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Omnimaga
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TI 68K
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Doom89!
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Topic: Doom89! (Read 42090 times)
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Liazon
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Doom89!
«
Reply #165 on:
November 19, 2007, 11:41:00 am »
O_O
it's finally here!!!!
just sick from just screenies!!!
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Halifax
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Doom89!
«
Reply #166 on:
November 19, 2007, 11:55:00 am »
No way man! Yes! Man I actually thought that Doom 89 was sort of dormant in the past weeks(months?), but I guess not.
*
Halifax
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AaroneusTheGreat
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Doom89!
«
Reply #167 on:
November 19, 2007, 05:15:00 pm »
Haha! yea it did seem like it was dormant, I realize I probably should have let you guys know that it was just in it's finalization stages
I'm really glad to finally have this thing finished. Hopefully I won't get too many bugs to fix. I don't think I will though, I've been testing like mad and haven't found any more. %)
DOA is coming along quite nicely, I implemented a marquee message system and it can handle up to five events at once, it'll queue the messages that haven't been shown, and show them in order. It works very well, but I think I may increase the queue to 10 events, because a lot of stuff may happen at once, and the player may not know whether or not they picked up a smaller item while fighting or something like that.
@Liazon, I'm glad you're glad
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Liazon
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Doom89!
«
Reply #168 on:
November 19, 2007, 06:06:00 pm »
*
Liazon
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DJ Omnimaga
Clacualters are teh gr33t
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Doom89!
«
Reply #169 on:
November 19, 2007, 08:19:00 pm »
wow nice it's out now O_O
Btw it seems to run faster now, am I right? I just looked at the screens I will download as soon as I get time to try
I hope it gets ticalc.org feature
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AaroneusTheGreat
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Doom89!
«
Reply #170 on:
November 20, 2007, 07:19:00 am »
DJ:
Yea it does run faster
I did a lot of optimizations to it.
Hmm... ticalc.org feature? that would be neat.
Liazon:
I did die, but I came back, I'm a zombie now! Grrr!
haha jk.
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DJ Omnimaga
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Doom89!
«
Reply #171 on:
November 20, 2007, 08:00:00 am »
Considering ticalc.org take so long to add files since they no longer have any file archivers (it's the other staff who does the job) I doubt the game will be added before POTY 2007 deadline but I'm sure it will be eligible for POTY 2008
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AaroneusTheGreat
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Doom89!
«
Reply #172 on:
November 20, 2007, 08:22:00 am »
Hmm... I didn't really consider all that, but now that you mention it it would be pretty neat if I won something for this. Really I was just doing it because there wasn't a Doom out there for the 68k's and I wanted to improve my C experience.
Also I think I am going to release the source code for it when I am sure there are no bugs. So if anyone wants to learn something from my code, then they can.
Also, I think SM68k is going to win if I even do get nominated, because that game deserves it.
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Liazon
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Doom89!
«
Reply #173 on:
November 20, 2007, 01:00:00 pm »
it runs faster because of C optimizations O_O
and i thought learning 68k ASM was the best way to get fast code.
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Halifax
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Doom89!
«
Reply #174 on:
November 20, 2007, 01:52:00 pm »
Well if you learn C optimization, then you basically are learning 68k Assembly optimizations.
It wouldn't hurt to write this in assembly, mind you that even some PS3 games utilize assembly regularly in their games. It is almost a standard know these days that you need to have an idea of assembly on the system your working on.
Overall I would 68k assembly should only be used when you know you can make something better, or when it is very time crucial.
I used to have a link to an ~82 page PDF file that talked about all the possible memory and speed optimizations that could be done in C..., if I find it I will post it. It has been very helpful to me.
@ATG: Ewww, zombie!
*
Halifax
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AaroneusTheGreat
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Doom89!
«
Reply #175 on:
November 20, 2007, 03:52:00 pm »
QUOTE
Have you been taking notes from the Quake 3 engine?
No, but that wouldn't be a bad idea...
As far as I know, the only Id software source code that *was* available to the public is doom's original source code. The only source code that is still available today is the Linux version of Doom. And that has a lot of stuff left out, for instance, all the graphics, and the 3D engine.
And I couldn't really get anything out of Doom's Linux source, it is written in C, but it worked a whole lot differently than the FAT engine. For one thing, the variable heights thing changed the way a lot of stuff was handled.
I'd like to get a look at Quake 3's code, that would be pretty neat.
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bfr
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Doom89!
«
Reply #176 on:
November 20, 2007, 04:02:00 pm »
QuoteBegin-Halifax+20 Nov, 2007, 18:52-->
QUOTE
(Halifax @ 20 Nov, 2007, 18:52)
I used to have a link to an ~82 page PDF file that talked about all the possible memory and speed optimizations that could be done in C..., if I find it I will post it. It has been very helpful to me.
Please find it!
AaroneusTheGreat: IT'S HERE!!!
:lol:
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bfr's website -
http://bfr.tifreakware.net
Halifax
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Doom89!
«
Reply #177 on:
November 21, 2007, 09:12:00 am »
Haha, I am trying to find it.
@ATG: Yeah, Quake 3 source has been out for a long time...and in fact it is laying on my hard drive. IIRC it was the last time that they used C before switching to full OOP C++.
Also IIRC the Doom 3 engine source code was supposed to be released. I wouldn't be too interested in that though since it has already been put into the shadows of much better engines.
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AaroneusTheGreat
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Doom89!
«
Reply #178 on:
November 21, 2007, 09:59:00 am »
Wow, that's news to me. The only source I was ever able to find was Doom's and only for Linux. I might have to peruse through Quake 3's engine to see how they did stuff. I was thinking of building a simple vector 3D engine. For fun mostly, but something might come out of it. I've been reading this book called 3D graphics programming, games and beyond (long title) and it's a great book if you want to learn how to render things in 3D. I highly reccomend it.
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DJ Omnimaga
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Doom89!
«
Reply #179 on:
November 22, 2007, 03:56:00 am »
What I really would like to see on calc is variable wall/floor height 3D engine or raycasting engine, like this (but with actual textures)
http://www.revsoft.org/vids/coelurus.avi
It would look even more better
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