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game/shoot/jfduke3d.lha

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Short:JFDuke3D Amiga Port
Author:3D Realms, JonoF, port by Szilard Biro
Uploader:col lawrence gmail com (Szilard Biro)
Type:game/shoot
Version:1.1
Architecture:m68k-amigaos >= 3.0.0
Date:2022-03-25
Download:http://aminet.net/game/shoot/jfduke3d.lha - View contents
Readme:http://aminet.net/game/shoot/jfduke3d.readme
Downloads:720

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 ASS!

Requirements:
- 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:
http://www.jonof.id.au/buildgames/duke3d.html
The only file you need is DUKE3D.GRP, don't copy DUKE3D.CFG from the DOS
version. 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
feature.

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 renderer.

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.

Sound:
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 under the [Sound Setup] section set FXDevice = 8 and
ReverseStereo = 1.
To switch back to Paula, change both values back to 0.
When using AHI 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.

Music:
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.
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:
http://bszili.morphos.me/stuff/dn3d-music-wav.zip

For MP3 playback you need an MHI-compatible sound or music card. If your card
only supports the mpeg.device standard, you can use this wrapper library:
http://aminet.net/package/mus/play/mhimdev
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 in
AmigaAMP or any other MHI-compatible player before trying the game.
I have pre-converted MP3 music pack available on my site:
http://bszili.morphos.me/stuff/dn3d-music-mp3.zip

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.

Fullscreen:
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:
             PAL, NTSC, DBLPAL, DBLNTSC, EURO36, EURO72, SUPER72, MULTISCAN
- FORCEID: forces a specific mode, the value is a Mode ID in hexadecimal

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.

Multiplayer:
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
game. 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:
https://github.com/BSzili/jfduke3d/tree/amiga

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

Changelog:
1.1
- fixed a race condition in the stack swap code
- raised the minimum stack to 50KB
- FXDevice no longer resets after restart
- fixed a lockup that can happen when changing resolutions
- added controller presets for CD32 and PSX

1.0
- initial release


Contents of game/shoot/jfduke3d.lha
PERMISSION  UID  GID    PACKED    SIZE  RATIO METHOD CRC     STAMP     NAME
---------- ----------- ------- ------- ------ ---------- ------------ ----------
[unknown]                  388     576  67.4% -lh5- df1f Jan 15 08:25 DukeNukem3D.info
[unknown]                 3435    3860  89.0% -lh5- 3a63 Nov 19 12:56 DukeNukem3D/build.040.info
[unknown]                 3435    3860  89.0% -lh5- 3a63 Nov 19 12:56 DukeNukem3D/build.060.info
[unknown]                 1409    3087  45.6% -lh5- a1b3 May  7  2013 DukeNukem3D/buildlic.txt
[unknown]                 2747    3381  81.2% -lh5- ccfe Nov 19 13:28 DukeNukem3D/duke3d.040.info
[unknown]                 2747    3381  81.2% -lh5- ccfe Nov 19 13:28 DukeNukem3D/duke3d.060.info
[unknown]                 5612   14969  37.5% -lh5- c1e5 Jan 26  2020 DukeNukem3D/GPL.TXT
[unknown]                  673     964  69.8% -lh5- 2ea9 May 27  2017 DukeNukem3D/jfduke3d.readme.info
[unknown]                 5089   17371  29.3% -lh5- 671d Oct 31 17:07 DukeNukem3D/names.h
[unknown]                35481   56039  63.3% -lh5- 0042 Dec 25 18:28 DukeNukem3D/readme.html
[unknown]               206295  384916  53.6% -lh5- f2c9 Mar 25 07:45 DukeNukem3D/build.040
[unknown]               206211  406208  50.8% -lh5- b438 Mar 23 20:36 DukeNukem3D/build.060
[unknown]               426891  812676  52.5% -lh5- 6ef5 Mar 25 07:45 DukeNukem3D/duke3d.040
[unknown]               425437  827412  51.4% -lh5- eec7 Mar 23 20:36 DukeNukem3D/duke3d.060
[unknown]                 3752    8179  45.9% -lh5- 1cf7 Mar 23 21:55 DukeNukem3D/jfduke3d.readme
---------- ----------- ------- ------- ------ ---------- ------------ ----------
 Total        15 files 1329602 2546879  52.2%            Mar 26 01:11

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