Erick194 Posted January 24 @tempun2 Thanks again for informing me of these bugs. The new version 0.2.2 is available on the OP. 1 Quote Share this post Link to post
Adrianpboy Posted March 30 It keep saying "did not find the 5039.mid file in the zip file" 0 Quote Share this post Link to post
Adrianpboy Posted March 30 It keeps saying "did not find 5039.mid file in the zip file" if you can maybe give me a link for the download cuz maybe its a file problem or its the port 0 Quote Share this post Link to post
Bedingungsl.Grundeinkommen Posted April 10 I am unable to find the file doomrpg.bar. I can only find doomrpg.jar. Please help. 0 Quote Share this post Link to post
ludicrous_peridot Posted May 9 Not sure it has been posted before, but the source release has been ported to Amiga 1200 with someone on the relevant board reporting game completion (albeit it does not play MIDI-s). This means that the game is easily (game itself, ROM-s and OS images questions aside) libretro- (or Retroarch-) runnable, which in turn opens it to be enjoyed on a vast-vast-vast number of modern OS-es and devices, including, say, Android phones. Now that's the power of open source, and that's what I call preservation effort. Hats of again and again to Team G.E.C. For those curious a screen grab from my portable in the spoiler: Spoiler 3 Quote Share this post Link to post
taufan99 Posted May 9 And here's a coverage of the port on Indie Retro News for a more thorough look at the Amiga port. 2 Quote Share this post Link to post
fergusdog Posted May 16 (edited) Is there a discord chat or something similar? I'm working through the code and trying to fill in some blanks. Would be great to bounce ideas off other people. On that note, I think I found a long standing bug, this is in the original j2me code: void Combat::updateDistanceToTarget(){ worldDistance = target->calcWorldDistance(target, doomRpg->doomCanvas->viewX, doomRpg->doomCanvas->viewY); tileDistance = -1; if (worldDistance <= 0x1000) { tileDistance = 1; } else if (worldDistance <= 0x4000) { tileDistance = 2; } else if (worldDistance <= 0x9000) { tileDistance = 3; } else if (worldDistance <= 0x10000) { tileDistance = 4; } } surly, that's meant to be 0x8000 for tile distance 3. thinking this over a bit more, I'm wondering if 4 = 0xC000 and 5 = 0x10000, as well. Edited May 17 by fergusdog 2 Quote Share this post Link to post
Erick194 Posted May 17 interesting, this is my discord user erick194#0000 in case you want to chat. 0 Quote Share this post Link to post
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