Short: Amiga port of BOOM (DOOM) Author: novacoder@yahoo.co.uk Uploader: NovaCoder yahoo co uk Type: game/shoot Version: 2.0.2.18 Architecture: m68k-amigaos >= 3.1.0 Distribution: Aminet Kurz: Amiga Portierung von BOOM (DOOM) Overview: Amiga port based on BOOM v2.02. Boom is a source port created by TeamTNT. The design goals of the Boom project were to create a source port of professional quality, fix bugs and remove limitations of vanilla Doom, and add extra editing features, while keeping the same "feel" and "spirit" of the original Doom engine. Boom can be viewed as a much more conservative source port than some others because of its strong emphasis on maintaining the original feel of the Doom engine. While many contemporary source ports concentrated on adding Quake-like features (such as a console, restructuring menus, or adding impressive new graphical features), Boom behaves very similarly to the original Doom executable. Many of the changes made in Boom are not immediately visible, such as the removal of limits (e.g. the visplane limit error) and the addition of editing features which, while immensely useful to level designers, may not be obvious to the player. A large number of WAD files have been developed which require Boom to run. Because of the attractive editing features provided by Boom, many popular source ports have adopted support for these features. This has led to the term "Boom-compatible engine"; such WADs may run on many different source ports provided that the source port used supports the Boom editing extensions. Requirements: 1) An RTG Amiga 2) 68020-68060 CPU (FPU not required) 3) 16MB of FAST RAM 4) An original game (or demo) Features: 1) Removal of the original engine limits and bugs. 2) Optimisations to the engine. 3) Extra editing features. These include: * Configurable animated and switch textures. * Deep water effects. * Scrolling walls, floors, and ceilings. * Translucent walls. * Friction effects, such as mud and ice. * Custom colormaps. * Silent teleporters. * Generic linedef types. * A DeHackEd extension standard, BEX. 4) An awesome icon! 5) Native ASM 16 channel sound engine. 6) MIDI playback (using the updated doomsound.library). Configuration Options: There are a few Tooltypes to play with: 1) closewb: Close the Workbench. You must have an 8 bit 320x200 screen mode available. When running from the Shell you must specify a stack of at least 300,000. You will need to install the DOOM sound library (see links section). Please see the BOOM documentation for command line and Tooltype options. Any errors *should* be written to a file called 'ERROR.TXT' in the game directory. Performance Considerations: 1) If you have a Blizzard you should really be using BlizKick, Apollo users should be using RemApollo. 2) Fast File System is actually really slow, use PFS3 instead. 3) If you're having performance problems make sure you are using the latest/patched WAD files (see links section). Limitations: 1) No network or multiplayer support. 2) No Joystick support. 3) Only the original MUS music format is supported. 4) Only the original 8 bit PCM Audio is supported. Links: http://eab.abime.net/showthread.php?p=805377 (BOOM thread on EAB) http://doom.wikia.com/wiki/Boom (BOOM Wiki page) http://www.doomworld.com/classicdoom/info/patches.php (DOOM WAD versions) http://aminet.net/package/game/shoot/DoomSndLibs373 (DOOM sound library) http://aminet.net/package/game/shoot/ADoom_Ins (DOOM MIDI instruments) http://aminet.net/package/game/shoot/Chocolate_DOOM (DOOM port) http://aminet.net/package/game/shoot/ZDOOM_RTG (DOOM enhanced port) http://aminet.net/package/game/shoot/ODAMEX_RTG (DOOM enhanced port) Thanks and acknowledgments: Mikael Kalms for his help, advice and excellent C2P routines. The EAB beta testers. Peter McGavin (ADOOM author) & Joseph Fenton for his excellent sound library. Developer Info: Currently retired :)