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 : <email removed>
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+ 22.214.171.124
- 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
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
This map is inspired by wooden marble calculators. You can see one here:
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:
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
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