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readme.txt
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-----------------------------------------------------------------------------
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