Doom version for Sony Anycast AWS-G500
Sony Anycast AWS-G500 is Pentium III @ 930 MHz machine with 512MB RAM and Intel i815 chipset Running MontaVIsta Linux 3.0 uname -a: Linux anycast 2.4.20_n20-mpu300 #3 Mon Jan 24 14:39:50 JST 2005 i686 unknown
Obtain HDD image from https://archive.org/details/anycast.7z Add evdev module to kernel by editing /etc/modules Replace /usr/local/fontine/bin/fontine with bash script Add doomgeneric binary and doom wad files into /usr/local/fontine/bin/ Never forget to do backups for odified files.
When running Anycast Station (Anycast GUI): Set INT as preview. You'll get INT setup menu. Select Text typing tool (or press F5) Confirm exit from Anycast GUI (enter) Enjoy!
These tricks are relatively easy:
- Because we can remove root password and mess with Linux
- Because Anycast have gcc compiler on HDD
- AI help with Makefile modifications
- AI help with rendering C code modifications
- W need to get 1280x800 resolution video on /dev/fb0
Mofications to source code was made using "vibe coding" (you know that crap) in few hours.
No audio yet, because I am still researching realtime audio hardware. According to Service manual, Pentium III board have S/PDIF out via C-Media PCI CMI8738-MC6 S/PDIF is converted and feed into MIX-49 audio subsystem processing board. I'm not figured out how to poke usb_acaudio driver to get audio input from from P III (and CMI) into audio routing.
Original readme from github.com/ozkl/doomgeneric
The purpose of doomgeneric is to make porting Doom easier. Of course Doom is already portable but with doomgeneric it is possible with just a few functions.
To try it you will need a WAD file (game data). If you don't own the game, shareware version is freely available (doom1.wad).
Create a file named doomgeneric_yourplatform.c and just implement these functions to suit your platform.
- DG_Init
- DG_DrawFrame
- DG_SleepMs
- DG_GetTicksMs
- DG_GetKey
| Functions | Description |
|---|---|
| DG_Init | Initialize your platfrom (create window, framebuffer, etc...). |
| DG_DrawFrame | Frame is ready in DG_ScreenBuffer. Copy it to your platform's screen. |
| DG_SleepMs | Sleep in milliseconds. |
| DG_GetTicksMs | The ticks passed since launch in milliseconds. |
| DG_GetKey | Provide keyboard events. |
| DG_SetWindowTitle | Not required. This is for setting the window title as Doom sets this from WAD file. |
At start, call doomgeneric_Create().
In a loop, call doomgeneric_Tick().
In simplest form:
int main(int argc, char **argv)
{
doomgeneric_Create(argc, argv);
while (1)
{
doomgeneric_Tick();
}
return 0;
}
Sound is much harder to implement! If you need sound, take a look at SDL port. It fully supports sound and music! Where to start? Define FEATURE_SOUND, assign DG_sound_module and DG_music_module.
Ported platforms include Windows, X11, SDL, emscripten. Just look at (doomgeneric_win.c, doomgeneric_xlib.c, doomgeneric_sdl.c). Makefiles provided for each platform.
You can try it directly here: https://ozkl.github.io/doomgeneric/
emscripten port is based on SDL port, so it supports sound and music! For music, timidity backend is used.