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D_GARG
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could be possible.

I can imagine that you could load specific files from zip to RAM memory with an .exe-file which has the adress of the zip file and carries specific file name to extract from zip to RAM

(kinda stupid that I even mention RAM, I know, there is no were else to put data youre currently interacting with, exept certain graphics data that the graphics cards are using.)

... oh menitioning that, some decrypting prgrams like Brute Force (if my memory is correct) is using the graphics processor instead of the motherboard processor because todays graphic card processors are so strong that they actually have higher quality in performance than motherboard main CPU, whicjh results in more data processed over shorter time.
kinda funny

Old Post 07-23-11 10:36 #
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Maes
I like big butts!


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Swiss_Cheeseman said:
Could it be possible to load wad data directly from the original shareware zip file?


It's made complicated by the fact that the "original .zip file" actually contains a DOS-based installer program, which uses a custom compression system (ICE/DEICE) to decompress and install the game.

So making a conveniently automated (from the total dummy user point of view) would require making a system that can decompress ICE files found inside a ZIP archive, That is, assuming that id doesn't give further grief when reverse-engineering the format (which appears to be a derivative of the older freeware LHA format anyway).

This ridiculous workaround would only need to be used for ports that "get" their IWADs online from a fixed source anyway. Any desktop port can reasonably ignore this stick-up-the-ass procedure, and just assume that the user has half-a-brain, functional enough to provide unpacked IWADs.


fraggle said:
This is the most insightful post I've seen so far. That actually sort of makes sense. Thanks.


Only that the wording of the takedown notice doesn't clearly put a line where the "data" ends, and where the "engine" starts. If it was enough to just remove doom1.wad from the bundle, why didn't they just do that and leave the engine online?

(OK, I can sort of guess the answer to this one: because it would require implementing a whole binary IWAD getter/loader, which would require some extra work to attach to a -mostly automatically converted- program, probably longer than it took to cross-compile the whole thing. Without that part, if would be futile to keep it online).

Old Post 07-23-11 11:41 #
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GreyGhost
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Maes said:
It's made complicated by the fact that the "original .zip file" actually contains a DOS-based installer program, which uses a custom compression system (ICE/DEICE) to decompress and install the game.
Alternately - use the Doom95 shareware release, which will spare you that hassle but add 2Meg to the download.

Old Post 07-23-11 13:04 #
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hex11
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If you want to keep it simple, just grab this file:
http://www.gamers.org/pub/idgames/i...doom-1.8.wad.gz

Then gunzip, rename to doom1.wad, and you're done. And sure, it's not the latest IWAD, but so what? The only ones who will know the difference already have the registered version anyway...

Note: gamers.org dosen't like wget. Change useragent string, or use another tool.

Old Post 07-23-11 17:28 #
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D_GARG
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keep faith in DOOM95 :)

Old Post 07-23-11 17:29 #
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Graf Zahl
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Maes said:


Only that the wording of the takedown notice doesn't clearly put a line where the "data" ends, and where the "engine" starts. If it was enough to just remove doom1.wad from the bundle, why didn't they just do that and leave the engine online?




That's not how lawyers work.

Old Post 07-23-11 17:49 #
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Swiss_Cheeseman
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By the looks of it the game is zipped, then iced, then zipped again.

I can't seem to find any license agreement that comes with shareware Doom. Does it even have one?

Old Post 07-24-11 03:31 #
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Graf Zahl
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If it doesn't have one, normal copyright applies, meaning that you can't distribute it.

Old Post 07-24-11 08:03 #
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hex11
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There's no EULA or anything like that. This was back in the days before all that craziness started. But the shareware still announces its copyrights & terms:

In TITLEPIC:
provided by id free of charge
id software, (c) 1993

In ENDOOM:
DOOM: Knee-Deep in the Dead a hellish 3-D game by id Software.
DOOM, Knee-Deep in the Dead can be freely distributed.

dooms_19.dat (shown during installation):
DOOM
Version 1.9
Created by id Software
Copyright (C) 1993-1995
SHAREWARE VERSION
PLEASE DISTRIBUTE!!!

readme.txt (near EOF):
DOOM, the DOOM logo and DOOM likenesses are trademarks of id Software, inc.,(C)1993.

Old Post 07-24-11 16:55 #
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D_GARG
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that should settle everything.

Old Post 07-24-11 17:06 #
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EarthQuake
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So shouldn't that put the final nail in the coffin, or does distributing the shareware IWAD with a port somehow not count as distribution?

It would be interesting if someone could afford to take this to court.

Old Post 07-24-11 20:16 #
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fraggle
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I said it makes sense because "combining" the shareware IWAD with a Javascript port and making it available on a website would probably constitute a derivative work.


Graf Zahl said:
That's not how lawyers work.
This is actually a very insightful point. Lots of people seem to assume that the law works like a deterministic computer program, that you examine logical rules and reach a logical conclusion. It isn't like that at all.

Eric Raymond posted a similarly themed blog post a while back about how programmers tend to think about copyright and licenses.

Old Post 07-24-11 20:28 #
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hex11
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Found an already unzipped shareware doom1.wad:
http://cd.textfiles.com/doomkdd/DOOM/

Only problem is, it's v1.2 so might not run in modern ports. Heck, even "prboom -complevel 0" crashes when you pick up a soulsphere:
W_GetNumForName: dsgetpow not found

Ah, well. :D

Old Post 07-25-11 03:57 #
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