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All Weapons and Keys To get all the weapons, 500 bullets for each weapon, all the keys, and 200 percent armor, simultaneously press Pause + # while playing. Press Pause again to resume play. God Mode For invincibility and all weapons, pause the game and press 94749210. Invincibility To become invincible, press Pause + * while playing, then press Pause to resume play. Enter this code again to deactive it. Level Select Levels 1-9: Press Pause + 1 to 9 Level 10: Press Pause + A Levels 11-19: Press Pause + A + 1 to 9 Level 20: Press Pause + B Levels 21-24: Press Pause + B + 1 to 4
You cannot go beyond level 24. Trying to do so may lock up your game.
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Development Developing on the Jag started out fun, but pushing the jag hard started showing up some architectural problems.
The system suffers from a critical lack of balance. The central processor is well over an order of magnitude slower than the risc chips, but the risc chips are not suited to running the entire program because of their small fixed code memories.
There is quite a bit of power there, but you have to go through contortions to get a lot of it.
The worst problem is that the system has some hardware flakyness when all the processors are banging on the bus at once. This is what causes the network errors (they aren’t really network errors, they are game errors that show up by different things happening on the two systems). In hindsight, I should have just run the net game without all the processor overlap. It runs a good deal slower, but it doesn’t get the errors.
Of cource, I would do several things differently if I was doing the project again. I know for sure how to make the rendering code 50% faster. This would allow you to either increase the horizontal resolution from 160*180 to 256*180, or increase the speed to 20 fps from 15, or run totally full screen at the same resolution with a more complex world.
The problem is that Jag DOOM usually becomes speed limited by the game logic, not by the rendering code. The problems of movement clipping and line of sight calculation for all the monsters are more difficult to run efficiently on the risc processors. The basic actor logic is too bulky and spread out to run on one of the risc chips, but it is really a bit too much for the 68k to handle when the rendering is taking up most of the bus bandwidth.
We are not working on any more jag projects at the moment (Quake is taking up all my time). We gave Atari a lot of our time and effort, and we are now in a “wait and see” mode. If they hit their sales projections, we will probably do something else late next year. We are probably going to license the jag DOOM code to some other companies though, so you might see a similar game before that.
Source: John Carmack
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