177 lines
6.9 KiB
Text
177 lines
6.9 KiB
Text
===============================================================================
|
|
|
|
Samuel 'Kaiser' Villarreal and James 'Quasar' Haley Present
|
|
|
|
C H O C O L A T E
|
|
______________________________._________________________
|
|
/ _____/\__ ___/\______ \ \_ _____/\_ _____/
|
|
\_____ \ | | | _/ || __) | __)_
|
|
/ \ | | | | \ || \ | \
|
|
/_______ / |____| |____|_ /___|\___ / /_______ /
|
|
\/ \/ \/ \/
|
|
|
|
===============================================================================
|
|
|
|
* What is it? *
|
|
|
|
Chocolate Strife is the most accurate and complete recreation of Rogue
|
|
Entertainment's "Strife: Quest for the Sigil." It was created through more than
|
|
four years of reverse engineering effort with the blessings of the original
|
|
programmers of the game.
|
|
|
|
|
|
* Why? *
|
|
|
|
The source code for Strife was lost, which means, unlike the code for all the
|
|
other commercial DOOM-engine games, it cannot be released. The only access we
|
|
have to the code is the binary executable file. Tools such as IDA Pro have
|
|
been employed to disassemble and decompile the executable, which was cross-
|
|
referenced against the Linux DOOM and DOS Heretic sources and painstakingly
|
|
combed over multiple times, instruction-by-instruction, to ensure that the
|
|
resulting Chocolate-Doom-based executable is as close as possible to the
|
|
original.
|
|
|
|
|
|
* Is it Legal? *
|
|
|
|
Reverse engineering is a protected activity so long as the original code is
|
|
not used directly in the product. Due to the vast amount of information lost
|
|
through the process of compilation, and the need to refactor large portions
|
|
of code in order to eliminate non-portable idioms or to adapt them properly to
|
|
Chocolate Doom's framework, the resulting code behaves the same, but is not
|
|
the *same* code.
|
|
|
|
In addition, James Monroe and John Carmack have both stated that they have no
|
|
objections to the project. Because they are the original authors of the code,
|
|
and neither Rogue nor their publisher, Velocity, Inc., exist any longer as legal
|
|
entities, this is as close to legal permission as can be obtained.
|
|
|
|
The transformed results of the disassembly have been combined with the
|
|
raven-branch version of the Chocolate Doom source port by Simon 'fraggle'
|
|
Howard, with his direct assistance, and have been released for the benefit of
|
|
the community under the GNU General Public License v2.0. See the file "COPYING"
|
|
for more details
|
|
|
|
|
|
* Is it Perfect? *
|
|
|
|
Almost, but not entirely! That's where you come in. Help us by reporting any
|
|
discrepancies you may notice between this executable and the vanilla DOS
|
|
program!
|
|
|
|
However, do *not* report any glitch that you can replicate in the vanilla EXE
|
|
as a bug. The point of Chocolate Strife, like Chocolate Doom before it, is to
|
|
be as bug-compatible with the original game as possible. Also be aware that
|
|
some glitches are impossible to compatibly recreate, and wherever this is the
|
|
case, Chocolate Strife has erred on the side of not crashing the program,
|
|
for example by initializing pointers to NULL rather than using them without
|
|
setting a value first.
|
|
|
|
|
|
* What are some known problems? *
|
|
|
|
- The demo version is *not* supported, and there are not any current plans
|
|
to support it in the future, due to the vast number of differences (the
|
|
demo version of Strife is based on a much earlier beta version of Rogue's
|
|
codebase). You should use a commercial Strife IWAD file, preferably of
|
|
version 1.2 or later.
|
|
|
|
|
|
* How do I use it? *
|
|
|
|
From the Run box or a command line, issue a command to Chocolate Strife just
|
|
like you would run Chocolate Doom. Most of the same command line parameters
|
|
are supported.
|
|
|
|
voices.wad will be read from the same directory as the IWAD, if it can be
|
|
found. If it is not found, then voices will be disabled just as would happen
|
|
with the vanilla executable. Do not add voices.wad using -file, as that is
|
|
redundant and unnecessary.
|
|
|
|
Some new command-line parameters in Chocolate Strife include the following:
|
|
|
|
-nograph
|
|
Disables the graphical introduction sequence. -devparm implies this.
|
|
|
|
-novoice
|
|
Disables voices even if voices.wad can be found.
|
|
|
|
-work
|
|
Enables Rogue's playtesting mode. Automatic godmode, and pressing the
|
|
inventory drop key will toggle noclipping.
|
|
|
|
-flip
|
|
Flips player gun graphics. This is buggy, however, because it does not
|
|
reverse the graphics' x offsets (this is an accurate emulation of the
|
|
vanilla engine's behavior).
|
|
|
|
-random
|
|
Randomizes the timing and location of item respawns in deathmatch, when
|
|
item respawning is enabled.
|
|
|
|
|
|
* Copyright *
|
|
|
|
This program is free software; you can redistribute it and/or modify it under
|
|
the terms of the GNU General Public License as published by the Free Software
|
|
Foundation; either version 2 of the License, or (at your option) any later
|
|
version.
|
|
|
|
This program is distributed in the hope that it will be useful,but WITHOUT ANY
|
|
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
|
|
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along with
|
|
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
|
Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
See the "COPYING" file for the full license text. The source code for this
|
|
program is available from the same location where you downloaded this package.
|
|
|
|
Aside from Chocolate Doom, portions of the code are derived from the Eternity
|
|
Engine, Copyright 2011 Team Eternity, as published under the GNU GPL.
|
|
|
|
|
|
* New in v2.0 Release *
|
|
|
|
+ No infinite loop if menus are up during a screen fade.
|
|
|
|
+ Peasant death sound during intro plays at normal volume level.
|
|
|
|
+ Torches no longer produce pipping sounds (special thanks to fraggle).
|
|
|
|
+ Fade to black occurs at the start of slideshow sequences as in vanilla.
|
|
|
|
+ Network game support, with up to 8 players.
|
|
|
|
+ No more infinite horizon effect if screen is resized while looking up or
|
|
down.
|
|
|
|
+ Corrected default internal Acolyte and Beggar dialogue strings.
|
|
|
|
+ Proper save game directory behavior (same as other Choco ports).
|
|
|
|
+ Vanilla behavior for crush-and-raise floor types (special thanks to Gez).
|
|
|
|
+ Bug fix for all crushing floor types.
|
|
|
|
+ Broken power coupling awards erroneous quest flag #32, as in vanilla.
|
|
|
|
+ Complete support for emulation of Strife v1.31, including abililty to save
|
|
on multiple save slots.
|
|
|
|
+ Telefrags insta-kill as in vanilla (player cannot heal 10000 damage even with
|
|
a full inventory of health items).
|
|
|
|
+ Frags are displayed on the keys popup during deathmatch.
|
|
|
|
+ Multiplayer chat features, including ability to set player names, now match
|
|
vanilla behavior.
|
|
|
|
+ Support for -random parameter.
|
|
|
|
+ Vanilla behavior when pressing pause on menus with scroll bars (special
|
|
thanks to fraggle and Alexandre Xavier).
|
|
|
|
+ Merged into Chocolate Doom trunk for v2.0 release.
|
|
|