Author Topic: nDOOM - Work in progress  (Read 103304 times)

0 Members and 1 Guest are viewing this topic.

Offline Mrakoplaz

  • LV3 Member (Next: 100)
  • ***
  • Posts: 46
  • Rating: +130/-2
  • Prussian Minister of War
    • View Profile
nDOOM - Work in progress
« on: January 01, 2011, 06:09:12 pm »
First of all, hello everyone! I've been lurking around this community for a while, and now that I finally have something to contribute, decided to join (well, that's the first reason; second reason, I realized my join date would be 1-1-11 if I signed up today ;D).

Anyway, you probably all got excited by the title, so here are some screenshots first, before I bore you with lengthy explanations and details:


Good Lord, this is an eyesore...


Whee! I know how to waste bullets!
(not obvious: Doom actually has a very nice lighting engine - dark corridors are lit up by gunflashes and everything!)



Did I mention I am not very good at first person shooters?



As you can clearly see, there is still quite some work to do. Not only are the wall textures and the status bar messed up, but there's also a few bugs on real hardware that you don't get on the emulator - namely, low contrast, and frequent crashes at startup (while the WAD files are being loaded).

Yes, you read that right! Wad files! This is not a custom implementation of Doom, but a fully functional port! When it's finished, you'll be able to load any official or fanmade .WAD file (including Doom II, Ultimate Doom, Plutonia map pack, etc.) and expect it to work. I'm working from the official 1997 release of the source code and changing as little as possible to ensure this.
Well, that's the theory, anyway - so far, I did not test it with anything except the demo for Doom I, mostly because the Wad files themselves are utterly massive: Four megabytes for the demo, ten for the full version of Doom I, and who knows how many for Doom II (many people do, just not me ;D).

And yeah: The filesize is going to be the real killer for this project. The executable itself, even after GCC optimization, is still 500kb, and the wad files themselves are many times that... fortunately, Texas Instruments have given us around seventeen full megabytes to play with, and you're never going to spend all that space on maths, so you should be able to stuff in at least the demo.

Performance might sound like an issue, but so far, in all my tests, it's been brilliant - even without overclocking, the Nspire has massive amounts of processing power and a large RAM, and I experienced no slowdowns so far (then again, the game's only been in a sort-of playable state half a day, so...). The screen blur is annoying, but tolerable.

If there's demand, I'll put the current build up for download, but before you start asking, you should know that right now, it's barely started working, and I have no idea how stable it will be when playing for longer times. Also, there's no savegame support yet, opening the menu causes the game to crash, same for the automap, since all the textures are screwed up you can't tell doors from walls sometimes, etc etc... a proper version shouldn't take too long though, as I still have a week of holidays left  :)

Perhaps most importantly, I'd like to extend a hearty "thank you" to ExtendeD and the rest of the Ndless team (I can't find much information on who to actually thank... I'd list more names if I knew them, so if you work on Ndless, tell me!), as well as the whole Omnimaga community: Without you, this never would have happened. And I mean that, as sincerely as I can. You guys are pure awesome (games! on a calculator!).
So keep it at!

In conclusion, yeah. Doom on a calculator. Proper Doom too, not a scaled-down remake.
Man, I love this Nspire. This finally outweighs the fact that we had to get it, mandatory, in our school...

PS: To stay clear legally, I'll never distribute the wad files of the full games, just the demo... so, if you want the full game on your calculator, you'll have to go and buy a PC version, then get the wad files from there!

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: nDOOM - Work in progress
« Reply #1 on: January 01, 2011, 06:13:35 pm »
You sir are a god among men O.O That is so undeniably epic!  I know bwang was thinking of porting Doom over to the nspire at one point but i don't even think he got close to starting, and this is already looking epic!  How long have you been working on this masterpiece?

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: nDOOM - Work in progress
« Reply #2 on: January 01, 2011, 06:13:55 pm »
* ScoutDavid is astonished

Doom for the NSpire? Wow, that's fantastic, I wish you very luck in making this more stable.

Offline Snake X

  • Ancient Veteran
  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 810
  • Rating: +33/-8
    • View Profile
Re: nDOOM - Work in progress
« Reply #3 on: January 01, 2011, 06:15:16 pm »
whoa!!! Nice!! I cant wait for a release ;D
Loved this place, still the best producers of power metal, and sparked my dreams of coding.

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: nDOOM - Work in progress
« Reply #4 on: January 01, 2011, 06:15:51 pm »
:o

DOOM on the Nspire. Epic.

I can't wait to see how this turns out.




Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: nDOOM - Work in progress
« Reply #5 on: January 01, 2011, 06:16:34 pm »
What I'd really like is a GIF xD

Offline Mrakoplaz

  • LV3 Member (Next: 100)
  • ***
  • Posts: 46
  • Rating: +130/-2
  • Prussian Minister of War
    • View Profile
Re: nDOOM - Work in progress
« Reply #6 on: January 01, 2011, 06:17:15 pm »
What I'd really like is a GIF xD

Tell me how to make them without hassle on nspire_emu, and you'll get one ^_^

Oh, and thanks for the kind words, everyone. Glad to see my work appreciated ^_^
« Last Edit: January 01, 2011, 06:17:44 pm by Mrakoplaz »

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: nDOOM - Work in progress
« Reply #7 on: January 01, 2011, 06:20:10 pm »
I think calCapture might work for you, i'll have to find a link tho..  it takes input from any open window and can create screenshots from it, although im not the expert, you might want to talk to calc84, he has had more experience than i :P

Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: nDOOM - Work in progress
« Reply #8 on: January 01, 2011, 06:22:00 pm »
You might not be very good at FPS games, but you rock at making them!

And welcome to the community!

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: nDOOM - Work in progress
« Reply #9 on: January 01, 2011, 06:25:49 pm »
What I'd really like is a GIF xD

Tell me how to make them without hassle on nspire_emu, and you'll get one ^_^

Oh, and thanks for the kind words, everyone. Glad to see my work appreciated ^_^

Use CalcCapture, as Builderboy suggested. Choose the window, find the coordinates of the calculator screen, and capture it. Here's a quick tutorial on it: http://ourl.ca/6943/114911




Offline critor

  • Editor
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2079
  • Rating: +439/-13
    • View Profile
    • TI-Planet
Re: nDOOM - Work in progress
« Reply #10 on: January 01, 2011, 06:26:51 pm »
Mrakoplaz, can we have your current build?

You've ported the 3D engine from Doom? If I remember well, Doom is using raycasting, isn't it?


Thanks, that's great.
« Last Edit: January 01, 2011, 06:29:13 pm by critor »
TI-Planet co-admin.

Offline jnesselr

  • King Graphmastur
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2270
  • Rating: +81/-20
  • TAO == epic
    • View Profile
Re: nDOOM - Work in progress
« Reply #11 on: January 01, 2011, 06:36:43 pm »
I um... We.. um... I'm just kinda amazed here.

First off, welcome to omnimaga.

Second off, OMG, that is an amazing piece of software, That is awesome, woot!

Third off, please introduce yourself in an introduce yourself topic.  That way, we get to know you a little better. ;-)

Offline apcalc

  • The Game
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1393
  • Rating: +120/-2
  • VGhlIEdhbWUh (Base 64 :))
    • View Profile
Re: nDOOM - Work in progress
« Reply #12 on: January 01, 2011, 06:41:09 pm »
WOAH!  O.O

Doom for the Nspire!  :w00t:

This looks amazing! (It puts Block Dude to shame :P)  I would love to try the current build! :)

Also, I can make animated screenshots for you! ;D
« Last Edit: January 01, 2011, 06:41:48 pm by apcalc »


Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: nDOOM - Work in progress
« Reply #13 on: January 01, 2011, 06:45:43 pm »
O.O

I'M amazed! This looks great despite the bugs and low contrast. I hope you can manage to fix some of the issues. Keep up the good work. I like the features so far.

Also welcome to the forums! :)

Offline ExtendeD

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 825
  • Rating: +167/-2
    • View Profile
Re: nDOOM - Work in progress
« Reply #14 on: January 01, 2011, 06:53:52 pm »
So impressive!

For the low contrast, I suppose this will help you.

For your frequent crashes at startup, could the GDB feature of Ncubate help you pinpoint the problem?

(I can't find much information on who to actually thank... I'd list more names if I knew them, so if you work on Ndless, tell me!)

geogeo wrote with me much of Ndless 1.0, and laid the foundations of Ndless 1.7. Unfortunately he could not afford to invest time in it any more and left the team a few months ago. I'm now the only maintainer, but with the help of many testers and contributors from Omnimaga.
Ndless.me with the finest TI-Nspire programs