=========================================================================== Advanced engine needed : Boom compatible with voodoo doll support Primary purpose : Single play and wasting space on /idgames =========================================================================== Title : 8-bit Binary Addition Filename : 8-bitadd.zip Release date : 12. February 2010 Author : Xtroose Email Address : xtroose@gmail.com Other Files By Author : This is my first official release. Description : A voodoo doll powered 8-bit binary calculator. It only supports addition. Additional Credits to : - id Software for Doom - TeamTNT for Boom and TNT: Evilution - Lee Killough for MBF - Simon Howard for SMMU - James Haley, Stephen McGranahan and Joe Kennedy for the Eternity engine - Florian Schulze, Collin Phipps, Neil Stevens and Jon Dowland for PrBoom - Andrey Budko for PrBoom+ - Randy Heit for ZDoom - Christoph Oelckers for GZDoom and for fixing a voodoo doll breaking bug in ZDoom - Pascal vd Heiden for Doom Builder 2 - Csabo for XWE - Notepad++ team for Notepad++ - DOSBox crew for DOSBox - The inventor of the wooden marble calculator - The Doom Community for staying alive after more than 16 years since Doom's release. =========================================================================== * What is included * New levels : 10 Sounds : No Music : Yes Graphics : Yes (WFALL* textures) Dehacked/BEX Patch : No Demos : Yes Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : Using switches and shooting at walls Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Three days Editor(s) used : Doom Builder 2, XWE, Notepad++ Known Bugs : It can happen that the linedef triggers fail. May Not Run With... : - Source ports without Boom support - Source ports without voodoo doll support - GZDoom before R741 - ZDoom before R2153 Tested With : - Boom 2.02 (under DOSBox 0.73) - Eternity Engine R984 - GZDoom R741 - MBF 2.03 (under DOSBox 0.73) - PrBoom 2.1.1 - PrBoom+ 2.5.0.6 - SMMU Win32 (unknown version) - WinMBF 2.03 Build 2 - ZDoom R2153 =========================================================================== * README * +-------------------------------------------------------+ | IMPORTANT NOTE FOR ZDOOM COMPATIBLE SOURCE PORT USERS | +-------------------------------------------------------+ In ZDoom R2153 and GZDoom R741 a voodoo doll breaking bug (the voodoo dolls did not slide on diagonal walls and stopped moving) was fixed. If you will use an older version, this map will not work as intended. Do _NOT_ report bugs about it on ZDoom or GZDoom forums or on my e-mail address. You can get the latest SVN versions here: ZDoom SVN: http://svn.drdteam.org/zdoom/ GZDoom SVN: http://svn.drdteam.org/gzdoom/ --------------------------------------------------------------------------- What started as a voodoo doll scripting practice has soon grown into a new project. This map is inspired by wooden marble calculators. You can see one here: http://www.youtube.com/watch?v=xAhRKQ_mA5U You will start in the exit room of the map. You can use the restart switch to start over again. In the main part of the map, you will see eight blue light columns, eight switches, eight number displays and voodoo doll paths. The main display is made of eight single digit displays. At the beginning it will display 00000000 which means 0. It represents the number in base-2. The display can display numbers ranging from 0 to 255. If you want to know more about binary numeral system visit this link: http://en.wikipedia.org/wiki/Binary_numeral_system Each of the switches has its own column and display. The switch with "+8" written on the floor in front of it, will add 8 (1000 in binary) to the number on the display. The columns represent the number of operations you have available after performing the next operation. You will be able to perform 17 operations on each switch, the column height is 16 light heights. Each time you use the switch, you will use one operation and the column in front of the switch will lower by one light height. Once it completely lowers you will have one operation left, afterwards you can not use the same switch again. This is one of the reasons I made the restart switch for. When you use a switch, the floor in front of it will raise, this means that the current operation is in progress. When the operation has finished the floor will lower again, exposing the switches. You can still use any of the switches while they are hidden, but you will be break the calculator. If this happens, just restart the map. Why did I limit the number of voodoo dolls? I did this because the system for voodoo doll sorting was just too complicated and had too many serious flaws - telefrags, release of multiple voodoo dolls at once etc. I also wanted this to be a learning example for those who are interested in voodoo doll scripting, so I decided to make it as simple as possible. Making this was a very fun experience. I will definitely use some more voodoo doll magic in my future Boom and Eternity projects. I hope you like it. Have fun. =========================================================================== * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors