> BadMooD, the game
Ultimate Doom, enhanced - using BadMooD engine
v0.37 (2017)
Download - prebuilt BMC cache (optional)
> BadMooD WAD viewer
Doom (+Heretic) WAD viewer using BadMooD engine
v6.02 (2017)
v3.07 (1998)
BadMooD is an enhanced version of (linux) Ultimate Doom for Atari Falcon030
It was written specifically for a Falcon030 @ 16MHz + DSP56k @ 32MHz.
The engine has been enhanced with improved rendering & graphics, game improvements, new audio fx, music tracks and both a hardware and software MIDI engine.
Sound effects are multi-channel, with optional stereo location. They are realtime mixed with music replay.
The original music tracks can be played directly through the Falcon's CODEC in mono or stereo (at some extra CPU cost). Changing the configuration allows the same tracks to be played over a MIDI link to external hardware at no CPU cost.
The full list of enhancements is quite long and subtle - more is covered in documentation.
Screenshots:
Contributors:
> (todo - see ingame titles)
BadMooD viewer is a realtime level viewer/display engine for Doom WAD files.
It was written specifically for a Falcon030 @ 16MHz + DSP56k @ 32MHz.
This was the startingpoint for the full BadMooD game project and focused shifted from the viewer to the game after v3.07. The viewer continued to be upgraded however as the game engine progressed. A new version of the viewer is available using the same engine as the game.
The original viewer project involved several individuals working in different areas - I started contributing sometime after the WAD loading and displaying had been solved (i.e. working viewer, flat-shaded).
I took over most aspects of the 3D and drawing side and got it to the state it is in now - true colour texturing and shading with surface cache & mipmaps, fast a DSP spanbuffer & BSP visibility solution.
The 'engine' features:
> Truecolour rendering with improved lighting/depth cue
> DSP spanbuffer yields zero overdraw for walls/floors (perfectly stitched scene)
> DSP node occlusion tests minimise hidden scene complexity
> sprites with transparency/masks
> functional collision detection
> functional audio SFX
> level map viewer
> Surface cache with mipmaps
> level export as POVRay scene (polygons only - no textures)
> 68040 PMMU/cache optimisations (Afterburner040 only)
Screenshots (older, from v3.07):
Contributors to earlier versions (from last records):
> Doug Little (graphics engine, final version)
> Johan Klockars (initial conversion from DVIEW + BMSHELL)
> Laurent Sallafranque (map)
> Eric Pelissier (collisions)
> Peylow of T.O.Y.S. (audio/sfx)
> Dave Murphy (keyboard)
> James Cox (miscellaneous)
Ultimate Doom, enhanced - using BadMooD engine
v0.37 (2017)
Download - prebuilt BMC cache (optional)
Doom (+Heretic) WAD viewer using BadMooD engine
v6.02 (2017)
v3.07 (1998)