Doomhack
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GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
No, i've not found any places where we run into limits. Additionally, the game shouldn't crash if you hit a drawseg/visplane/opening/sprite limit, it will just skip drawing those. Final Doom does have some levels that crash with out of memory errors but Doom and Doom2 should be ok. -
GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
Nope. Multiplayer got cut for 3 reasons: 1) The network code would have needed rewriting to use the serial cable. 2) It bloats a lot of the structures so costs memory. 3) I wasn't expecting anyone else to actually play this port! -
GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
No, all constant stings go in ROM so there is no saving there. We're looking for stuff that is allocated with Z_Malloc() and friends. If you build under Windows with Qt Creator the console Window will show a running count of how much memory is used. -
GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
We'll have to see if there are more memory savings to make. I think there are still a few places we can shave a few kb here and there. -
GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
Looking forward to seeing some runs! I’m interested to see how the times compare to the PC version or if there are new strategies that are found. -
GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
Thank you everyone for the lovely comments. I’m back from my vacation now so I’ll pick this up again soon and get some of the issues ironed out. Sorry the build process is a ballache. Sadly, since the GBA only has 256kb of memory, I have to rework some of the data structures and the wad has to be embedded in the rom. Big thanks to @Bloodshedderfor allowing me to include his Chiptune Remixes of the Doom music in this project. Thanks for the videos @Kippykip. -
GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
Build instructions are at the bottom of the page here: https://github.com/doomhack/GBADoom -
GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
Yes. It’s a modded GB with an IPS screen. -
GBA Doom (source port running on Game Boy Advance)
Doomhack replied to Doomhack's topic in Source Ports
Yep! That’s exactly what I set out to achieve! -
I started the project in September and now it’s pretty much done. I got PC Doom up and running on the GBA. https://github.com/doomhack/GBADoom I started from prBoom (via a port to the Psion5) but most of the enhancements had to be reverted back to vanilla Doom for either performance or memory reasons. It was pretty hard getting the game to run on a device with only 256kb of ram. It was then pretty tough to get it to run at a decent framerate with only a 16.7mhz CPU. It runs pretty well now though. Most areas are running at 15-25fps. It has support for both Doom and Doom2, sound and music. The only real visual changes are loss of Z-depth lighting (the GBA screen is already too dark) and mip-mapping on composited textures. In the releases section, there is a build with the shareware wad embedded. Plays on most emulators or a real device if you have a flash cart.