ticalc.org
Basics Archives Community Services Programming
Hardware Help About Search Your Account
   Home :: Archives :: News :: Doom89 Released

Doom89 Released
Posted by Michael on 16 December 2007, 18:33 GMT

[Doom89]Aaron Miller has created a calculator clone of the much-beloved original DOS game Doom. Doom89, powered by the FAT engine, is available for the 89, 92+, and V200. The game attempts to as accurately as possible duplicate the original Doom experience on your calculator, and it does so very well with 32 levels and all of the abilities, weapons, and strafing that you would expect in Doom.

Update: A new version has been released with some improvements.

  Reply to this article


The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.


Re: Doom89 Released
bfr Account Info
(Web Page)

Excellent work! The graphics look awesome.

Reply to this comment    18 December 2007, 01:45 GMT

Re: Doom89 Released
thechessmaster88 Account Info

Excellent job getting your game featured! I don't normally play calc games but I might dig up my 89, install TI connect, and put this on my calc

Reply to this comment    18 December 2007, 04:31 GMT


Re: Re: Doom89 Released
El_Diablo  Account Info
(Web Page)

Yeah, still haven't downloaded yet... the files are too big to be downloaded on Dial-Up... I'll wait until I can get myself to the library. 3+ MB Zip file! (14 hour download on our dial up connection @ 8KB\s varying) Sucks to live far from anywhere!

Reply to this comment    18 December 2007, 18:15 GMT


Re: Re: Re: Doom89 Released
Aaron Miller  Account Info

I do apologize for that, but the 3mb is with the source included. It would have been 37mb had I included the images I used for the graphics as well. So it could have been worse I suppose :) 8kbs? that is pretty slow...

Reply to this comment    18 December 2007, 18:47 GMT


Re: Re: Re: Re: Doom89 Released
John Romero  Account Info

I've got dial up too. My downloads vary from .3 Kbs to 5 Kbs. It sucks to live far from anywhere. Luckily, my school's doesn't block this site and has Hispeed, so I download stuff there then burn it to CD.

Reply to this comment    18 December 2007, 19:03 GMT


Re: Re: Re: Re: Re: Doom89 Released
Nikky Southerland  Account Info
(Web Page)

That's a really good idea... one that I used to do myself.

Reply to this comment    18 December 2007, 19:09 GMT

Re: Re: Re: Re: Re: Re: Doom89 Released
El_Diablo  Account Info
(Web Page)

I began a download frenzy from school (that is where I am now) but I got flagged for downloading. I can safely download anything under a MB. If I tried downloading this, the server will lock me out and I get in a crapload of trouble... So I will just have to replay Oblivion on a harder difficulty setting in Calculus until I can get this downloaded!

Reply to this comment    19 December 2007, 17:50 GMT


Re: Re: Re: Re: Re: Re: Re: Doom89 Released
John Romero  Account Info
(Web Page)

Here's another link to doom89. Last time I downloaded from here, the source code wasn't included, so the file was a LOT smaller. It may be different now, though, because it said it was version 1.1, not 1.0...

Reply to this comment    20 December 2007, 13:11 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
Aaron Miller  Account Info
(Web Page)

For those with a slower internet connection, I updated my project page to include a link to the zip with the source, and a zip without the source. The smaller zip is 527Kb, so it shouldn't take too long to download.

I included the link to my project page in this post, it's the same link as in Mr. Romero's post, but I thought I might as well in case people didn't notice it the first time.



Reply to this comment    20 December 2007, 16:20 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
Aaron Miller  Account Info

Oh and for future reference, important updates will show up faster on my project page than in the archives, simply because when I finish the updates, I can instantly upload my update to my site's ftp hosting, so if anyone finds any bugs, please email me and when an update is ready, it'll be on my project page first.

Reply to this comment    20 December 2007, 16:22 GMT


Re: Re: Re: Re: Re: Re: Doom89 Released
El_Diablo  Account Info
(Web Page)

Now will there be a level editor released for this? I know WAP files are hard to convert...

Reply to this comment    19 December 2007, 17:51 GMT


Re: Re: Re: Re: Re: Re: Re: Doom89 Released
Aaron Miller  Account Info

It's not hard to access WAD files, but the level creation on my end was complicated at best. Someone who didn't know how the game worked internally would have no idea what I was doing. The level editor would be a computer thing, and it'd take a while because I'd have to write some utilities to do the stuff automatically that I was doing manually.

So it's not out of the question, but it's not a high priority as of now either. Fixing bugs and working on DOA is though. I will look into it in my free time and see what all that would entail, and I'll get back to you.

Reply to this comment    19 December 2007, 22:33 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
El_Diablo  Account Info
(Web Page)

How about multiplayer?

Reply to this comment    20 December 2007, 18:43 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
Aaron Miller  Account Info

I don't think linking would be feasible within this game. I don't know how much CPU time it would take up for one, and for two I'd have to write entirely new code to support a different "spin" on the game for the multi player mode. It would require a lot of work. Probably weeks or months.

I looked into the level editor idea and that probably won't be in the future either, the level handling code isn't flexible enough. DOA's level code may be flexible enough to support level set development though! :)

Reply to this comment    20 December 2007, 22:12 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
simon zack  Account Info

How about add a map for Doom? I's always bad at finding keys, and knowing where to go, even in the real game :) Some thin holes in the walls would look nice for secrets, too

Reply to this comment    21 December 2007, 11:43 GMT

Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
El_Diablo  Account Info
(Web Page)

Darn, so much for Doom Deathmatches, so me and a buddy will have to continue the multiplayer on Oblivion...
If I had ANY experience on calc coding, I would work on it too, but I looked at the guide to make games and nearly crapped myself trying to decipher it.

Reply to this comment    21 December 2007, 18:04 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
Aaron Miller  Account Info

I wasn't aware that oblivion supported mutliplayer. Ya learn something every day I suppose :)

And as for the holes in the walls, I maybe could simulate this, but it'd only be fairly useful. The way I have the secrets hidden now is actually pretty easy, you just have to spot them. :)

Reply to this comment    21 December 2007, 21:28 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
Aaron Miller  Account Info

This is the first time I noticed what you were asking, plus my computer has been down for a couple of days, so I'll answer now.

A map is a much more feasible thing to add to the game. I'll have to think up some stuff to make the map work, but with a little effort, I may just be able to pull it off, so I'll look into it and let you guys know if/when anything gets finished. :)

Reply to this comment    23 December 2007, 08:10 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
simon zack  Account Info

And for the multiplayer: if the imps, monsters, etc. can be moved not-randomly, both calcs can give the same information, if only the players situation (position, weapons) need to be sent to other calc to calculate which monster died for 2 players. This would not waste too much time at all.
For the map: can you put a 'switch to another screen' map like the original doom?(instead of drawing on right strip of screen) that would be great, and more convenient.
Anyway, cool game :) I voted doom89 for POTY 2007

Reply to this comment    23 December 2007, 14:29 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
Aaron Miller  Account Info

"And for the multiplayer: if the imps, monsters, etc. can be moved not-randomly, both calcs can give the same information, if only the players situation (position, weapons) need to be sent to other calc to calculate which monster died for 2 players. This would not waste too much time at all."

The problem with your idea is this, it'd take a whole lot more processor time to give the monsters set patterns. The semi-randomness that it does have, makes the game run faster than if the enemies were a little smarter. They will follow you and attack you if you try to just run away from them as it is right now though.

Sending the positions and states of all the enemies currently in play and having the other calc respond to this in turn would be a big slowdown as well, if both players can effect the same set of enemies, like a co-op game, then that means both calcs have to keep track of the states of the "shared" set of enemies, and the other player's effect on them.

"For the map: can you put a 'switch to another screen' map like the original doom?(instead of drawing on right strip of screen) that would be great, and more convenient.
Anyway, cool game :) I voted doom89 for POTY 2007"

I appreciate the vote :)
The map system that I have currently worked out works like this;
You press enter, and the game is paused, and the map shows up in front of what the player is looking at, then when you press a key, the map disappears, and the game continues. So if you get lost, you bring up the map, get your bearings, and continue.

The map also shows where the doors are and gives you an idea of which doors you should go through to get to certain places.

Reply to this comment    24 December 2007, 05:20 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Doom89 Released
Aaron Miller  Account Info

Oh and another thing about the multi player, I maybe could do it with a death match sort of thing, where you can only fight your friends and it'd have it's own "arena" type level set. But that would take up a lot of memory on the calc, so Doom89 would practically have to be the only game on a person's calc.

How about, I think about creating a link based two player "Doom Arena" game and meet you in the middle?

I don't know if it'll ever get done, but it's certainly a possibility.

Reply to this comment    24 December 2007, 05:24 GMT

1  2  

You can change the number of comments per page in Account Preferences.

  Copyright © 1996-2012, the ticalc.org project. All rights reserved. | Contact Us | Disclaimer