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Post by metaview on Jan 25, 2006 14:59:49 GMT 1
Hi, ZDoomZ 1.6 is out with a much less memory footprint, lowres support (even partly scaled) and a working (hehe) console. For the lowres support all credits go to frankk, and he might also have a full scaler for lowres running, but it isn't included in this version. Finally ZDoomZ works on my TX without UDMH. I have the fragmentation fix from Dmitry installed, don't know if it will run without, but it might be. Music doesn't work, just don't even try it. Sound is ok. The memory consumption looks like: 4.2 MB are free after a reset 2.5 MB are free when ZDoomZ is loaded ZDoomZ does run with as less as 1 MB memory allocated on my device, using both, Doom1 and Doom2 wad. YMMV, if you get an instability, please check the previous version from frankk. Regards Henk Download at www.metaviewsoft.de
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Post by wantan on Jan 25, 2006 15:57:19 GMT 1
ok... but the previous version works with music... well, on my T5 at last...
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Post by metaview on Jan 25, 2006 20:08:18 GMT 1
wantan: Maybe the 1.6 also runs with music, but not without UDMH on current devices. And the goal is to make it run without UDMH. Timitidy doesn't run at all on TX, with or without UDMH.
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mrmb
New Member
Posts: 3
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Post by mrmb on Jan 25, 2006 23:27:06 GMT 1
Thanks! Works nicely here, no memory hacks of any kind installed. Good work, I do get a low memory warning when loading but after that all functions normally. Out of interest how did you manage to get it to work (in laymans terms if possible)?
Matthew M-B
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Post by metaview on Jan 26, 2006 9:14:59 GMT 1
no clue about layman... But, I made 2 big changes:
1st the game engine (that the zdoomz.zdk file) which is zip-packed isn't copied into the dynamic heap at whole after decrunching anymore. Only the part for the global data space is moved to the dynamic heap, the processor code stays in the storage heap. This saves around 500 kB.
2nd every part loaded and cached from the .wad is moved to the storage heap. Then the occupied dynamic heap is freed again. this saves a lot of dynamic heap, but also make soem assumption which are at least for doom seem to be correct: Everything extraced out of the .wad file is read-only. The game doesn't try to alter stuff coming from the .wad file.
In ZHexen, only the 1st part works, the second doesn't as in Hexen the whole game logic seems to be inside the wad, and during processing of it, the game alters the cached files. But ZHexen takes abit less memory at all, that's why it fits, almost.
Regards Henk
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Post by wantan on Jan 26, 2006 23:05:24 GMT 1
Well, not yet tested on my T5... but in my Treo600 works wonderfull... there's no more the crash problem when you enable music, well... the music was there when you launch the game but suddenly it stops... when you select new game it shows "Loading Music" followed by "cant load instrument..." and then crashes... but mostly of time it doesn't works (i.e. no music at all with the message "cant load instrument...")
Btw... if you check music you will get the message "cant allocate..." when launching the game, just a few click on the screen and the loading process continues... but if you dont check music it launches with no popups... and works really smoothly... well loading time is longer in (init sprites)
The "cant allocate..." message doesn't shows when you have made a softreset before launching the game...
The on-screen buttons, console and screen keyboard works perfecty...
I could also load my previously saved game created with frankk's version.
When you quit the game after playing, you will get sometimes a message that reads "Not enough memory available on device" but when you press on "Done" it returns to your launcher
Everything was tested in my Treo600, 15.8Mb of memory available, with UDMH5 enabled(8000K and "clean up..." option checked), Doom 2 full version and Timidy Gus patches downloaded from Yoyo's main page. Also callfilter, volumecare, Takephone and Radio Control are enabled.
It also works with UDMH disabled... but you will get a message that reads "low memory"... maybe that's because I have a lot of apps running on background(for telephone improvement)
After all of this.... I recomend to run with UDMH enabled and no music. It works perfectly and also you don't need to soft reset before play.
I hope to test on my T5 tomorrow... to post the results of testing.
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Post by metaview on Jan 26, 2006 23:17:26 GMT 1
BTW: music seems to be broken in all thecurrent updates. No clue why, I hope it isn't because of the new pnolet loader. I will not switch back to the old one. I have a TX and even if I legaly own UDMH (thank you Dmitry for that) I will onyl use it when really nesseccary, like in Duke3D for example.
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Post by wantan on Jan 26, 2006 23:38:41 GMT 1
ok... so no music for a while... well... if you're a fps gamer you will know that it's better to play without music...
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Post by frankk on Jan 31, 2006 19:52:35 GMT 1
I have a new low-res version. I added a full scaler and made it optional (must find a better place for the checkbox ). Get it here: frankk.no-ip.com
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Post by vertebra on Feb 15, 2006 23:44:32 GMT 1
Weird thing happened... All the creatures are already dead after I launch the game. I deleted everything redownloaded everything including wad and reinstalled everything and still all the creatures are dead. What is up?
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Post by metaview on Feb 16, 2006 1:32:30 GMT 1
vertebra: Weird, I have no clue. Shouldn't happen. I always test it from the very beginning. Don't know what's wrong. Is there any .cfg file in the ZDoomZ folder? Can you check it?
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Post by vertebra on Feb 16, 2006 1:49:23 GMT 1
Hey Henk, I deleted everything! I even reformatted my extra card. Loaded all new fresh files and did a hard reset on my Treo. I load up the game and the enemies bodies are littered through out the level. I had it working before. I just cant figure it out. Maybe I need to do a zero out reset.
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Post by vertebra on Feb 16, 2006 1:51:09 GMT 1
New CFG File mouse_sensitivity 5 sfx_volume 8 music_volume 8 show_messages 1 key_right 174 key_left 172 key_up 173 key_down 175 key_strafeleft 44 key_straferight 46 key_fire 157 key_use 32 key_strafe 184 key_speed 182 key_changeweapon 47 use_mouse 1 mouseb_fire 0 mouseb_strafe 1 mouseb_forward 2 use_joystick 0 joyb_fire 0 joyb_strafe 1 joyb_use 3 joyb_speed 2 screenblocks 10 detaillevel 0 snd_channels 8 usegamma 1 chatmacro0 "No" chatmacro1 "I'm ready to kick butt!" chatmacro2 "I'm OK." chatmacro3 "I'm not looking too good!" chatmacro4 "Help!" chatmacro5 "You suck!" chatmacro6 "Next time, scumbag..." chatmacro7 "Come here!" chatmacro8 "I'll take care of it." chatmacro9 "Yes"
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Post by countbuggula on Feb 27, 2006 8:08:22 GMT 1
I have a new low-res version. I added a full scaler and made it optional (must find a better place for the checkbox ). Get it here: frankk.no-ip.comHey Frankk is your website down? I already got your lo-rez version but I was going back to check it again and timed out accessing your site. Great work getting Doom working properly on my Treo600 BTW! ;D
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Post by frankk on Feb 27, 2006 15:53:11 GMT 1
I have a new low-res version. I added a full scaler and made it optional (must find a better place for the checkbox ). Get it here: frankk.no-ip.comHey Frankk is your website down? I already got your lo-rez version but I was going back to check it again and timed out accessing your site. It is up now, btw no news since 31 Jan. Great work getting Doom working properly on my Treo600 BTW! ;D Thanks
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