Quasar Posted May 1, 2017 (edited) I am finally unleashing the first release of Calico, the backport of Jaguar Doom to the PC, with this 1.0 beta release. This is functionally complete except for music and network game support. Please check out the text files inside the zip, as a little bit of very light power user action will be required to get this running. Have fun. http://eternity.mancubus.net/calico10.zip Readme: https://github.com/team-eternity/calico-doom/blob/master/README.md Edited May 1, 2017 by Quasar 31 Share this post Link to post
Da Werecat Posted May 1, 2017 Will you add separate buttons for strafing in the future releases, or will the controls remain as faithful as possible (not counting mouse support)? 1 Share this post Link to post
Quasar Posted May 1, 2017 29 minutes ago, Da Werecat said: Will you add separate buttons for strafing in the future releases Most likely yes, since I find them being combined to be rather irritating :) 1 Share this post Link to post
Death Egg Posted May 1, 2017 Very interesting! Any way perhaps Eternity might some day run this too? This could be the "Chocolate" version, while Eternity would have the advanced features. 0 Share this post Link to post
Da Werecat Posted May 1, 2017 Controls don't work for me for some reason. I'm pressing Esc and nothing happens. 0 Share this post Link to post
VGA Posted May 1, 2017 (edited) 51 minutes ago, Da Werecat said: Controls don't work for me for some reason. I'm pressing Esc and nothing happens. Ctrl is fire and Alt is Use General note to users, I had to make sure my rom was named doom.jag 0 Share this post Link to post
Da Werecat Posted May 1, 2017 11 minutes ago, VGA said: Ctrl is fire and Alt is Use I can't even start the game. 0 Share this post Link to post
VGA Posted May 1, 2017 32 minutes ago, Da Werecat said: I can't even start the game. Press Ctrl!! 1 Share this post Link to post
Da Werecat Posted May 1, 2017 (edited) That's... original. The readme says Esc toggles menus, so I thought that it... well, toggles the menu. 0 Share this post Link to post
Liberation Posted May 1, 2017 Great work! I do have a soft spot for Jagdoom. 0 Share this post Link to post
Linguica Posted May 2, 2017 This is one of the few Doom things where a postprocessing shader would be appropriate: Also, holy hell, that 15 FPS cap. 0 Share this post Link to post
Linguica Posted May 2, 2017 And the rewritten lighting code is so uncanny looking too... 1 Share this post Link to post
Agentbromsnor Posted May 3, 2017 Man, the input-lag is real! I'm guessing this is just how this port played back in the day. Impressive work though! It would be sweet to put the game in full-screen mode, but I'm guessing this would require some up-scaling trickery. 0 Share this post Link to post
Da Werecat Posted May 3, 2017 (edited) You can set it from the config (among other things). 0 Share this post Link to post
Revenant100 Posted May 7, 2017 I've encountered a reproducible error: If the player is gibbed upon death, the engine will always crash very shortly afterwards. There's not much to see, but I've recorded a video replicating the crash twice: https://drive.google.com/file/d/0B4X6_GM5D7D_Z0pCSmVsOERCS1U/view?usp=sharing 0 Share this post Link to post
Quasar Posted May 7, 2017 Given that the player face on the statbar is supposed to display a splattered face when this happens, and the crash is about when that should show up, I guess it must have something to do with that. 0 Share this post Link to post
Danfun64 Posted May 9, 2017 (edited) On 4/30/2017 at 9:51 PM, Quasar said: This is functionally complete except for music... Aww, I wanted to hear "At Doom's Gate" as performed by the All Quacking Choir... In all seriousness, this is pretty awesome. I wonder how it will affect the modding scene of JagDoom and ports based off of it (especially PSX Doom) 0 Share this post Link to post
Death Egg Posted May 9, 2017 Oh, one other thing, any aim to support more than just Jaguar Doom, and possibly do 3DO Doom, 32X Doom, GBA Doom, etc. with this? (32X Doom already has an IWAD file you can extract via here) 0 Share this post Link to post
Quasar Posted May 9, 2017 32X is the lowest hanging of those fruit and would be pretty simple to emulate, to an extent at least. Doing the music is unlikely w/o an emulation library though, and the status bar would require a ton of work thanks to it being drawn as a Genesis tile layer. GBA is viable as a future forked project, with some similar challenges. Calico can actually almost load with the GBA IWAD already, but it suffers some heap corruption when trying to start a level, which I assume is probably due to the hardcoded sprite lump numbers. Getting it functional at a basic level would be easy; getting it 100% accurate would, again, require use of extensive GBA emulator code or libraries. There'd be no point to building a 3DO port directly on this source code, though. For that, you'd start with Burger Becky's 3DO release, and then bring in the backend stuff from here. The fact that the 3DO cell format is both extremely complicated AND poorly documented means your work is cut out for you though. 2 Share this post Link to post
kb1 Posted May 10, 2017 This is an impressive feat - great job. I can't play - no IWAD :(, but I know this was a ton of work. Very nice! 1 Share this post Link to post