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Author Topic: Sansa Clip DOOM renderer tweaks and RPG idea  (Read 9901 times)

Offline ih747

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Sansa Clip DOOM renderer tweaks and RPG idea
« on: September 07, 2010, 10:44:33 PM »
My main idea was a modification to the doom plugin to draw walls as vertices, flat-shaded panels, or wireframes, like in the cube demo, instead of textures.  Or make the textures all transparent except at edges in a Wad??? This might make it playable, as it actually looks like it runs fast right now.  (Unless the video I saw was a hoax). 

http://www.youtube.com/watch?v=1rVV_0xKmhw

Another idea was for an RPG mod similar to the kitten plugin.  I know alot of simple windows c++ but am unfamiliar with rockbox and the hardware and was wondering if these are actually feasible.

Thanks.
« Last Edit: September 07, 2010, 10:47:02 PM by ih747 »
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Offline SpawnHyuuga

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #1 on: September 12, 2010, 01:19:55 PM »
Well for now I can only speak on my own consumer-based behalf, but when I last used my Sansa Clip +, RockDOOM was not compatible, however, theoretically speaking this was a few months ago...

I stand corrected, the Sansa Clip is capable of running Rock Doom - but only the v2 and Clip+ versions can do it as only they have enough RAM. Honestly, I still wouldn't play though - I would have no idea where I was headed. -.-'

I've been told however that Rockbox is only capable of running C, Assembly, and LUA code - so I'm not sure how that factors into your C++ questions. I hope that somehow I may have helped you.
« Last Edit: September 12, 2010, 01:24:01 PM by SpawnHyuuga »
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Current Devices: Sony-Ericsson Xperia Play
Coming Devices: iPod Video 5.5G (80 GB)
Former Devices: Sansa Fuze v2, Sansa Clip+

Offline lestatar

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #2 on: September 13, 2010, 03:39:28 AM »
Quote from: ih747 on September 07, 2010, 10:44:33 PM
My main idea was a modification to the doom plugin to draw walls as vertices, flat-shaded panels, or wireframes, like in the cube demo, instead of textures.  Or make the textures all transparent except at edges in a Wad??? This might make it playable, as it actually looks like it runs fast right now.  (Unless the video I saw was a hoax). 

http://www.youtube.com/watch?v=1rVV_0xKmhw
..SNIPPED...

FYI, that video is totally legit - I know the guy who made it.  He's a regular on anythingbutipod.com....

 :D
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Offline SpawnHyuuga

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #3 on: September 14, 2010, 08:17:51 AM »
Well according to Rockbox it's legit. Like I thought, last time I had my Clip+, Doom didn't work.. but they fixed that up. :)
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Current Devices: Sony-Ericsson Xperia Play
Coming Devices: iPod Video 5.5G (80 GB)
Former Devices: Sansa Fuze v2, Sansa Clip+

Offline ih747

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #4 on: September 15, 2010, 01:19:12 AM »
Yes, I tried it and it is indeed legit.  One thing that really improves visibility is to increase the gamma (if you manage to get through the menus blindly that is).

It is actually really smooth, much smoother than doom on the e260 or i forgot which one I had.., and the sounds are great, but it is just hard to see things in many areas with bright textures.  In the shareware episode, you can see that some areas have alot better visibility after increasing the gamma, like the dark blue carpet at the very beginning.  Then the enemies and objects such as barrels are very easy to see.

Another idea that would probably help alot would be solid color textures, to fit the clip's color scheme.  Simple, large patterns without "noise" or tiny details would greatly reduce the "static" and make it really easy to run around.  If I can find a wad editor that works, I'll see if I can get any results.

Of course, doom on any portable device will not be anywhere near as efficient as using a mouse, whether you're using a 30$ device or a 300$ device.  Just for a few minutes of nostalgia  ;D
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Offline JdGordon

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #5 on: September 15, 2010, 02:44:17 AM »
Quote from: ih747 on September 15, 2010, 01:19:12 AM
Of course, doom on any portable device will not be anywhere near as efficient as using a mouse, whether you're using a 30$ device or a 300$ device.  Just for a few minutes of nostalgia  ;D

doom with a mouse is WRONG!
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Using PMs to annoy devs about bugs/patches is not a good way to have the issue looked at.

Offline lestatar

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #6 on: September 15, 2010, 03:49:38 AM »
Give it a whirl on a Rockboxed Fuze, like so:   ;)



And what's wrong with Doom using a mouse?  I have from day 1, going all the back to Wolfenstein 3D  lol


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Offline nls

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #7 on: September 15, 2010, 01:06:40 PM »
Quote from: lestatar on September 15, 2010, 03:49:38 AM
And what's wrong with Doom using a mouse?  I have from day 1, going all the back to Wolfenstein 3D  lol

DOOM is supposed to be played with a keyboard!
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Offline ih747

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #8 on: September 15, 2010, 02:46:52 PM »
Here is what it looks like with gamma increased and 2-color textures:



the screen is from the emulator but it looks almost exactly the same on my clip (with alot more static in the areas i didn't change).

With a grid texture, you can actually see where you're going without tons of static and easily make out the enemies.

The grid i made could have the lines be a bit thinner by a few pixels though.

Ideally you would have vertical line textures for all walls, and a grid for all floor textures.  I'' have to find out how to do walls.

« Last Edit: September 15, 2010, 02:53:43 PM by ih747 »
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Offline lestatar

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #9 on: September 16, 2010, 03:15:48 AM »
Quote from: ih747 on September 15, 2010, 02:46:52 PM
Here is what it looks like with gamma increased and 2-color textures:

...pic snipped...

the screen is from the emulator but it looks almost exactly the same on my clip (with alot more static in the areas i didn't change).

With a grid texture, you can actually see where you're going without tons of static and easily make out the enemies.

The grid i made could have the lines be a bit thinner by a few pixels though.

Ideally you would have vertical line textures for all walls, and a grid for all floor textures.  I'' have to find out how to do walls.

Wow, this is a major step in the right direction - nice going!  Wish I could help in your efforts...
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Offline SpawnHyuuga

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #10 on: September 16, 2010, 08:13:56 AM »
Congrats ih747 - that looks really nice. Almost makes me want to revert back to a Clip... almost. xD
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Current Devices: Sony-Ericsson Xperia Play
Coming Devices: iPod Video 5.5G (80 GB)
Former Devices: Sansa Fuze v2, Sansa Clip+

Offline ih747

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #11 on: September 16, 2010, 12:10:03 PM »
Thanks guys.  I agree, doom on the clip is very inferior to clip on the Fuze. 

But the clip is better in some ways as a music-only player imo  :P

I was too lazy to find how to change wall textures with XWE (I only ended up doing ceilings and floors)  Well, if anyone wants to know how to edit the wad or wants the grid textures I can post instructions.  it'd be illegal to upload a full wad (maybe even with freedoom right?).

for now, I'm satisfied with just having altered the first map.  (and can now barely see the first few enemies)

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Offline nls

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #12 on: September 16, 2010, 03:49:35 PM »
Quote from: ih747 on September 16, 2010, 12:10:03 PM
it'd be illegal to upload a full wad (maybe even with freedoom right?).

according to freedoom's website http://www.nongnu.org/freedoom/about.html it is released under a modified bsd license so you are free to post your modifications as long as you follow the license
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Offline SpawnHyuuga

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #13 on: September 17, 2010, 08:49:43 AM »
What does your wad modification do to any other version of Doon, ih? I would be interested in seeing that. Or was it a mod in code?
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Current Devices: Sony-Ericsson Xperia Play
Coming Devices: iPod Video 5.5G (80 GB)
Former Devices: Sansa Fuze v2, Sansa Clip+

Offline Chronon

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Re: Sansa Clip DOOM renderer tweaks and RPG idea
« Reply #14 on: September 17, 2010, 11:15:28 AM »
It was apparently a modification to the textures used in the particular map.
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Sansa e280, Gigabeat F40, Gigabeat S60, Sansa Clip+, iPod Mini 2g

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