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| name | age | message | |
|---|---|---|---|
| |
DOOMLIC.TXT | Wed Dec 03 20:07:35 -0800 2008 | |
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Makefile | Thu Dec 04 02:38:49 -0800 2008 | |
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bin/ | Thu Dec 04 02:38:49 -0800 2008 | |
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readme.old | Wed Dec 03 21:10:15 -0800 2008 | |
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readme.txt | Wed Dec 03 21:10:15 -0800 2008 | |
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src/ | Thu Dec 04 04:39:12 -0800 2008 |
readme.txt
----------------------------------------------------------------------------- FlashDoom based on Linux DOOM 1.10 Copyright (C) 1999 by id Software This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ----------------------------------------------------------------------------- Requires the Adobe Alchemy Toolkit preview. Specifically, the ALCHEMY_HOME variable should point to your Alchemy directory. A simple port of LinuxDoom to ActionScript bytecode via Alchemy, with hooks in place to pass the frame and sound buffers to Flash. TODO: - Instead of reading the _ram ByteArray in the AS and setting the BitmapData there, would it be better to instead pass the BitmapData into C and use the AS3_ByteArray functions to draw the frame buffer? Should avoid the allocation of the gameScreen array. - Similarly for sound - Configurable controls, some sort of mouse control - Try turning singletics back off? Properly implement I_GetTime using getTimer (or does Alchemy's time.h already do this?) - Seems to be some slight input lag -- is it related to my stupid implementation of I_GetTime, or is it just the Flash lagging in general, or is everything fine? I've looked through the game code and haven't found anything yet. - Implementing music, using Timidity or some other software synthesizer - Switch to prBoom or some other more advanced source port







