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Doom Editing Digest Vol. 01 Nr. 234
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #234
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Thursday, 6 April 1995 Volume 01 : Number 234
Re: sprite problems...
DOOM MUST FALL
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
Re: 8 Player Expandability?
----------------------------------------------------------------------
From: Robert Forsman <thoth@cis.ufl.edu>
Date: Tue, 04 Apr 1995 20:48:12 EDT
Subject: Re: sprite problems...
Greg Lewis <gregl@umich.edu> ,in message <Pine.SUN.3.91.950404125236.11216A@spr
uce.rs.itd.umich.edu>, wrote:
> > Twas me.
> >
> > The key gizmos (96, 95, 94) in Heretic are a combination of KGZ1A0 (the
> > serpent-demon) holding one of KGZ[YBG]A0 for the different key colors.
>
> I don't have Heretic handy to check, but I thought that it was a simply
> color-shift (ala green/red/brown/etc marines in Doom) for the different
> colors. I haven't seen multi-patch sprites before.
Well, if you pop up a sprite viewer (PFME has a badly hacked one) and scan
through you will find the four sprites I mentioned. You will NOT find any
sprite that contains the entire image for any of the key gizmos.
------------------------------
From: avatar@widomaker.com (Mackey McCandlish)
Date: Wed, 5 Apr 95 00:26 EDT
Subject: DOOM MUST FALL
I've had some trouble with exe editing for the total conversion
patch for DOOM (DOOM MUST FALL) I've just released.. when I try to make a
1.9 dehacked patch (by loading up the 1.666 patch in 1.9 mode and saving it,
as I did for 1.2 to 1.666) Dehacked saves all the monster data, things data,
etc. but none of the strings. Anyone else have this problem? Solutions? Thanks!
-*The Avatar*-
http://www.widomaker.com./~avatar
(Nifty pics of DMF there, too).
ftp: ftp.widomaker.com in pub/avatar
The key to ONE MUST FALL is knowing who the 17 hit combos
work on..
DOOM MUST FALL IS OUT! Get it from my home page or ftp site!
------------------------------
From: clough@NMHG.com (Dave Clough)
Date: Wed, 5 Apr 95 07:36:05 PDT
Subject: Re: 8 Player Expandability?
> P.S. - Just so you all know, I finally got multiplayer doom running on my
> network of 12 Commodore VIC-20's.
It's no joke!! We (my working comrades) have developed a port of DOOM II to
the Nintendo Gameboy. It runs GREAT in single-player and we are VERY CLOSE to
getting the multi-player (Deathmatch or Cooperative) to work at a reasonable
frame rate. We got a copy of the source code from ftp.idsoftware.com and
modified it to run under the Gameboy API.
For networking, we are using a modified RS-232 connection (not well documented
by Nintendo) into a multiplexing serial adapter. All of this is very
inexpensive to set up and not too complicated if you know what you are doing.
Because of the nature of our "network" and the way in which we modified the
engine, the theoretical limit on simultaneous connections is 256. Of course we
don't have 256 Gameboys to test this on, but we have SUCCESSFULLY tested it on
12 of them (thanks to PAGBUG, Portland Area GameBoy User's Group).
The code could be EASILY MODIFIED to port to almost ANY MACHINE if you are
reasonably familiar with the system calls involved. We are interested in getting
an ASCII VERSION of DOOM to run on HP programmable calculators, but we think
that might be too demanding on the hardware. At any rate, it works and if you
would like to try it, feel free to grab the binary executable from ftp.cdrom.com
in the /pub/doom/doom2/binaries/Gameboy directory. I'll upload it to the incoming
directory today and send a note to Mike (the SysOp at cdrom.com) to move it
as quickly as possible.
If you have any questions, please contact me at dclough@nmhg.com.
Dave Clough
New Media Hyper-Graphics
Portland, OR
------------------------------
From: jordanf@globalone.net
Date: Wed, 5 Apr 1995 14:51:42 -0400
Subject: Re: 8 Player Expandability?
> > P.S. - Just so you all know, I finally got multiplayer doom running on my
> > network of 12 Commodore VIC-20's.
>
> It's no joke!! We (my working comrades) have developed a port of DOOM II to
> the Nintendo Gameboy. It runs GREAT in single-player and we are VERY CLOSE to
> getting the multi-player (Deathmatch or Cooperative) to work at a reasonable
> frame rate. We got a copy of the source code from ftp.idsoftware.com and
> modified it to run under the Gameboy API.
>
> For networking, we are using a modified RS-232 connection (not well documented
> by Nintendo) into a multiplexing serial adapter. All of this is very
> inexpensive to set up and not too complicated if you know what you are doing.
> Because of the nature of our "network" and the way in which we modified the
> engine, the theoretical limit on simultaneous connections is 256. Of course we
> don't have 256 Gameboys to test this on, but we have SUCCESSFULLY tested it on
> 12 of them (thanks to PAGBUG, Portland Area GameBoy User's Group).
>
> The code could be EASILY MODIFIED to port to almost ANY MACHINE if you are
> reasonably familiar with the system calls involved. We are interested in getting
> an ASCII VERSION of DOOM to run on HP programmable calculators, but we think
> that might be too demanding on the hardware. At any rate, it works and if you
> would like to try it, feel free to grab the binary executable from ftp.cdrom.com
> in the /pub/doom/doom2/binaries/Gameboy directory. I'll upload it to the incoming
> directory today and send a note to Mike (the SysOp at cdrom.com) to move it
> as quickly as possible.
>
> If you have any questions, please contact me at dclough@nmhg.com.
>
> Dave Clough
> New Media Hyper-Graphics
> Portland, OR
>
hahahahahahhahah... I must commend you. That was one of the most
convincing stories I've ever read!
------------------------------
From: bmorris@islandnet.com (Ben Morris)
Date: Wed, 5 Apr 95 14:04 PDT
Subject: Re: 8 Player Expandability?
> > P.S. - Just so you all know, I finally got multiplayer doom running on my
> > network of 12 Commodore VIC-20's.
>
> It's no joke!! We (my working comrades) have developed a port of DOOM II to
> the Nintendo Gameboy. It runs GREAT in single-player and we are VERY CLOSE to
> getting the multi-player (Deathmatch or Cooperative) to work at a reasonable
> frame rate. We got a copy of the source code from ftp.idsoftware.com and
> modified it to run under the Gameboy API.
> [...]
<giggle>
How'd you type that without a single ":)" ?! :)
* ---------------------------------------------------------------- *
/ Irritant at large: Ben Morris bmorris@islandnet.com /
/ I have an Amateur Psychoanalysis Shield +5 .. don't even try it! /
* ---------------------------------------------------------------- *
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Wed, 05 Apr 1995 09:44:00 -1320
Subject: Re: 8 Player Expandability?
This aint a dream kiddo :)
this is a REALITY!
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Wed, 05 Apr 1995 09:44:00 -1320
Subject: Re: 8 Player Expandability?
This aint a dream kiddo :)
this is a REALITY!
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Wed, 05 Apr 1995 09:43:00 -1320
Subject: Re: 8 Player Expandability?
someone agrees with me! :)
32 SIMOTANIOUS PLAYERS?!?
GIMMIE!!!!!!!!!!!!!!
:)
pleeze? :)
w
!
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Wed, 05 Apr 1995 09:43:00 -1320
Subject: Re: 8 Player Expandability?
someone agrees with me! :)
32 SIMOTANIOUS PLAYERS?!?
GIMMIE!!!!!!!!!!!!!!
:)
pleeze? :)
w
!
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Wed, 05 Apr 1995 09:47:00 -1320
Subject: Re: 8 Player Expandability?
i personally havent tried it on coop....
but anyways... i forgot to hack the player start limit thing for coop....
it works for death quite fine...
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Wed, 05 Apr 1995 09:46:00 -1320
Subject: Re: 8 Player Expandability?
right now noone can get it...
(as the bbs i'm on doesn't - A:
allow me to upload to internet..
B: aallow me to upload(or download) from/to messages... :(
!
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
From: brad.willman@bbs.uniserve.com (Brad Willman)
Date: Wed, 05 Apr 1995 09:41:00 -1320
Subject: Re: 8 Player Expandability?
if i'm pulling ANYONES leg.... i think it woulden't be on the internet..
anyways... it IS easy for someone to reverse engineer some things if they know
how..
and then rewrite the code... and then recompile it... then use that code :)
- -----------------------------------------------------------------------------
brad.willman@bbs.uniserve.com (Brad Willman)
------------------------------
End of doom-editing-digest V1 #234
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