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Dingoo Official Firmware => Releases => Topic started by: the_wub on April 11, 2013, 09:30:18 pm

Title: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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
-------------------------

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.
---------------

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
----------------------

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!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir on April 12, 2013, 01:14:45 am
Doom for native OS! Thanks!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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!  :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: hastiau 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
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Trevor Belomont 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. :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir 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!!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Reesy 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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! :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on April 18, 2013, 09:15:11 am
Great - thanks a lot for this port.  :) Will check it out soon!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: care16la20 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
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: wingnux 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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...
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: wingnux 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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.



Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: hastiau 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) ?
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Saito 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: hastiau on April 27, 2013, 06:39:00 pm
thank you for your effort the_wub
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: care16la20 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
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: cypresstwist on May 01, 2013, 08:05:49 pm
How will this port display on the A380? Will it fit the screen?
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Saito 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir on May 04, 2013, 09:22:02 pm
Thanks!!!! Good work with this doom port!! ;D
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: hastiau on May 14, 2013, 05:07:23 pm
Thanks again the_wub
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on May 14, 2013, 05:40:53 pm
whoops, the mask slipped off for a second there... all is well with the world again ;)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir on May 14, 2013, 06:46:50 pm
Thanks a lot for those fixes!!! New releases are always welcome!!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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.  :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir 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!!  :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir on May 28, 2013, 03:56:15 am
Video found in youtube:

http://www.youtube.com/watch?v=doby7cxwA_4
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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! 
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir on June 02, 2013, 10:23:52 pm
Thanks!!! This version is even better! And thankyou for hear mi suggestions!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on June 03, 2013, 04:54:17 pm
No trouble at all Samir, thank you!  :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: TheCaffeinator on July 04, 2013, 01:08:16 am
Excellent work!!!  Thanks much!

Anybody get the Batman or Alien TCs to work?
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on July 30, 2013, 08:11:16 am
This keeps getting better and better!! Awesome work - thanks a lot!!  :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: samir 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
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub 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! :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on July 31, 2013, 06:33:46 pm
Just gave version 1.0 a try.

Unfortuantely I'm getting this:

Z_Init: Init zone memory allocation daemon

I've made the "comline.wub" file and put 4 commandlines for TCs in there.

Any idea what went wrong?
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on July 31, 2013, 09:24:57 pm
The program is only expecting the commands for one wad so try deleting all but the first line of your comline file and see what happens!  For the next version I'll make it so you can create a comline file for each wad and select that with the front-end menu.

Let me know if this helps! :)

I got a really fun wad called 10 Sectors working last night, it uses the doom2.wad and runs with: chocolate-doom -file 10sector.wad

10sector.wad: http://www.doomworld.com/idgames/?id=10973

Edit: I just tried All Hell is breaking loose with your command line text and it does run.. looks like there may be a bug or two lurking about in there though...
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on August 01, 2013, 08:15:30 am
Thanks! Tried it with the single line for the Fist Full of Dollars TC and it worked. :)  That's my fave TC. Now I need to figure out how to have the same cool western music in it like in the version that was available for the GP32.

It would be great to have a selector for various WADs again like in Dooom v0.7. Do you think that's possible?
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on August 01, 2013, 08:49:35 am
Hi Losk,

I'm really glad this is working for you! :)

Because I took the easy route of using tracker mods for the music it would take a bit of work to get custom music working, but it's not impossible..  I can make you a special build of the app that you would run after removing all the music from the music folder.  The app would create a midi file of the track for each level and a file containing the name of the track it was looking for.  You would then need to pass this midi file through OpenMPT or something similar to make an Impulse Tracker mod which you would name accordingly.  You have to do it track by track which is time consuming; this is how I was putting the music in before I gave up and just downloaded ready made midi's from doomworld! ;)

Let me know if you're up for all that and I'll put together an app for doing this.

As for the file selector, if you don't use a comline file then the menu will work as it did before with the wad selector.  I will make it so you can select comline files from the wad selector in the next version.  For the moment I've created a folder for each wad and I copy/paste things in and out of the main Dooom folder using the native os file browser tool when away from home.

Thanks for the feedback! :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on August 01, 2013, 09:12:09 am
Thanks, I will look into this tonight and let you know.  :)

And I will try if the original GP32 Fistful wad works.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on August 01, 2013, 10:36:15 pm
I've uploaded version 1.1 to the google code page.  This version lets you put all your wads in the dooom folder with a separate command line file for each wad.  The wad selector lets you select either a wad file or a command line file and I've changed the file format of the command line files to .txt to make editing easier with notepad!

The really important bit:  You must also specify the wad needed for a total conversion or modded wad with the -iwad command line option.

So, for Aliens Total conversion I now have this:

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

You can save the command line file as anything you like .txt  This is a lot easier to use now but I will have a look at getting it working with wads in separate folders with a proper savegame folder for each.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on August 02, 2013, 08:00:06 am
Cool, will give it a try soon.  :)

The GP32 wads didn't work with the 1.0 version as expected. But if I remember right they were specifically put together for GP32 and I've had no luck so far running them on any other system.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on August 07, 2013, 07:35:10 am
Wanted to download 1.1 today and discovered there's already a version 1.2! Awesome, thanks for the continued great work!  :)

Would it be possible to do sort of 2 selectors on the start side to choose the main wad (like doom 2) and another selector for the addon wad? That would make it perfect and more comfortable to use on the go.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on August 07, 2013, 01:11:03 pm
Would it be possible to do sort of 2 selectors on the start side to choose the main wad (like doom 2) and another selector for the addon wad? That would make it perfect and more comfortable to use on the go.

The short answer is no,  sadly :( 

If the underlying wad being used and the modded wad name were the only things needed then it would be no problem and could probably work exactly as you describe.  Unfortunately some conversions have multiple wads and some also need a dehacked file.

At least by using command line options we also get the advantage of the extra features like auto-loading a save game slot on launch etc..

I've tested quite a bit and so far the Dingoo port is behaving exactly like the windows version of Chocolate Doom.  If you have all your wads in the main folder on the PC or Dingoo then the -iwad command line option has to be used to specify the official wad needed.  I quite like the simplicity of throwing everything in one folder so I've decided to leave it like this.

Version 1.2 is only different by one line of code which is a bit crap really! :)  It changes how the save game folder is created and now does this using the name of the .wad or .txt file used to launch the game.  This means you get a full amount of save slots for each game and don't have to share with the underlying wad.  Be sure to move your saves for the official wads if you've created any as the folder name is slightly different for these too now!

There are lots of little things that could potentially be added still and I would like to come back to it in the future to have a go at midi support for the modded music but for now, aside from any new bugs cropping up, I will probably call it a day.

Thanks to everyone for your feedback and support! :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on August 12, 2013, 08:37:31 am
Ok, the selectors thing sounds plausible.  :)

The save option is also very welcome.

Thanks a lot for all the work you've put into this!  :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on August 12, 2013, 09:26:27 pm


Because I took the easy route of using tracker mods for the music it would take a bit of work to get custom music working, but it's not impossible..  I can make you a special build of the app that you would run after removing all the music from the music folder.  The app would create a midi file of the track for each level and a file containing the name of the track it was looking for.  You would then need to pass this midi file through OpenMPT or something similar to make an Impulse Tracker mod which you would name accordingly.  You have to do it track by track which is time consuming; this is how I was putting the music in before I gave up and just downloaded ready made midi's from doomworld! ;)

Let me know if you're up for all that and I'll put together an app for doing this.


I've found the Western music files now: http://www.doomworld.com/idgames/index.php?id=1147

So feel free to send me that special build if you find the time. :-)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on August 13, 2013, 12:34:05 am
Hey,

I just tried including western.wad like this:

chocolate-doom -merge fistful.wad -file fistfix.wad western.wad -iwad doom2.wad

and it added a whole load of extra sfx and music samples to the game!  Is this all that is in the wad or should there be actual music data in there as well?

Edit: From looking at the text file it would seem that there is no new music so you should be able to just turn down the Doom music in the options menu after including the extra wad.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Losk on August 15, 2013, 03:20:23 pm
Thanks.  :)  I haven't had the time to check it yet but either the fistful.wad or the fistfix.wad does already contain new sound fx and short music samples. The GP32 fistful.wad though had new music on top of that.

So maybe I should try to open that GP32 one with a .wad editor and see what was really in there.

And by the way - the new option to save and use the command lines as .txt files works really great! :)
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: helloitsme on August 15, 2013, 06:49:05 pm
Hi all, just wanted to thank the creator for this awesome emulator, it's great and I really enjoy it, kudos to you!!
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on August 15, 2013, 07:00:27 pm
Thanks helloitsme!  I'm really glad you're having fun with it! :)

@Losk  I guess I really need to have a go at porting the Timidity library!  I'll get this music ripping version made up in the meantime though..
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Tabaluga_FX on September 07, 2013, 12:29:15 pm
Dear the_wub,

I'm a great of your port, but have three suggestions for you:

* Music addon: I don't think it's very good to ask the users to download an older version so thath they can listen to music. My idea ist to create a new music_addon.zip archive which includes all needed file to listen music.
Simply host it onto your website and write into the readme.txt "... if you want to listen to music, simply download and extract the music_addon.zip.". Simple. Easy. Done.

* Directory: Currently I'm using the custom dingoonity firmware (v1.2b) with all my games onto my sd-card - so I can use them in Dingux / OpenDingux, too.
Could you please edit your next release so it's possible to store the game and data files (iwads, pwads) onto a different location or that the game will only search in the current folder or sub-folders for the data files?

* Game addon: Currently I'm playing three user mods (hacx, dtwid, b2saturn) but with your port I can only play one of them. Could you please add support for more than one user mod?

Thanks for your feedback.

best regards
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on September 10, 2013, 11:03:07 am
Hi, Tabaluga_FX

Thanks for your questions!

I agree the music is very badly handled at the moment!  Proper midi support is the only real solution.. 

I will try to make the game directory moveable in a future release, that shouldn't be a big problem!

I'm not sure what you are asking in your last question?  You can only play one of those three? which one?  Hacx and Dtwid both seem to work ok!  I don't know what b2saturn is but I'll be glad to take a look if you can post a link to it.

So far everything that is supported by Chocolate Doom seems to work ok.  I'm going to try and add some more support for controls, redefining buttons and adding some of the automap functions.  Would people mind if the shoulder buttons were used for zoom in/out on the automap screen?  That seems like a good way to do it..

Thanks again! :)

wub.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: Tabaluga_FX on February 02, 2014, 07:58:57 pm
Dear the_wub,

sorry for my late response and thanks for your feedback.

Everything working fine: after I found out how to use the *launcher* the rest was very easy.

Btw, which application you use to export the MUS files inside the IWADS and PWADS? I want to export the *additional DTWID music* and convert them to IT files to finaly listen them while playing.

best regards
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: the_wub on February 03, 2014, 07:17:22 pm
Thanks for your reply, glad to hear you got it working :)

The easiest way is to find the midi files for DTWID on-line somewhere, that will save a good a bit of work..

I could not find a working mus2mid program so I used the function in the Chocolate Doom source code.  I took this out for later versions of Dooom but I can make a special version for ripping the music.. I think I promised this before in fact  ::)

I'll see what I can do! :)

wub.
Title: Re: Dooom - A Doom port for the Dingoo Native OS
Post by: daniel-ntl on February 18, 2014, 04:22:21 am
just try the v1.2, but i get this error Z_Init: Init zone memory allocation daemon, any way to play this game