Author Topic: Dooom - A Doom port for the Dingoo Native OS  (Read 30504 times)

samir

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)

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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

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)

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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

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

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

the_wub (OP)

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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

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)

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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

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?

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #40 on: July 12, 2013, 01:25:09 pm »
I must confess I've never really tried using modded wads before but I have managed to get Aliens TC working under Chocolate Doom for win32 this week just to see how it works.  Seriously impressive stuff, way better than I was expecting!

It shouldn't be a major hassle to get this working in Dooom, so I'll try and add it for the next release.  I've been a bit distracted lately as I managed to get CaSTaway working on Native a couple of weeks ago and I've been playing with that since! :)

More Soon,

wub.

edit:

I've been adding back the dehacked support for modded wads and am hopefully not far off getting something working, just sorting out a problem with the merging process.  The good news is the weird enemy behaviour was being caused by the removal of the dehacked stuff so this is fixed now, all the demos play back perfectly which is really nice to see!
« Last Edit: July 26, 2013, 12:16:29 pm by the_wub »

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #41 on: July 27, 2013, 03:05:32 pm »
I've uploaded version 0.8 to the OpenHandhelds archive, it should be available any time now.  Check the original post or the readme1st.txt for full instructions on getting it working!

So far I've tested Aliens TC, Batman and Zombie but anything that works with Chocolate Doom should work now plus maybe a few more as the vanilla limits have been removed.  I'd be interested to know if anything that should work doesn't! 

I'll release the source later this weekend when I've finished tidying up all the changes.

Losk

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #42 on: July 30, 2013, 08:11:16 am »
This keeps getting better and better!! Awesome work - thanks a lot!!  :)

samir

Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #43 on: July 30, 2013, 10:48:17 am »
. Where I can found the 0.8 binary? The Link in the first post is for v0.7 02/06/13

the_wub (OP)

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Re: Dooom - A Doom port for the Dingoo Native OS
« Reply #44 on: July 30, 2013, 10:15:03 pm »
I think the OpenHandhelds link is waiting for moderation still, or the original upload went wrong somehow.  I tried again on Saturday night with a new version, 0.9, and have just tried again with the 1.0 version.

I've also uploaded both the source code and binary for version 1.0 to google code, link in the first post, and they are definitely available now.

This latest build fixes quite a bit from 0.8 anyway so I hope that makes up for the delay! :)

 

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