013, 05:53:58 pm »
0.6 release is available on google code now..  0.7 will be hosted elsewhere!

Thanks all,

wub.