belboz
Members-
Content Count
414 -
Joined
Content Type
Profiles
Member Map
Forums
Blogs
Gallery
Calendar
Store
Everything posted by belboz
-
Well..... It isn't that simple with the Jaguar. Yes there are tons of tools out there for working with PC Doom WAD files. Tons of specifications on the WAD file format. Level editors.... etc, etc, etc. But the problem with Jag Doom is that the WAD file is not in this common PC Doom format. It is a unique format to the Jaguar port Carmack created. Why did he do this? Simply to keep things simple and reduce code size, and in game processing time. The Jag wad format shares a lot of similarities to the PC format, but it is also different enough to cause confusion. So yes it is pretty simple to throw a level together with some textures and such, but that isn't the issue with Jag Doom hacking. I also don't want to belittle level design/art design/sprite design. Putting that all together into a level that is fun and challenging to play isn't easy. But if you still think it sounds easy enough, feel free to start reverse engineering the WAD format yourself. The more the merrier!
-
Jaguar Doom is a port of PC Doom to the Jaguar. Done by Carmack himself. It isn't really different from the original. It has pretty much the same levels as original PC Doom (although not all of them because of cart space limitations. Plus it has I believe two new levels not in PC Doom). No sure what you mean by locked.
-
Gooch, It is possible. A lot of it depends on how tight the cart space becomes.
-
Guys no need to keep piling on Hyper. He had his questions about freedoom, and the Doom license answered. Lets move on.
-
Look guys. There really isn't any debate left here on the licensing issue. Let me sum up things in regards to what viMaster and myself are doing. 1) If we do use any freedoom assets, we can. Their license allows it. Our goal is to replace all the assets. We want new monsters, all new artwork. This is not a knock against freedoom. They have some great stuff in there, and it is awesome that they make it available like they do. Freedoom assets were used in the demo video just so we could show something, and show that we had cracked the mysterious WAD format. You see a ton of viMaster's artwork in there. Things like the title screen, menus, text, status panel, doors, lights,etc. We used a couple floor and wall textures from freedoom and an ememy sprite for the demo video. 2) Since the Doom source is GPL'ed we will release our changes to the main Doom source back to the community per the license. 3) We will NOT be using any assets from id Software (be it the Jag doom WAD, PC Doom WAD, or any other id source). We are doing a total conversion which uses nothing from the original doom asset wise. That pretty much sums it up.
-
Can a moderator split all this stuff related to licensing and such to a new topic. maybe "doom licensing" or some such thing. I would like to keep this focused on the game announcement.
-
Its all good Gorf. viMaster and myself didn't go into this blindly. When we knew we had something tangible done code and tools wise, we did our due diligence. As for the WAD file format. It isn't that difficult actually. Surprised nobody besides us and Matthias (he deserves mention since he got there first) have figured it out.
-
Final word on this subject. If you don't like it create a new thread to bitch. We have been in contact with Carmack. He said we are fine treating the Doom source as a GPL release and giving back any source code changes we make. Which we will do. He also said he would love to see us release a new cart. His only requirements were we honor the GPL and do a true total conversion (no id assets in the WAD).
-
If you want to continue to discuss license issues, please take it to PM with me, or at least create a new topic. The last I will say here in this topic is this. If you are a follower of Doom you should know that the original Doom source releases (PC and Jag) was released under the non-commercial license, which didn't require source changes to be made public. Many groups started using the Doom source for their own ports and no code was being shared back. This didn't sit well with Carmack so he changed the license to a GPL license for Doom. A GPL license doesn't prohibit free or commercial use. Just that source code changes be given back. Which when we release something, we would do. I have been in contact with id, so if you wish to take this discussion further, please PM me. Or if you want contact id software yourself.
-
Since I love the skunkboard so much (thanks kskunk and tursi!), there will definitely be a skunkboard release.
-
Never assume. Some of the textures and the new enemy you see are from freedoom, but we are also replacing things as we go. The video used some freedom stuff mainly so we could put something up Jaguar wise, and show the tools I have written allow WAD manipulation. Also as for the freedoom license. All the assets they have on their site are free for use in free software AND commercial software. You have to credit them and include their license agreement in your documentation. (see their site if you wish to learn more) It remains to be seen if we will use anything from freedoom though. vi has been cranking out his own assets, and they look great.
-
Hasn't been finalized yet. If we do a full cart release (cart,box,packaging) it will be commercial for sure.
-
Death Tongue is coming to a Jaguar near you! DeathTongue Productions is proud to announce its upcoming release for the Jaguar. Before reading any further click the link in the post above to check out a video. There are both high and standard resolutions for your viewing pleasure. These are captured right off of the Jaguar's video out. So what will Death Tongue the game be? A kickass game using a modified Doom engine. The game will use all new assets. All legacy assets are property of id Software and will not be used. More info on the actual game will be release in the days to come. The above video is a teaser we wanted to release so you could see what we have accomplished with our Doom hacking. In the video you see many new textures to replace the standard Doom ones. New sprite assets for things like health potions, radiactive barrels, armour, and most importantly a new enemy in the game. This is to show that we can replace any assets in the game. The only type of asset not replaced in this demo is the level itself. We haven't got around to working on levels yet, but we wanted to get this demo out to you now. We expect in the coming months to release a small demo that will work with Skunkboards, Flash Carts, Alpines, and possibly BJL and JagCD. No release date is set yet for the demo or finished product. We have had a lot of fun working on this. We know how badly the Jaguar community has wanted something using the Doom engine. We aim to bring it to you. Who makes up DeathTongue Productions? Currently we are two members strong. We have myself doing the coding/level design/sound work. And viMaster doing the artwork/level design/sound work.
-
Definitely can make a Linux build. I use the QT libraries. So you need to have those installed on your Linux system.
-
I know you figured out the issue you were having.... But if you haven't tried it, check out my skunkGUI app. It gives you a graphical front end to use instead of a DOS prompt for your skunk. Generally you just select the file you want to play (ROM image or RAM image) and click go. For almost all the files it will just work. For others you might have to select the proper settings, but those are rare (and something is almost ready to help with those rare files). www.hillsoftware.com (in the downloads section)
-
save2600, No you don't need to update jcp. I have the latest version bundled in the app. I just updated the console jcp program on my website so those who prefer the command line app can grab just it. Thanks for the donation. Much appreciated! Might have to grab some beer for football tonight and Monday night! Thanks again.
-
Just to announce that an OS X PPC version has been posted. I know I mentioned it above, but I wanted to make sure it had its own post too. Also I updated my OS X universal build of the jcp utility to the latest version. So if you prefer to use the command line jcp and haven't built the latest version yourself, you can download my build. Included in the archive for the jcp utility is the libusb drivers needed. Drivers for 10.4 10.5 and 10.6 are included. Enjoy! p.s. not sure if a moderator can edit the topic and change the (x86) to (x86/ppc). Thanks ahead of time.
-
Your wish has come true! I just posted a version for PPC OS X users! Hmmmm. Beer... Mmmmmmm. Course the wife probably thinks I have enough beer already! But if you like the program feel free to use the donate button to donate towards my hosting/domain fees. Course now this talk of beer has me thirsty, and it is just coming up on lunch time!
-
Everyone, I am happy to announce testing seems to have gone well. So I am releasing both the Windows and OS X (x86 only for now) version of skunkGUI. If you haven't heard of skunkGUI check out the following video for a brief demo of it. This version has more features than the one in the video, but it covers many features. The Windows version has an installer that takes care of installation (and uninstall if you don't like it smile.gif ). The OS X version requires unzipping and dragging the Icon to your Apps folder. Everything is installed for you with Windows, and everything is bundled in the app on OS X. So fire it up, and enjoy. Let me know what you think of it. Go to the below URL and click on the downloads section. http://www.hillsoftware.com
-
Things are looking good for a release later tonight. Windows version for sure. Hopefully OS X (x86) version too.
-
Hey guys. Check out my video at It is a little video (in HD too, so it looks great full screen) that shows the install of the program and some basic usage. It is currently in testing, and I have a few features I have added since I made the video, with a couple more features left to add. But release is close. Check out the video and let me know what you think! p.s. I pretty much have it feature locked for the first release. It should hit the streets tomorrow, barring some glaring bugs. Some features added since the video. 1) Option to dump either ROM bank to disk 2) Program remembers last path used for jag files so you don't have to always change from the skunkgui dir to where you have your files. 3) Busy indicator to let you know the jcp utility is doing its thing. More cosmetic since you can see your Jag screen activity and know things are happening, but I like having the busy indicator on the GUI too. 4) Miscellaneous little things. After the first release has had some testing by the Windows users, I will release Linux and OS X versions also. They will function identical to the Windows version. So stay tuned, the first release is coming soon!
-
Yes, some of the code was endian specific and had #ifdef's arround the code. Basically if HOSTBIGENDIAN was set it would handle things assuming the system was a big endian machine. Else it was compiled assuming little endian. I think it was the assembler or linker. Not sure which.
-
I am pretty sure I tried that, but ran into issues with some of the tools that require a big endian / little endian type define at build time. Doing what you list below would work, but I would get a universal binary that wouldn't run properly on one of the architectures. (e.g. it would be built as little endian and the universal binary would work fine on x86 Macs, but PPC macs would not run correctly because the code was still thinking it was a little endian system).
-
Well having the time to do it is the big factor. I am not an OS X guru so there might be an easy way to tweak a makefile to generate a universal build, but I am not aware of it. Generally to make a universal build app in the past I have compiled on an x86 and ppc Mac and then used a command line tool to bundle them both into a universal app. For now the few responses for OS X tools seem to have been from x86 Mac users.
