Albert Posted April 27, 2003 Share Posted April 27, 2003 If you're an Atari Jaguar fan and would like to see how the Jaguar ticks, we're happy to announce the immediate availability of the Jaguar DOOM Source Code. The Jaguar received one of the earlier ports of this classic PC game, and it does a great job of capturing the feel of the original. The release of the Jaguar DOOM Source Code was made possible by John Carmack of id Software, Carl Forhan of Songbird Productions, and Bill "Burger" Heineman. To learn more and download the source code, please stop by our Jaguar DOOM Source Code page. Link to comment Share on other sites More sharing options...
Pocket Posted April 27, 2003 Share Posted April 27, 2003 Excellent news ! Hopefully developpers will begin to play with this code soon Link to comment Share on other sites More sharing options...
BeefMan Posted April 27, 2003 Share Posted April 27, 2003 Awesome! Link to comment Share on other sites More sharing options...
t.skid Posted April 27, 2003 Share Posted April 27, 2003 That's a good news Now I think it will open new ways for Jag developer. Link to comment Share on other sites More sharing options...
Paolo Posted April 27, 2003 Share Posted April 27, 2003 I also read in the news page that there isn't any graphics WAD file. Does this somehow affects people who want to 'toy' with the source code? Wasn't graphics a major issue in DOOM? Paolo Link to comment Share on other sites More sharing options...
kevincal Posted April 27, 2003 Share Posted April 27, 2003 So, it looks like Jag Doom + is "off-hold" then? Link to comment Share on other sites More sharing options...
jaysmith2000 Posted April 28, 2003 Share Posted April 28, 2003 Very cool. This will be fun to play around with.... Jason Link to comment Share on other sites More sharing options...
walter_J64bit Posted April 28, 2003 Share Posted April 28, 2003 Doom source code is lost? forget doom + someone code some Quake! Link to comment Share on other sites More sharing options...
K3V Posted April 28, 2003 Share Posted April 28, 2003 Cool, thanks to all those who made it possible. Hopefully we'll see some cool mods now -Kevin Link to comment Share on other sites More sharing options...
GOVmole Posted April 28, 2003 Share Posted April 28, 2003 id like to see the network issues of this game fixed, but even if the game isnt moded hopefully developers will learn a lot from this code as the grafx of doom on jag were incredible Link to comment Share on other sites More sharing options...
shep Posted April 28, 2003 Share Posted April 28, 2003 now lets get this puppy to support the new ethernet cartridge Link to comment Share on other sites More sharing options...
JagChris Posted April 28, 2003 Share Posted April 28, 2003 O.K. this is fantastic, but bottom line, what does it mean? Can a redone version of Doom be done for the Jag with higher res and networking fixed? With the usual fee paid to Id for their game of course. Or can it only be used for poking at and educational use? Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 28, 2003 Share Posted April 28, 2003 O.K. this is fantastic, but bottom line, what does it mean? Can a redone version of Doom be done for the Jag with higher res and networking fixed? With the usual fee paid to Id for their game of course. Or can it only be used for poking at and educational use? The most important thing would be the fix for the network. More then 2 players can be done I think but there was already a slow-down when doing networking with 2 players but that could be caused by the network error's maybe.... have to dig into the source. The biggest problem seems the WAD file this is not a normal WAD file there are some specific bytes (extra) in it... But by looking at the code we maybe can figure out what these extra bytes do... TXG/MNX Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 28, 2003 Share Posted April 28, 2003 hmm just looked at the source at found out the serial port is programmed to a speed of 115200. Maybe we can use a lower speed, the system maybe works more stable. Maybewhen we use it at 57.600 it runs better.... We need to try it. This would be the easiest fix I think... TXG/MNX Link to comment Share on other sites More sharing options...
Thunderbird Posted April 28, 2003 Share Posted April 28, 2003 hmm just looked at the source at found out the serial port is programmed to a speed of 115200. Maybe we can use a lower speed, the system maybe works more stable. Maybewhen we use it at 57.600 it runs better.... We need to try it. This would be the easiest fix I think... TXG/MNX First thing you need to do is compile/link/run the existing code. Once someone manages to do that, then we can work on making it better. Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 28, 2003 Share Posted April 28, 2003 Hmm I heard Carl has managed to compile to code to a working one so that could be done... TXG/MNX Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 28, 2003 Share Posted April 28, 2003 First thing you need to do is compile/link/run the existing code. Once someone manages to do that, then we can work on making it better. Would you like to debug the network code when there is info how to compile it? Link to comment Share on other sites More sharing options...
Matthias Posted April 28, 2003 Share Posted April 28, 2003 Hi! hmm just looked at the source at found out the serial port is programmed to a speed of 115200. Maybe we can use a lower speed, the system maybe works more stable. Maybewhen we use it at 57.600 it runs better.... We need to try it. This would be the easiest fix I think... TXG/MNX First thing you need to do is compile/link/run the existing code. Once someone manages to do that, then we can work on making it better. I had no problem compiling it, but this may be because my Atari GCC 2.6.3 compiler was already set up properly (Thanks to Glenn, Scott and others). Matthias Link to comment Share on other sites More sharing options...
Gregory DG Posted April 28, 2003 Share Posted April 28, 2003 The biggest problem seems the WAD file this is not a normal WAD file there are some specific bytes (extra) in it... But by looking at the code we maybe can figure out what these extra bytes do... It'd be nice to be able to use PC .wad files... And make it possible to read them from a CD-R! Woohoo! Unlimited levels! (Oh, and make it compatible with Matthias' ethernet cart!) Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 28, 2003 Share Posted April 28, 2003 The biggest problem seems the WAD file this is not a normal WAD file there are some specific bytes (extra) in it... But by looking at the code we maybe can figure out what these extra bytes do... It'd be nice to be able to use PC .wad files... And make it possible to read them from a CD-R! Woohoo! Unlimited levels! (Oh, and make it compatible with Matthias' ethernet cart!) PC wads? Maybe when we can 'crack' the JAG-WAD format, we can convert all wads that float around... but killing this network-bug would be the highest priority... because playing max. 5-10 minutes is not cool! when it crashes.... But I thought someone already did kill this bug when he was playing around with the source for the DOOM+ project I believe, can someone confirm this? I would love to see this patch... TXG/MNX Link to comment Share on other sites More sharing options...
atarifan49 Posted April 28, 2003 Share Posted April 28, 2003 I had no problem compiling it, but this may be because my Atari GCC 2.6.3 compiler was already set up properly (Thanks to Glenn, Scott and others). Matthias Matthias, Did you do any changes to the MAKEFILE? After extracting the reguired pieces of the Jaguar ROM I tried to do the MAKE command and got an error immeadiately. I guess something on my GCC isn't quite up to par. Glenn Link to comment Share on other sites More sharing options...
Songbird Posted April 28, 2003 Share Posted April 28, 2003 Hi, Glenn, What kind of error(s) did you see? And yes, you probably will need to make some changes as indicated in the readme.txt -- there are some hardcoded paths for includes, compilers, etc. which need to be tailored to your directory layout. And FYI, you don't need the extracted WAD file to compile the code, the two are entirely separate entities. Link to comment Share on other sites More sharing options...
Matthias Posted April 28, 2003 Share Posted April 28, 2003 I had no problem compiling it, but this may be because my Atari GCC 2.6.3 compiler was already set up properly (Thanks to Glenn, Scott and others). Matthias Matthias, Did you do any changes to the MAKEFILE? After extracting the reguired pieces of the Jaguar ROM I tried to do the MAKE command and got an error immeadiately. I guess something on my GCC isn't quite up to par. Glenn No, as said, i just called MAKE and got it compiled. I'll mail you a directory-listing of my GCC for comparison and my AUTOEXEC.BAT. Matthias Link to comment Share on other sites More sharing options...
Alex Czarnowski Posted April 28, 2003 Share Posted April 28, 2003 First of all let me say this is wonderful news. No, as said, i just called MAKE and got it compiled.I'll mail you a directory-listing of my GCC for comparison and my AUTOEXEC.BAT. Matthias I would be grateful if you could send those information too. I guess setting up web page whit all those details would not hurt either Cheers Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 28, 2003 Share Posted April 28, 2003 I would be grateful if you could send those information too. I guess setting up web page whit all those details would not hurt either Cheers This is a very good idea... I like it... let's get to the bottom of this great game.... Link to comment Share on other sites More sharing options...
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