doom on 128k
i see a youtube video of doom being played for the spectrum, is this designed to work stright of a tape and onto a spectrum without the divide thing the bloke was using
Post edited by d_2da_ougle on
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http://www.worldofspectrum.org/infoseekid.cgi?id=0012818
http://www.worldofspectrum.org/infoseekid.cgi?id=0012817
But both have available a z80. and tap. file, so I would say they could be loaded from tape, although not sure how long the load would take, probably a lot of minutes, and probably multiload? But Im sure there are here people whi can reply much more accurately than me regarding this ;)
... oh, hang on a minute ...
... found it ...
http://www.users.globalnet.co.uk/~jg27paw4/pourri/doom2tap.zip
It's a 140kb load - takes about 20 minutes at normal speed. It's a conversion of the Digital Reality TR-DOS disk version, including all the hidden bits in the loader. IIRC I sorted out the few remaing graphics glitches and played through most of the game using the infy pokes. I never managed to find my way all through the level, but I did include a separate file with the ending sequence.
Hmm. That's strange. I can see only mess on the screen.
I admit 'though, I use emulator, not a real hardware.
error
So it's the emulator fault then. OK, thanks a lot.
PS: And yes, it works on Spin indeed. Thanks again for Your work.
Has anyone loaded this on real hardware?
I'm trying on a +2a, using spectrum mode seems to work, but the game completely cashes about 10 minutes into the load. I get as far as the games status bar at the bottom.
Anyone else got further?
Oppose, just saw it won't work on the +2a - sorry!
Although the disk timeout routine can be disabled by resetting bit 4 in flags when the BASIC ROM is loaded, this has no effect when the Syntax ROM is loaded; the timeout routine is called unconditionally - and some common BASIC commands cause the Syntax ROM to be loaded temporarily. The tape loader routines will have to be rewritten in assembler so that I can disable interrupts whenever I'm putting stuff in page 7.
http://www.users.globalnet.co.uk/~jg27paw4/pourri/doomdlp1.tap
http://www.users.globalnet.co.uk/~jg27paw4/pourri/doomdlp2.tap
I squashed up the code a bit, but the relevant changes are that dlp1 has this extra line:
19 LET r=PEEK VAL "23611": IF (INT VAL "r/16"-INT VAL "r/32"*2) THEN POKE VAL "23611",VAL "r-16"and in both files every POKE 23388 (BANKM) is immediately followed by an OUT 32765 with the same value.http://www.users.globalnet.co.uk/~jg27paw4/pourri/doom2tap.zip
The only files changed are DL4.TAP & dlp1&2.BAS .
:D will give it ago tonight. Thank you for the fix.