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adamastor

DOSBox Daily - KDIKDIZD out of the oven and ready to go!

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15 hours ago, Mr. Kong said:

Happy New Year, everyone!

Happy New Year

 

I've done a partial UMAPINFO implementation for ReBOOM DOS

Spoiler

nrftl_umapinfo.png.35690fcefaa600af2bc93d48cd6392ba.png

So far it loads title screens, endpics, partimes etc..  I had to backport it all from GCC 11 to GCC 2.25, was quite fun actually!  Compiles without a single warning.

 

Still lots more to do though.

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1 minute ago, Gibbon said:

Happy New Year

 

I've done a partial UMAPINFO implementation for ReBOOM DOS

  Hide contents

nrftl_umapinfo.png.35690fcefaa600af2bc93d48cd6392ba.png

So far it loads title screens, endpics, partimes etc..  I had to backport it all from GCC 11 to GCC 2.25, was quite fun actually!  Compiles without a single warning.

 

Still lots more to do though.

Amazing, Gibbon!

Can't wait to test it out!

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Just now, Mr. Kong said:

Amazing, Gibbon!

Can't wait to test it out!

Won't be long.  2 weeks tops I think.  The code is on ReBOOMs github repo (reboom-dos branch) so its all transparent.  But it's definitely better to have a proper executable to test things.

 

Oh, since I love retro stuff..  the executable works also on MS-DOS 6.22 and OS/2 Warp 4.5 :)

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2 minutes ago, Gibbon said:

But it's definitely better to have a proper executable to test things.

Agreed.

 

2 minutes ago, Gibbon said:

the executable works also on MS-DOS 6.22 and OS/2 Warp 4.5 :)

I'll only be able to test it on DOSBox or one of it's forks, but other retro enthusiasts might have real hardware to run it on, such as @DCG Retrowave.

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Ok, I've implemented most of ReBOOM 2.06 features (but no UMAPINFO support) as it was crashing quite a lot with page faults (accessing things when not in RAM).  There is a -umapinfo option and it is compiled with all UMAPINFO related code.  But it will crash :)

 

Binary is 'ReBOOM_206_DOS': https://github.com/atsb/ReBOOM/releases/tag/206um

 

Things that aren't there:

1. Fullscreen (because you cannot have a window)

2. Disabling the EndBoom popup (because there is no popup anymore)

3. Changing the menu text colors and lump background for better contrast - due to the menu code in original Boom being quite different to that of ReBOOM, it isn't backwards compatible unless I implement 'all' of that code.

4. Berserk screen staying tinted until end of level (in-case some people don't want that on DOS).

 

I also enhanced the Z_ZONE.C code to be more efficient, should start a tiny bit quicker.

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3 hours ago, Gibbon said:

Ok, I've implemented most of ReBOOM 2.06 features (but no UMAPINFO support) as it was crashing quite a lot with page faults (accessing things when not in RAM).  There is a -umapinfo option and it is compiled with all UMAPINFO related code.  But it will crash :)

 

Binary is 'ReBOOM_206_DOS': https://github.com/atsb/ReBOOM/releases/tag/206um

 

Things that aren't there:

1. Fullscreen (because you cannot have a window)

2. Disabling the EndBoom popup (because there is no popup anymore)

3. Changing the menu text colors and lump background for better contrast - due to the menu code in original Boom being quite different to that of ReBOOM, it isn't backwards compatible unless I implement 'all' of that code.

4. Berserk screen staying tinted until end of level (in-case some people don't want that on DOS).

 

I also enhanced the Z_ZONE.C code to be more efficient, should start a tiny bit quicker.

Great work Gibbon! I placed it in the same folder where I have regular BOOM 2.02, it's settings. CWSDPMI and whatnot and it ran great, fullscreen and endboom and everything!

I can't believe you're making it work. Do you figure you're going to try to get sky transfer support as well? Just curious, as it's already great as is.

 

It's already shaping up to be my main source port of choice.

Also, Redneckerz suggested you try out Tranmap-FX, if you want to test it more thoroughly.

 

Anyway, congratulations for making it happen.

Spoiler

DOOM00.jpg.0bf45386c8d888f8b7d90af9ab0708bb.jpg

 

 

PS: Also, what's the code for Rand Phares?

Edited by Mr. Kong

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phares :)

 

Glad you like it.  I'll do a version with increased limits also and probably add NRFTL and SIGIL support if UMAPINFO becomes unrealistic.  Consider this a decent Release Candidate.

 

I'll check out trans map fx too.

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22 minutes ago, Gibbon said:

phares :)

 

Glad you like it.  I'll do a version with increased limits also and probably add NRFTL and SIGIL support if UMAPINFO becomes unrealistic.  Consider this a decent Release Candidate.

 

I'll check out trans map fx too.

I hope it works out. It has a test.wad that should show you different blending effects which can be achieved to modifiying the TRANMAP lump, which is a 256x256 flat.

 

Aside from Esselfortium and perhaps Mechadon, nobody really has done anything with TRANMAP-based effects, even less so than people making custom COLORMAPS.

 

There are limitations:

  • It only runs in Boom-compatible ports (So basically anything that supports TRANMAP.DAT)
  • TRANMAP-based effects are software-only. They do not work in OpenGL accelerated ports because they actively abuse VGA
  • TRANMAP-based effects are rather unique and exclusive. You may want to view them as proto-proto shaders in the sense that you can achieve new effects by adjusting the TRANMAP, making new blending effects possible. This is different from say ZDoomGL (And Quake 3)'s shader system, which worked around text-based definitions that required an extra rendering pass on the GPU. It is obviously also very different from how today's shaders work.

So how does it look like? Screenshots are in the Tranmap-FX package, but i have added them here aswell:
 

Screenshots:
 

Spoiler

etrn411.png

etrn412.png

etrn413.png

etrn418.png

etrn417.png

etrn419.png

etrn425.png

 

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So, I think it is done.  Quite a bit earlier than expected due to UMAPINFO really not playing nicely with DOS.

 

I've uploaded a zip with the same name to the same place in my previous comment.

 

Changes now:

1. Replaced the unoptimised and slow SHLD assembler routines with the code from Gerwin/Ken

2. Added SIGIL (COMPAT) support

3. Added NRFTL support

4. Removed all UMAPINFO code

5. Added MBF Sky Texture Transfer

6. Added a binary/makefile/compile-time macros for raised limits (the same ridiculously high limits as in ReBOOM)

 

Gave it a good bashing and even equinox performs nicely.

 

EDIT: SIGIL/NRFTL have the same options as in Sprinkled Doom (-sigil, -nrftl).

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2 minutes ago, Gibbon said:

So, I think it is done.  Quite a bit earlier than expected due to UMAPINFO really not playing nicely with DOS.

 

I've uploaded a zip with the same name to the same place in my previous comment.

 

Changes now:

1. Replaced the unoptimised and slow SHLD assembler routines with the code from Gerwin/Ken

2. Added SIGIL (COMPAT) support

3. Added NRFTL support

4. Removed all UMAPINFO code

5. Added MBF Sky Texture Transfer

6. Added a binary/makefile/compile-time macros for raised limits (the same ridiculously high limits as in ReBOOM)

 

Gave it a good bashing and even equinox performs nicely.

Too bad about the UMAPINFO, but great news nonetheless!

Awesome work on this fork, Gibbon!

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50 minutes ago, El juancho said:

If I want to speedrun doom in dosbox with as little input lag as possible what would be the best dosbox fork?

It shouldn't really matter what version of DOSBox you use, as long as your PC can run it. I've never had any input lag in DOSBox when it comes to Doom, it's basically the exact same experience as Chocolate Doom.

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I have configurated dosbox-x and it runs really good, but I have a question, there is a tool to disable doublick actions right? I just read it in the txt from vvheretic.

 

image.png.762bf086db306863d61b4b7ed8851ed8.png

Edited by El juancho

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1 hour ago, El juancho said:

I have configurated dosbox-x and it runs really good, but I have a question, there is a tool to disable doublick actions right? I just read it in the txt from vvheretic.

 

image.png.762bf086db306863d61b4b7ed8851ed8.png

Yes, juancho, I think that, if it doesn't show up as an toggable option in the configuration file, it might work as a command line parameter say, on a .bat file, for example.

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12 minutes ago, Mr. Kong said:

Yes, juancho, I think that, if it doesn't show up as an toggable option in the configuration file, it might work as a command line parameter say, on a .bat file, for example.

It did not work for me.

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4 minutes ago, El juancho said:

The 2 options did not work for me.

Hmm. Do you have that hack, so I can try to figure it out.
I never used vvHeretic, honestly.

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27 minutes ago, El juancho said:

Its not a tool that comes with vvHeretic, in the txt file it says that the "-nodblick tool" works with vvHeretic.

 

i got vvHeretic from here https://www.doomworld.com/forum/post/2444028

I just downloaded, but I haven't had the chance to try it out. It doesn't show up in the newsetup, but I think you can just add it to the loader.cfg, like this: loader.rar.

 

Also, drop it in the directory where you have your Heretic.com, default.cfg, etc.

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Just updated the main post with a shit-ton a useful links, stirred by last night's talk with Alex S.

I'll continue to update this and polish it with hopes of making it a hub for the DOSBoxers.

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the_kovic's released a completely vanilla compatible version of SIGIL, folks.

 

I've already added it to the original post.

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On 12/29/2021 at 2:55 PM, Mr. Kong said:

Greetings, fellow Doomers.

 

This thread is aimed at those who enjoy, or are looking to, play DOOM through DOSBox, or one of it's many forks and builds.

 

Here I'll try and maintain a one stop-shop for all things DOSBox (with an emphasis on DOSBox gaming), from doing some archaeological work, by rediscovering EXE hacks and DOS-compatible source ports and programs, to sharing news and facts about recent developments on said area, as well as historical, or more obscure or hard to find ones as well.

 

So feel free to share any DOSBox related stuff here and, if it's useful (as it will surely be) I'll add it to the main post. In due time I'll try and add some useful guides and/ or tutorials aimed at newcomers looking to get started, and have a small helpdesk or some such, even though I'm no specialist on the matter myself, by any means.

 

 

If you also want to join in on our shovelware adventures, you can find us in this thread!

 

 

Now then, here are some useful and/ or interesting download links:

 

Emulators:

  Reveal hidden contents

 

DOSBox - the original DOSBox emulator.

 

DOSBox Enhanced Community Edition - regularly updated DOSBox fork with numerous patches and improvements by the VOGONS community.

 

DOSBox Staging - DOSBox fork with a focus on ease-of-use and DOSBox gaming.

 

DOSBox-X - DOSBox fork with many enhancements and a plethora of features.

 

 

 

 

Executable Hacks:

  Reveal hidden contents

 

Doom-plus - siginficantly increases the static limits of the stock DOOM.EXE (v1.9).

 

UDoom32  - increases the heapsizeand further increases stock DOOM.EXE's (v.19) static limits.

 

Doom2-plus - significantly increases the static limits of the stock DOOM2.EXE.

 

Doom32 - an evolution of Doom2-plus that further raises it's static limits.

 

SIGIL.EXE - SIGIL running on DOS, by the one and only xttl. Oh, yes...

 

NR4TL.EXE - No Rest for the Living running on DOS, also by xttl.

 

FastDoom - a port based on PCDoom which aims to run as fast as possible under 386/486 personal computers, by Viti95.

 

Heretic-plus - significantly increases the static limits of HERETIC.EXE (v1.3).

 

Hexen-plus - significantly increases the static limits of HEXEN.EXE (v1.1).

 

S131mlk - adds freelook to the vanilla STRIFE1.EXE.

 

 

 

 

DOS-compatible Source Ports:

  Reveal hidden contents

 

BOOM 2.02 - the original Team TNT classic. Useful for some BOOM-compatible (-complevel 9) WADs, obviously.

 

MBF 2.03 - Lee Killough's continuation of BOOM. Able to launch some BOOM and MBF-compatible (-complevel 11) WADs.

 

ReBOOM-DOS - Gibbon's fork of his ReBOOM source port for DOS systems, including original MS-DOS.

 

SMMU - fraggle's source port, derived from the MBF codebase.

 

MBF 2.04 - Gerwin Broers's unnofficial update of the original MBF.

 

Tartar - ludicrous_peridot's pure DOS source port.

 

MBF-SNM - Sakitoshi's build of MBF 2.04 which added both SIGIL, as well as No Rest for the Living  and Master Levels support.

 

 

Useful threads:

  Reveal hidden contents

EXE hacking - originally started by uhbooh, it continues to be a haven for discussing EXE hacking knowledge in general.

 

Setting up DOSBox Properly - a great way to get acquainted with DOSBox configuration and setups, by Alex S.

 

Tools:

  Reveal hidden contents

Novert - a tool for disabling vertical mouse movement in DOSBox games, such as DOOM, by Istvan Pataki.

 

VULD DOS launcher for vanilla mods, created by Jading Tsunami.

 

DeHacked 3.0a "Special Edition" - developed by xttl, it features support for both Final Doom executable variants (regular and anthology).

 

Recommended WADs:

  Reveal hidden contents

SIGIL Vanilla Edition - a completely vanilla version of SIGIL, made by the_kovic, that runs both in DOS as well as in Chocolate Doom.

 

Doom Wadarcheology - project started by Endless that aims to rediscover and enjoy the classics, mostly WADs dating from 1994 to 2004.

 

BIG Vanilla Wad Pack (Maximum Doom the way 'Kid Did) - Doomkid's collection of PWADs, EXE Hacks, and all things vanilla-flavoured.

 

 

DOSBox-compatible Doom Engine games:

  Reveal hidden contents

HacX: Twitch 'n Kill - OpenRift's standalone repackage of Banjo Software's classic for DOSBox.

 

REKKR and REKKR: Sunken Land - another standalone, DOSBox, repackage by OpenRift, this time for the great REKKR, by Revae an co.

 

DOSBox Online:

DOSBox Deathmatch Club - OpenRift's DM club, focusing on DOSBox gibbing and fragging.

Nice! Great job my friend. 👍

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Just a bump to let everyone interested know that, now that I'm back, I've updated the OP with a good deal of useful links. I'm also waiting to hear from Gibbon at the moment, so I can link his up-to-date work on ReBOOM-DOS source port and the DOOM128 EXE hack.

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I'm a bit confused by the new thread title. Where have I said KDiKDiZD is currently under development? It's finished and released and I am free of its shackles

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2 minutes ago, esselfortium said:

I'm a bit confused by the new thread title. Where have I said KDiKDiZD is currently under development? It's finished and released and I am free of its shackles

Whoops. Sorry then.

 

As that WADs's title says it's in v1.7, I guessed it was still in WIP or beta form, even though it's already perfectly playable in vanilla. I'll correct it now.

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