New Doom Port

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ducalex
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New Doom Port

Unread post by ducalex » Sun May 19, 2019 6:41 am

Hello,

I have been working on a Doom port for the Odroid GO based on this port.

New features include:

- Full sound support including music
- Save games
- Doom 2 support (kinda)
- Brightness controls
- Volume controls
- WAD selector on start

It is still very prone to crashing due to memory issues (especially in Doom 2) but it is playable.



Controls:

Code: Select all

A               Fire
B               Strafe
START 	        Action/Open doors
SELECT 	        Change weapon
VOLUME 	        Map
MENU 	        Menu
START+UP 	Brightness up
START+DOWN 	Brightness down
START+LEFT 	Sound down
START+RIGHT 	Sound up
Source code and information: https://github.com/ducalex/doom-ng-odroid-go
Attachments
doom-402c6ad5-2019-June-07.zip
(Newest)
(I)Wad selector can scroll.
Bound Y/N keys to A/B for questions like in Nightmare mode
Patched prboom to make more of the menu usable (the yes/no options)
(2.21 MiB) Downloaded 12 times
doom-656d181b-2019-June-05.zip
Added multiple (I)WAD support. Press B to toggle selection of a file, A to select file and start.
(2.22 MiB) Downloaded 7 times
doom-b90f6f4-2019-May-21.zip
Reduced screen tearing
(2.23 MiB) Downloaded 14 times
doom-0505fc0-2019-May-18.zip
Initial release
(2.18 MiB) Downloaded 14 times
Last edited by ducalex on Sat Jun 08, 2019 6:10 am, edited 7 times in total.
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mad_ady (Tue May 21, 2019 3:17 pm)

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Re: New Doom Port

Unread post by ripper121 » Sun May 19, 2019 3:25 pm

Could you add i2s dac support?

mameise
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Re: New Doom Port

Unread post by mameise » Tue May 21, 2019 12:33 pm

Tried it but i get prboom.wad not found. When i rename doom1.wad to prboom.wad i get error „iwad“ not found.
Not sure what i could do wrong here... Just 2 files and you already placed them in the correct folders..

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Re: New Doom Port

Unread post by ducalex » Tue May 21, 2019 1:11 pm

mameise wrote:
Tue May 21, 2019 12:33 pm
Tried it but i get prboom.wad not found. When i rename doom1.wad to prboom.wad i get error „iwad“ not found.
Not sure what i could do wrong here... Just 2 files and you already placed them in the correct folders..
I added prboom.wad to the zip, it was my mistake!

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Re: New Doom Port

Unread post by ducalex » Tue May 21, 2019 1:23 pm

ripper121 wrote:
Sun May 19, 2019 3:25 pm
Could you add i2s dac support?
Like an external DAC? It's certainly possible, it would be a question of setting the correct pins.

I am still working on audio quality, the audio can certainly be improved even with the built-in audio system.

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Re: New Doom Port

Unread post by mad_ady » Tue May 21, 2019 3:24 pm

Yay! Congratulations for picking up those efforts! I meant to add at least proper save/load support, but life...
I do have one important feature request though - see if you can find a way to load mods. There should be a wad (mod) and a main wad (doom1/2) as base. I guess mods might work better than doom2 - which crashes on big maps. One way around some memory issues is to play on simpler difficulty (fewer monsters to keep track of).

I'll deffinitely want to try your variant, thanks!

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Re: New Doom Port

Unread post by dg5fdg » Tue May 21, 2019 3:26 pm

Hi Alex, thanks for this job ;)

i got one question: how can i change the brightness :?: Which key combination ?

Thank you

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Re: New Doom Port

Unread post by ripper121 » Tue May 21, 2019 3:39 pm

ducalex wrote:
Tue May 21, 2019 1:23 pm
ripper121 wrote:
Sun May 19, 2019 3:25 pm
Could you add i2s dac support?
Like an external DAC? It's certainly possible, it would be a question of setting the correct pins.

I am still working on audio quality, the audio can certainly be improved even with the built-in audio system.
You can see the settings in the go-play app and in my mp3 Player.

https://github.com/OtherCrashOverride/g ... id_audio.c

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Re: New Doom Port

Unread post by mameise » Tue May 21, 2019 4:04 pm

Retried now and now it is working. Thanks for adding save/load. Great job.

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Re: New Doom Port

Unread post by ducalex » Wed May 22, 2019 5:07 am

mad_ady wrote:
Tue May 21, 2019 3:24 pm
Yay! Congratulations for picking up those efforts! I meant to add at least proper save/load support, but life...
I do have one important feature request though - see if you can find a way to load mods. There should be a wad (mod) and a main wad (doom1/2) as base. I guess mods might work better than doom2 - which crashes on big maps. One way around some memory issues is to play on simpler difficulty (fewer monsters to keep track of).

I'll deffinitely want to try your variant, thanks!
Thanks for your port, it allowed me to get started very quickly with development!

A lot of the memory issues are caused by memory fragmentation rather than running out of memory, I added some workarounds such as avoiding mallocs and reserving blocks but I guess other than a memory defragmenter there isn't much more that can be done.

Mods should be possible, do you have a small mod to recommended that I could use for testing?
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mad_ady (Wed May 22, 2019 1:00 pm)

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Re: New Doom Port

Unread post by ducalex » Wed May 22, 2019 5:12 am

dg5fdg wrote:
Tue May 21, 2019 3:26 pm
Hi Alex, thanks for this job ;)

i got one question: how can i change the brightness :?: Which key combination ?

Thank you
Brightness is start+up/down and volume start+left/right. I added the controls to my post. For the extended controls (cheats) check github!
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dg5fdg (Wed May 22, 2019 5:20 am) • mad_ady (Wed May 22, 2019 1:00 pm)

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Re: New Doom Port

Unread post by dg5fdg » Wed May 22, 2019 5:19 am

Thank you, Gracias, Merci.

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Re: New Doom Port

Unread post by mad_ady » Wed May 22, 2019 4:16 pm

Mods should be possible, do you have a small mod to recommended that I could use for testing?
I haven't found a doom1 mod that works on PRBoom, but this works with doom2 assets: https://www.doomworld.com/forum/topic/9 ... oom-2-map/
Teste on linux:

Code: Select all

prboom-plus -iwad /usr/share/games/doom/Doom2.wad -file /usr/share/games/doom/revpbl.WAD
It should work on the GO port since it's very close to prboom-plus.

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Re: New Doom Port

Unread post by ducalex » Mon Jun 03, 2019 4:27 am

mad_ady wrote:
Wed May 22, 2019 4:16 pm
Mods should be possible, do you have a small mod to recommended that I could use for testing?
I haven't found a doom1 mod that works on PRBoom, but this works with doom2 assets: https://www.doomworld.com/forum/topic/9 ... oom-2-map/
Teste on linux:

Code: Select all

prboom-plus -iwad /usr/share/games/doom/Doom2.wad -file /usr/share/games/doom/revpbl.WAD
It should work on the GO port since it's very close to prboom-plus.
No luck running your mod, it crashes and I'm not sure why. I have had some limited success running the recently released SIGIL by John Romero but we run into memory issues pretty quickly.

For now I won't put too much time in making specific mods work, but I will update the GUI to allow loading them and give people the option. I'll release an update soon (hopefully).
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Re: New Doom Port

Unread post by ducalex » Thu Jun 06, 2019 1:23 pm

I have added multiple wads/mods support.

At the WAD selector screen you can press B to toggle a selection and A to select and start.

If you press A on a mod without selecting an IWAD first, then prboom will use the first IWAD it finds and load the mod(s) on it.

I think that is a reasonable interface but I am open to improvement suggestions!

Note: While testing a few mods I have noticed that prboom has a lot of things hard-coded (all the menus, the number of episodes, the number of levels, the number of enemies, etc.) so any mods that adds episodes will not work. I managed to patch it for specific mods but then normal doom wouldn't work, so I'll have to look into it later...
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Re: New Doom Port

Unread post by mad_ady » Thu Jun 06, 2019 1:48 pm

Thanks for mod support!

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Re: New Doom Port

Unread post by mad_ady » Fri Jun 07, 2019 8:52 pm

@ducalex: I just now had time to install your port and was blown away by it. Music make a lot of difference, and volume control too - since I added a headphone jack to my unit but didn't attenuate the signal going into the headphones. Menus look great too!
Only complaint I got is that if you have too many wads the initial list doesn't scroll and the cursor gets off-screen.
Thanks again!

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Re: New Doom Port

Unread post by ducalex » Sat Jun 08, 2019 6:15 am

mad_ady wrote:
Fri Jun 07, 2019 8:52 pm
Only complaint I got is that if you have too many wads the initial list doesn't scroll and the cursor gets off-screen.
Fair enough. I anticipated the issue but hoped people wouldn't use that many (I)WADs and I opted to be lazy :p. I've just added a new build that supports scrolling and allocates a buffer for 64 files. I have also improved menu handling a bit as well as bound Y/N to A/B so we can finally answer Y to play nightmare mode!

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Re: New Doom Port

Unread post by mad_ady » Sat Jun 08, 2019 1:59 pm

Yay! Thanks

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