Author Topic: Dooom - A Doom port for the Dingoo Native OS  (Read 34555 times)

care16la20

  • *
  • Posts: 178
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

  • *
  • Posts: 39
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)

  • *
  • Posts: 45
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

  • Posts: 2
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)

  • *
  • Posts: 45
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

  • *
  • Posts: 344
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)

  • *
  • Posts: 45
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

  • *
  • Posts: 21
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)

  • *
  • Posts: 45
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)

  • *
  • Posts: 45
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.

samir

  • *
  • Posts: 344
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #30 on: May 14, 2013, 06:46:50 pm »
Thanks a lot for those fixes!!! New releases are always welcome!!

the_wub (OP)

  • *
  • Posts: 45
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #31 on: May 16, 2013, 05:43:55 pm »
I've got music working by converting the midi files for each level into an impulse tracker mod that can be played directly by SDL.  For the most part it works pretty well but I'll add an over-clocking menu to the front-end as it does slow the game down when things get busy.

The music is still technically copyrighted material even though the main Doom sites seem to be quite happy providing midi and mp3 versions of music from all versions of the game (including the PSX and N64 versions).

It might be acceptable to upload the 0.7 binary release without the music folder included and then upload the latter someplace else with a link in the readme file.  The other option is for people to make up the .it files themselves as I have done.

I may be worrying about nothing and should just release it but I thought it was best to post here first and see what people think.  :)

samir

  • *
  • Posts: 344
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #32 on: May 19, 2013, 10:02:08 pm »
Congratulations, the_wub, i have playing this, and is amazing!! I tested Dooom with doom ultimate and doom 2 wads, and i have no problem. But two suggestions: first, in doom 2, when you pick the double shotgun, you cant switch to the single shotgun. And the "invisible demon" enemy is very invisible!! You can see this in Doom 2 Level 3. Is very defficult to see those enemies!! But is a great port, good job!!
P.D: Version 0.7 with music included, please!!  :)

the_wub (OP)

  • *
  • Posts: 45
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #33 on: May 22, 2013, 03:38:45 pm »
Hi Samir, thanks for the feedback!

I have added the shotgun select button to the power switch (no more buttons left!) so you can select the shotgun easily and switch between super and normal shotguns.  Thanks for pointing this out!

I've also added the gamma control which you can access with the right shoulder button when the menu is active.  This will make it a bit easier to see the invisible demon but it does make the graphics look a bit washed out too.

I have a bit more work to do getting all the music tracks correct and then the new version will be ready!

More soon,

wub.

samir

  • *
  • Posts: 344
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #34 on: May 23, 2013, 12:00:27 am »
Hi Samir, thanks for the feedback!

I have added the shotgun select button to the power switch (no more buttons left!) so you can select the shotgun easily and switch between super and normal shotguns.  Thanks for pointing this out!

I've also added the gamma control which you can access with the right shoulder button when the menu is active.  This will make it a bit easier to see the invisible demon but it does make the graphics look a bit washed out too.

I have a bit more work to do getting all the music tracks correct and then the new version will be ready!

More soon,

wub.

Thanks for the fixes!!!!!!!!  ;D Yesterday I played the whole episode 1 of Doom 1, without any problems!! Your port is amazing.

samir

  • *
  • Posts: 344
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #35 on: May 28, 2013, 03:56:15 am »
Video found in youtube:

<a href="https://www.youtube.com/watch?v=doby7cxwA_4" target="_blank">https://www.youtube.com/watch?v=doby7cxwA_4</a>

the_wub (OP)

  • *
  • Posts: 45
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #36 on: June 02, 2013, 05:03:16 pm »
Version 0.7 is now available, I've updated my original post with the new links.

@Samir  really cool find! :)  I'm glad at least some modded wads will work! 

samir

  • *
  • Posts: 344
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #37 on: June 02, 2013, 10:23:52 pm »
Thanks!!! This version is even better! And thankyou for hear mi suggestions!

the_wub (OP)

  • *
  • Posts: 45
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #38 on: June 03, 2013, 04:54:17 pm »
No trouble at all Samir, thank you!  :)

TheCaffeinator

  • *
  • Posts: 128
Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #39 on: July 04, 2013, 01:08:16 am »
Excellent work!!!  Thanks much!

Anybody get the Batman or Alien TCs to work?