
*----------> Bad Mood v2.14 alpha release - 28/06/96 <----------*

Bad Mood is a special project planned as the basis for a PC Doom /
Doom II / Heretic compatible (pseudo) 3D game system for the Atari
Falcon & compatibles.

The system itself is intended more as a generic game engine than
any specific game, in order to allow open-ended flexibility and
therefore encourage development of a vast array of generically
similar games on the Falcon. Bad Mood itself is being developed
into a fully playable game in order to demonstrate the power of
this engine. Tools are also under development to allow players
to develop their own levels & even develop customised games to
their own specification.

There is still much to do before a final release, but with new
people joining the team, the project is becoming more and more
a reality.

This software is currently 'freeware', and is therefore available
free of charge. The Bad Mood developers retain the right to alter
this freeware status for future releases, although this is highly
unlikely. Sourcecode is also freely available.

*----------> Features <-----------------------------------------*

* Doom, Doom II & Heretic IWAD compatible.
* Supports Doom, Doom II & Heretic PWAD files.
* 16-bit truecolour graphics.
* Perspective mapped walls.
* Rotating, perspective mapped floors & ceilings.
* Transparent wall textures.
* Alpha-channeled wall textures.
* Wraparound sky textures.
* Artificial & depth-cued lighting.
* LRU graphics cache for high speed & low ram requirements.
* Variable x & y detail settings.
* Variable viewport size up to 320x240.
* Scaled player movement.
* Simulated 'bobbing' movement.
* Advanced version of BSP & occlusion algorithms for speed.
* Works with all good CPU accelerators, including 68040 CPUs.
* Fully FastRAM compatible with both FXRam & real 32-bit RAM.
* Sources are freely available from several FTP & Websites.

*----------> Instructions <-------------------------------------*

Bad Mood must be invoked with command-line parameters specifying
paths for WAD level files and any additional options for warping
to levels and so on. The original syntax had to be changed to make
room for sensible '-xxx' switches for PWAD overlays & other more
complicated options. The old syntax is still supported if these
switches are not detected.


Usage:
-----

 The new syntax for Bad Mood v2.xx (alpha) is as follows:

	bm.ttp -i<iwad.wad> [-p<pwad.wad>] [-w<levelmarker>]

 Or, keeping compatibility with previous versions of Bad Mood:

	bm.ttp <iwad.wad> [<levelmarker>]


Parameter list:
--------------

	-i <main iwad>		select path for main IWAD game file.
	-p <optional pwad>	select path for optional PWAD file.
	-w <level-marker>	warp to a specific level.


Breakdown:
---------

 IWAD path:

	-i <main iwad>		select path for main IWAD game file.
 
	The '-i' switch is used to specify the path for the main IWAD
	level file. This file is required in order to load the normal
	game levels & most of the graphics & audio data.

	IWAD files are very large - which makes them very easily
	distinguishable from the much smaller PWAD variety. They are
	typically anything between 5 and 40MB, depending on which
	Doom-compatible game they are intended to be used with.
	A (non-exhaustive) list of IWAD files and their sizes are
	described elsewhere in this text for easy identification.

	IWAD files are not intended to be optional, since they are
	needed for 95% of most game-related data. Even if a PWAD
	file is used, the IWAD is normally still needed for the
	majority of game graphics & other important data.
	
	Bad Mood IS capable of running without an IWAD, but only
	when supplied with a PWAD containing sufficient data
	to function alone. This is EXTREMELY RARE and is a side-
	effect of Bad Mood being written from the ground-up as
	opposed to a direct port from the PC. Bad Mood is much
	much cleverer. ;)

 PWAD path:

	-p <optional pwad>	select path for optional PWAD file.

	The '-p' switch is used to specify the path for an optional
	file called a PWAD. PWAD files (or Patch-WADs to give them
	their full name) are a clever way of customising normal IWAD
	game levels, or replacing them completely - by overlaying
	some (or all) of the components contained within the IWAD
	with new customised level data.

	Normally, you will want to try out PWAD files which have 
	already been developed and distributed on and for the PC
	platform. The only consideration here is that it can be
	difficult to determine which game each PWAD is designed to
	work with. Most often, the PWAD will be based on Doom or
	Doom II, but trial-and-error is occasionally needed to find
	out. The wrong choice will result in trashed graphics! A
	tool called FalconWadTool is available which will help
	solve such problems, allowing the contents of each PWAD
	(or IWAD) to be examined in detail and therefore allow the
	user to determine each PWAD game type. See lower down for
	more details.

	You can replace a level by generating a new map using GemDEU
	(still under development by one member of the BM team) and
	by then loading the resulting PWAD alongside the IWAD for
	which it was designed. You must either design your PWAD to use
	the graphics from a full IWAD, or you might even want to add
	your own graphics to the PWAD itself. It doesn't really matter
	so long as the graphics used by the new map are available
	from either specified WAD. Missing or unavailable textures
	will result in trashed graphics!
	
	PWAD files have many advantages which include small size,
	the lack of restrictions on free distribution (unlike most
	IWAD files which are strictly commercial-ware) and the fact
	that PWAD files are easily modified and hacked about using
	a vast array of tools and editors.

 Level warp:

	-w <level-marker>	warp to a specific level.
	
	The '-w' switch (based on the -warp switch from Doom & Doom
	II) is used to 'warp' directly to any given level. The level
	itself is specified using what is called a level marker.
	
	Level markers usually come in the form 'ExMy' where 'x' is
	the 'episode' and 'y' is the 'mission'. In other words, e1m2
	would be episode #1, mission #2. This format is used for Doom
	& Heretic compatible WADs. For Doom II, the format is a little
	different: 'MAPxx' where 'xx' is the level number. map02 would
	specify level #2 and map14 would specify level #14.
	
	This difference is a bit annoying, but then it wasn't my idea.
	People just can't stick with their own standards! :)

Examples:
--------

Bear in mind that specifying a PWAD path and 'warp'ing to specific
levels are completely optional in all the following cases.

Doom / Heretic:
--------------

 Doom or Heretic game:

	bm.ttp -idoom.wad -we1m2

 Doom or Heretic game with a PWAD level overlay:

	bm.ttp -idoom.wad -psilly.wad -we1m1

 Doom or Heretic game using old BM syntax:

	bm.ttp doom.wad e1m3

Doom II:
-------

 Doom II game:

	bm.ttp -idoom2.wad -wmap12

 Doom II game with a PWAD level overlay:

	bm.ttp -idoom2.wad -pdaft.wad -wmap01

 Doom II game using old BM syntax:

	bm.ttp doom2.wad map24

*----------> Additional help <----------------------------------*

Identifying WAD files:
---------------------

 PWAD files:

 By examining the WAD in a text editor or some other form of
 ascii dump tool, you will see the word PWAD right at the start
 of the data. If you see IWAD instead, then you should start to
 worry about how you managed to load a multi-megabyte file into
 a text editor. IWAD files are never small!
 
 Further examination using this technique, or by using something
 like FWT (FalconWadTool) you should be able to spot the words
 'E1M1' or 'MAP01' somewhere in the file. E1M1 or similar means
 this is a Doom or Heretic PWAD. MAP01 or similar means a Doom II
 PWAD.

 Beyond this, it's not so easy to distinguish between Heretic &
 Doom PWAD files. You will just need to experiment on the basis
 that Doom PWADs are very much more common.

 IWAD files:

 IWAD files are much easier to spot. They are BIG, and there are
 only a few different ones available. Here are some of the more
 well known IWADs for easy identification:
 
 DOOM1.WAD     (4MB)        - Doom #1 shareware
 DOOM.WAD     (10MB)        - Doom #1 registered
 DOOM.WAD     (12MB)        - Doom #1 commercial (Ultimate Doom)

 DOOM2.WAD    (14MB)        - Doom #2 commercial

 HERETIC1.WAD  (5MB)        - Heretic shareware
 HERETIC.WAD  (??MB)        - Heretic registered

 HEXEN.WAD    (10MB)        - Hexen shareware (NOT SUPPORTED!)
 HEXEN.WAD    (??MB)        - Hexen commercial (NOT SUPPORTED!)
 
 There are others, but these are the ones I am familiar with.

*----------> Recent History <-----------------------------------*

v2.11a -> v2.12a:

* Sky textures incorporated - highest available sky index is used.
* Transparent walls now rendered as objects. No vertical repeating!
* Nasty z-clipping bug rectified in wall-mapping for very long walls.
* Transparent walls optimised for generation & clipping.
* DSP floor-buffers increased to allow greater scene complexity.
* Small modification to IKBD routine for badly behaved AB040 boards.
* Screen routines made slightly more modular for easier access.

v2.12a -> v2.13a:

* Incorrect sky texture scaling rectified.
* Display size corrected to 320x168 (status bar) & 320x200 (fullscreen).
* Optimised for 2-sided linedefs with matching opposite sectors. This
  leads to major speed improvements on very complex levels - especially
  with large, fragmented expanses of sky or floor & adjoining corridors
  or doorways.

v2.13a -> v2.14a:

* Some inconspicuous Doom 'bugs' emulated to allow better WAD compatibility.
* Quick-alpha texture assigned to 'middle' textures named 'sky1'.
* Some optimisations made to wall/floor-generator.

*----------> Text Credits <-------------------------------------*

Documentation compiled by:

	Doug Little @ Black Scorpion <101573.1275@compuserve.com>

*----------> End <----------------------------------------------*




