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Old 10-30-2008, 01:40 AM   #1 (permalink)
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Default developing "Doom" for blackberry

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Hey guys, blackberry noob here. This seemed like the best place to post my question.

Has anyone attempted to build a blackberry engine for the game Doom? One that would be compatible with regular Doom .wad files?

There's versions for all sorts of Pocket PC and Symbian systems, but nothing I could find for blackberry.

Is there a specific reason for this? Would it be difficult to make a blackberry-compatible engine for a game like this?
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Old 10-30-2008, 06:32 AM   #2 (permalink)
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There's this: Doom RPG for Mobile Phones - doomrpg.com
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Old 10-30-2008, 01:28 PM   #3 (permalink)
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yeah, i've seen that. There's even a java based rip-off of doom for blackberry. But for Windows CE, Pocket PC, and Symbian there's an engine for playing doom on those consoles where you simply plug in the original doom.wad files from the game. The engine simply allows it to be rendered on the mobile device. Apparently the source for the engine is out there. I'm just astounded that no one's done it for blackberry yet. I suppose these things are for "work" afterall....
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Old 10-30-2008, 10:45 PM   #4 (permalink)
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Well, I've actually ported Wolfenstein 3D, Quake 1 and Quake 2 to Pocket PC. First off, they are all in C, so making them work on Pocket PC is relatively straightforward as a C compiler exists for that platform. It was primarily a matter of working around API limitations, and more difficult, optimizations (like converting floating point operations to fixed point, since Pocket PC does not have hardware floating point support).

Obviously since Blackberry is java based, it would require an entire rewrite, which would be no simple task.
Unfortunately, my experimenting has shown that the Blackberry API (with the possible exception of 4.6) does not provide native access to the display, or a method of writing raw data to a bitmap without the API having to convert every pixel from 32 bit ARGB to RGB 565.

Certainly anything can be accomplished if there is enough RAM, because the blackberry is a Turing-complete computing device. It's purely a matter of performance.
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Old 10-31-2008, 03:37 PM   #5 (permalink)
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Thanks for the reply. That's very interesting. So you're saying that even if someone did write a java doom engine, it would just be really slow on Blackberry OS? Unfortunately I'm not a programmer.
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Old 10-31-2008, 04:00 PM   #6 (permalink)
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Quote:
Originally Posted by noobie dave View Post
Thanks for the reply. That's very interesting. So you're saying that even if someone did write a java doom engine, it would just be really slow on Blackberry OS? Unfortunately I'm not a programmer.
From what I know of the API, yes. If you limit yourself to the drawing API of Blackberry or J2ME then you can render relatively fast - that comprises things like drawing text, lines, blitting bitmaps, etc. Neither API supports any type of texture mapping, so that would have to be done pixel-by-pixel by the software renderer (Wolf3D, Doom, Quake 1 & 2 all have software renderers). So you hit the bottleneck that you cannot get the image data you just generated onto the screen quickly. That is because, by some strange oversight, you can only provide a bitmap in RGBA 32 bit format. However, since the Blackberry uses 16-bit RGB 565, your image has to be converted pixel-by-pixel to the native format. The best you can possibly do is around 10 frames per second just transferring static data. So by the time you actually did the Doom rendering, you would be down into low single-digit FPS, probably like 3-4 per second.
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Old 10-31-2008, 04:25 PM   #7 (permalink)
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dang. o well, i suppose if i wanted a "1337" gaming experience, I shoulda stuck with pocket PC!

Or I could just play my Nintendo DS.

I've also found on the intarweb various projects constructing doom-like engines in Java which in theory can read doom's .wad files. But it looks like it wouldn't make much of a difference for Blackberry.
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