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Doom RPG Port Reverse Engineering Update (version 0.2.2) Source Code Release


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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

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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

image.png.b004367b1039f4cbea09d10245344d55.png

 

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Posted (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 by fergusdog

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