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Short:JFDuke3D Amiga Port
Author:3D Realms, JonoF, port by Szilard Biro
Uploader:col lawrence gmail com (Szilard Biro)
Architecture:m68k-amigaos >= 3.0.0
Download: - View contents

Prepare Yourself for the Ultimate 3D Slugfest!
Murderous aliens have landed in futuristic Los Angeles, and the humans
suddenly find themselves atop the endangered species list. The odds are a
million-to-one, just the way Duke likes it! Now, it's up to Duke Nukem to
stop the onslaught against Earth, by doing what he does best -- KICKING ALIEN

- 68060 processor with FPU
- Kickstart 3.0
- AGA chipset or RTG card
- 16 MB Fast RAM
- 45 MB disk space (+ more for the audio tracks)

Unsupported features:
- playback of the original attract demos

Game data:
Visit this site for links to the Registered and Shareware versions:
The only file you need is DUKE3D.GRP, do not copy DUKE3D.CFG from other
versions! It's incompatible if JFDuke3D, and will prevent the game from
properly saving your settings.
For Multiplayer games you can also copy DUKE.RTS to enable the Remote Ridicule

Duke Caribbean: Life's A Beach:
To play this expansion you need the following files if you have the retail
CD version:
If you have the Megaton Edition of the game, you only need VACATION.GRP from
the addons.
Once you have the necessary files, start the game with the "vacation" scripts.
For Duke Caribbean specific WAV and MP3 music packs see the Music section.

Duke It Out In D.C.:
To play the retail CD version of this expansion copy the following files into
the game drawer, and start the game regularly:
If you have the Megaton Edition of the game, you only need the DUKEDC.GRP
file, and you can start the game with the "duke3d.060 -gDUKEDC.GRP" command.

Performance considerations:
FFS is quite slow at seeking in large files which can lead to pauses in-game
when new data has to be loaded from the GRP file. It can be improved by adding
more buffers, but it's recommended to run the game from a PFS or SFS volume.
The texture/sound cache is also sensitive to memory fragmentation, so if you
have 32 MB or less memory, it's best to start the game after a clean reboot.
If your accelerator doesn't have any on-board RAM the game will likely not be
playable, as access to the motherboard RAM is not fast enough for the

To enable the framerate counter type the DNRATE cheat in-game.

Vampire V2 users:
If the 060 executables don't work, please use the 040 executables.

The game defaults to stereo Paula DMA audio, but AHI is also supported for
sound card users. To use AHI, after the first start open DUKE3D.CFG in a text
editor, and in the [Sound Setup] section set FXDevice = 8 and
ReverseStereo = 1.
To switch back to Paula, change both values back to 0.
The game will use the Music Unit for sound playback, make sure it's properly
configured in the AHI prefs. 16-bit modes are much slower than 8-bit, so these
are not recommended unless you have a very fast machine.

The game natively supports MIDI music via CAMD if you have an external synth.
The game will use the first MIDI port it finds (usually "out.0"), but this can
be overridden with the "DefMidiOut" environment variable if needed.

Without MIDI WAV and MP3 replacement tracks are also supported. The music is
streamed from memory, so it might not fit if you have less than 32 MB RAM.
To use them simply put the replacement tracks into the game's drawer, don't
create any subdirectories.

For WAV I recommend 22 KHz 8-bit mono, which is a good balance between sound
quality and size.
I have uploaded a converted WAV music pack to my site:
WAV pack for Duke Caribbean:

For MP3 playback you need an MHI-compatible sound or music card. If your card
only supports the older mpeg.device standard, you can use this wrapper
Make sure you don't have any incompatible MHI drivers in LIBS:MHI, only the
one for your device. It's a good idea to verify if MP3 playback is working
with AmigaAMP or any other MHI-compatible player before trying the game.
I have pre-converted MP3 music pack available on my site:
MP3 pack for Duke Caribbean:

Keyboard and mouse or PlayStation controller:
In the menu open "Options / Input settings", and pick Use Modern Defaults.
Warning: this will reset all of the customized controls.
To enable Mouse Aiming and disable lookspring, press the [U] key in-game.
The game also supports PlayStation gamepads connected via PSXPort.

Keyboard-only or CD32 controller:
In the menu open "Options / Input settings", and pick Use Classic Defaults.
Warning: this will reset all of the customized controls.
This preset is also recommended for 7-button CD32-compatible controllers.

The game asks the OS for the best Mode ID for a given resolution, but this
can lead to unexpected results if there are unused monitor drivers in
Devs:Monitors. I recommend putting these away into Storage:Monitors, but if
this is not possible, you can use these tooltypes to force specific modes:
- FORCEMODE: filters the available modes via the mode name. possible values:
- FORCEID: forces a specific mode, the value is a Mode ID in hexsadecimal

Windowed mode:
You can play the game in window on high color (15-bit) or better RTG screens.
The game will still render in 8-bit color, the higher color depth is required
to avoid the expensive color remapping necessary on paletted screens. This is
not a issue in fullscreen, as the game can freely change the palette of its
custom screen.
To release the mouse pointer bring up the in-game console. This is bound to
the NumLock key by default, but it can be changed under "Input Settings /
Keys Setup". To override which public screen the window opens
on, you can set the "PUBSCREEN" tooltype.

Level editor:
The Duke Nukem 3D-specific version of Build Editor is also included, but it
requires a 640x480 screen, so it's best used with RTG cards.

The game supports multiplayer up to 8 players via TCP/IP networks. Any TCP/IP
stack with a bsdsocket.library compatible interface should work. The game uses
the 23513 UDP port by default, but this can be changed when starting a new
Multiplayer games can be started with command-line parameters, and can use
either of two communication modes: hosted and peer-to-peer. 

Hosted mode:
Choose a system to be the host of the game, and each other player will connect
to that host.

The "net options" for this mode are:
-pportnum - host the game on a different UDP port to the default 23513.
-nm - be host of a 2-player game.
-nm:num - be host of a num-player game.
-nm host-name-or-ip - join a game hosted by host-name-or-ip.
-nm host-name-or-ip:port - join a game hosted by host-name-or-ip on
                           non-default port port.

For example, a three-player hosted game is launched like so:
(Player 1, hosts) duke3d.060 -net -nm:3
(Player 2, joins) duke3d.060 -net -nm host1
(Player 3, joins) duke3d.060 -net -nm host1
Where host1 is the address of the host machine.

Peer-to-peer mode:
In this mode each player sends data to each other player in the game directly,
which is only really practical in non-firewalled LAN-like environments. The
list of peers specified on the command line must be consistently ordered
amongst all players, and each peer will launch the game with slightly
different options.

The "net options" for this mode are:
-pportnum - communicate with other peers on a different UDP port to the
            default 23513.
-np ordered-peer-list... - participate in a peer-to-peer game.
. or * - identify the local machine in the ordered peer list.
host-name-or-ip - identify a peer at host-name-or-ip in the ordered peer list.
host-name-or-ip:port - identify a peer at host-name-or-ip on non-default port
                       port in the ordered peer list.

For example, a three-player peer-to-peer game is launched like so:
(Player 1) duke3d.060 -net -np . host2 host3
(Player 2) duke3d.060 -net -np host1 . host3
(Player 3) duke3d.060 -net -np host1 host2 .
Where host1, host2 and host3 are the addresses of the machines connecting to
each other.

Source code:

Special thanks:
- Duke Nukem 3D: 3D Realms
- Build Engine: Ken Silverman
- JFDuke3D, JFBuild, JFAudioLib, JFMACT: Jonathon Fowler
- 68030+ assembly: Dante/Oxyron
- 68060 optimizations: Cosmos
- 8-bit C2P routines: Kalms
- CAMD MIDI support: mheyer32
- GCC6 toolchain: bebbo
- Roland SC-55 music packs: Brandon Blume

- improved game code performance
- small CON interpreter speedup
- fixed some crashes when quitting multiplayer games
- keymap support for text input
- fixed the MP3 tracks always starting at full volume
- faster slope rendering and 2D sprite drawing
- support for native Amiga resolutions:
  1280x512, 1280x400, 1280x256, 1280x200,
  640x256, 640x200, 320x512, 320x400, 320x256
- fixed a potential hang in the double-buffering code
- improved audio mixer performance

- slightly improved CAMD MIDI performance
- keymap support for text input
- increased the minimum stack from 50KB to 100KB
- added scripts and music packs for the Duke Caribbean expansion

- pressing the left key on the lowest resolution now works in full screen
- added Amiga-specific controller presets
- FXDevice no longer resets at exit
- fixed the stack swap code in the executable

- initial release

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