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POOM SDK

This repository contains everything required to produce a DOOM-like using PICO8, featuring:

  • Complex geometry (slanted walls, stairs, doors, elevators...)
  • Textured floors & walls (inc. animated triggers & textures)
  • Lightning (blinking sectors, light triggers)
  • 8 sided sprites for monsters & props
  • Data driven monsters & props
  • Triggers (opening/closing doors, elevators, light...)
  • Keys
  • Multiple weapons (bullets & projectiles)

Level building and monster logic uses standard DOOM concepts & editors and is fully modable.

note: the toolkit is NOT a 100% complete DOOM port - many features are not supported (and never will be).

note: this documentation is using Slade3

note: the game does not require an official DOOM WAD

Credits

Original assets - Id Software (Microsoft)

ZDoom Wiki (outstanding content folks!)

Getting Started

Pre-Requisites

  • PICO8 to run game
  • Python 3.6+ to pack levels into pico8 carts
  • Slade 3 to edit levels
  • ZBSP to produce UDMF files from levels

Install Toolchain

  1. Clone repo
  2. Open a Python command prompt at repo location
  3. (optional) Create a Python virtual env:
    python -m venv env
    sandbox/script/activate
  4. Install WAD compiler:
    pip install tools/wad_reader-<latest version>.tar.gz
  5. Validate install
    python -m wad_reader --help
    Expected output:
    usage: wad_reader.py [-h] --pico-home PICO_HOME --carts-path CARTS_PATH --mod-name MOD_NAME [--map MAP] [--compress] [--release RELEASE]
    
    optional arguments:
      -h, --help            show this help message and exit
      --pico-home PICO_HOME
                            Full path to PICO8 folder
      --carts-path CARTS_PATH
                            Path to carts folder where game is exported
      --mod-name MOD_NAME   Game cart name (ex: poom)
      --map MAP             Map name to compile (ex: E1M1)
      --compress            Enable compression (default: false)
      --compress-more       Enable adaptative compression (default: false)
      --release RELEASE     Generate packages (bin+html) with given version
      --sky SKY             Skybox texture name
      --dump-sprites        Writes all sprites to a single image with their 16x16 tile overlay.

Compile & Run Poom

  1. Open a Python command prompt at repo location (e.g. where DECORATE file is)
  2. (optional) Enable Python virtual env
  3. Generate a PICO8 multi-cart game with a sample level in carts folder:
python -m wad_reader --pico-home <path to PICO8> --carts-path <path to carts folder> --mod-name <mod name> --map E1M1

Example:

cd poom-sdk
python -m wad_reader --pico-home d:\pico-8_0.2.0 --carts-path carts --mod-name poom --map E1M1
  1. Launch game:
pico8 -home <path to repo> poom_0.p8

Controls

Note: mouse support requires Pico8 version 0.2.2+, not yet officially out at the time of writing.

Player 1 keys

⬇️⬆️: back/forward

⬅️➡️: turn left/right

🅾️ + ⬅️➡️: strafe

❎: fire

Player 1 + 2 keys

use keyconfig to map second player keys

WASD or local variant: back/forward/strafe

⬅️➡️: turn left/right

❎: fire

Weapon Selection

pause: open weapon selection wheel

pause: regular pico-8 pause menu

⬇️⬆️⬅️➡️: select weapon

Make a Game!

Level Building

The toolkit supports folder-based DOOM archive only.

Archive structure:

  • 📁 maps/ contains levels WAD files
  • 📁 graphics/ contains image assets (inc. menu)
  • 📄 PLAYPAL game palette ramp
  • 📄 PAINPAL pain palette ramp
  • 📄 DECORATE define actors & behaviors
  • 📄 TEXTURES defines floor & wall textures
  • 📄 ZMAPINFO defines map options & sequence

My First Level

Open poom-sdk level folder:

Open Directory

Open the maps folder from Slade:

Open Maps

Create a new map (say E1M3) using UDMF format.

maps must be named ExMx

Map Type

Set the base archive to POOM (to use main game resources)

Base Archive

From the map editor, select the "Draw Shape" option (defaults to rectangle), create a new room:

Create Room

Select all four walls and assign "middle" texture:

Texture

Switch to sector mode and assign floor and ceiling textures:

Sector Textures

Check level using 3d view:

3d view

Save level under: repo location/maps

Slade3 will display the settings window to get ZBSP compiler path. This is a good time to fill it with your own path:

ZBSP Settings

Switch to "Things" mode to set player's starting location. Right click inside the room:

Create Thing

Edit thing type (should not be necessary as first thing created by Slade is player's location):

Player Settings

Select thing ID 1 (e.g. POOM guy!):

Select POOMGuy

Sector Specials

The following sector "special" behaviors are supported:

ID Type Description
65 Light Flicker Random light flicker
69 10 Damage 10 HP every 15 ticks
71 5 Damage 5 HP every 15 ticks
80 20 Damage 20 HP every 15 ticks
84 5 Damage + Scroll East 5 HP every 15 ticks + floor texture scrolling
115 Instadeath Kills any actor touching sector floor
195 Hidden Defines a secret sector. Will display "secret found" message first time player enters sector

Line Specials

The following triggers are supported:

ID Type Description
10 Door Close Lowers the ceiling of all affected sectors to the floor. See: Door_Close
11 Door Open Raises the ceiling of all affected sectors to four units below the lowest surrounding ceiling. See: Door_Open
12 Door Raise Raises the ceiling of all affected sectors to four units below the lowest surrounding ceiling. After the door is opened, it will be closed again after delay tics. See: Door_Raise
13 Door Close Raises the ceiling of all affected sectors to four units below the lowest surrounding ceiling if the player has the proper key. After the door is opened, it will be closed again after delay tics. See: Door_LockedRaise
62 Platform Down/Stay/Up Lowers a platform, waits, and then raises it back to its original position. See: Plat_DownWaitUpStay
64 Platform Up/Down/Stay Lower/raise sector floor. See: Platform Up/Down/Stay
112 Light Change Set sector light. See: Light Change To Value

specials 11/12/13 support an additional trigger delay parameter. Useful to time door close/opening after a fixed time.

lighttag property is not supported

Animated Triggers

Graphics

Flats

All wall & floors textures (aka "flats") must be stored as single image. The tileset can be up to 1024x256 pixels. This is plenty of room to compose many diverse panels.

The toolkit automatically converts tileset into unique 8x8 tiles.

The tileset cannot contain more than 128 unique tiles.

Example tileset:

Tileset

"None" texture ("-") for ceiling & floors will be displayed using a skybox gradient (or pure black if none).

A skybox gradient must be a 2 pixel wide image (up to 128 pixel width).

Example:

Tileset

In-game result:

Tileset

Creating New Textures

Edit the tileset picture using your favorite paint program. Make sure to use only colors from the game palette, save file.

You can have multiple tilesets (one per map group) but sharing textures between tilesets is not supported. It is recommended to prefix texture names with map group name to avoid confusion.

Example:

E1_WALL

From Slade, launch the texture editor:

Texture Editor

Create a new texture:

New Texture

Specify texture name (to be used in editor) and size (in pixels):

Texture Settings

Attach a patch (e.g. source image) to the texture:

make sure to use the full path option to locate the tileset

Patch Selection

Move the texture area over the correct patch location:

Patch

Adjust texture scale to 0.5/0.5 to match in-game scale.

Save.

The texture is now available in level editor!

Texture Switches

Line triggers (ex: open door button) will automatically switch between textures named xxx_ON/xxx_OFF

Palettes

The game support 2 palettes:

  • Game palette - used to shade textures & things
  • Pain palette - used to fade to red screen when player gets hit

Game Palette

Must be a 16x16 image using only colors from row 0 of pain palette.

Default palette:

Game palette

Pain Palette

Must be a 16x16 image - can use any PICO8 colors (inc. secret colors).

Default palette:

Pain palette

Column 0 is the game palette.

Tip: use @Kometbomb Fade Generator to produce pain palette!

Game Title

Game title is packaged from graphics/m_title.png image.

Title Image

Image must be 128x32

Image must use standard PICO8 palette

Maps

The ZMAPINFO file contains the list of map metadata (name, music...).

The file syntax is:

map <maplump> <nice name> { properties }
gameinfo { properties }

where supported map properties are:

property Type Description
levelnum integer level sequence. Only required to mark first level
next string lump name of next level. Use "endgame" to move to game over screen
music integer (optional) background music identifier. See Music & Sound section
sky1 string skybox gradient image name. Required if level has "none" ceiling textures.
location integer,integer (optional) Map marker location (pixels) on loading map

where supported gameinfo properties are:

property Type Description
credits string Comma-separated credits, displayed on end game screen.

Example:

map E1M1 "Hangar"
{
	levelnum = 1
	next = "E1M2"
	music = 0
  location = 35,85
}

map E1M2 "Docks"
{
  // optional
	levelnum = 2
	next = "endgame"
	music = 12
  // references a graphics/SKY.png file
  sky1 = "SKY"
}

gameinfo {
  // pico8 casing is "reversed"
  credits = "cONTRIBUTORS:,jOE,bOB,lOUISE,..."
}

Monsters & Props

The DECORATE file describes everything the player will find in the game (monsters, keys, medkits, props...). Each entry is an actor. An actor on the map is a thing (e.g. a thing always references an actor).

Syntax

actor classname [ : parentclassname] [doomednum]
{
  properties
  flags
  states
}

Example: light pole

actor Column 2028
{
 Radius 16
 Height 30
 +SOLID
 States
 {
	Spawn:
	 LIGH A -1
	 Stop
 }
}
  • classname

    The name this new actor is referenced by in the game. While ZDoom will accept a much larger range of values for the name, this should for best compatibility be a valid identifier (alphanumeric plus underscores, but not starting with a digit).

  • parentclassname

    The name of a parent class this new actor inherits its attributes from (optional). If none is specified, the parent class is Actor.

  • doomednum

    Editor number for this actor (optional). This is the number used to distinguish the actor from other things in map. If the actor is intended to be placed in a map editor, it should have an editor number. The actual number value is generally arbitrary but should avoid conflicting with already used numbers.

An actor definition consists of properties, flags and state definitions. In the state definitions you can call Action functions.

Actor properties and flags define the general behavior of an actor.

States define the various sprite animations of an actor.

Action functions (also known as "code pointers") cause the actor to perform some particular action when the frame that calls them is shown. They form the basis of almost all enemy and weapon behavior in the game. Instead of using one of the special action functions you can also use almost any action special that is available in ACS.

Comments are supported. Both types of C-style comments (// to end of line, and /* to */) are allowed. While not part of the specification, certain editing tools, such as Doom Builder and SLADE 3, make use of specific comments for special purposes, these usually start with //$.

Standard Classes

The following actors are built-in parent class names:

key

actor key {
    amount 1
    maxamount 1
    radius 20
  }

ammo

actor ammo {
    radius 20
  }

health

actor health {
    maxamount 200
    radius 20
  }

armor

actor ammo {
    maxamount 200
    radius 20
  }

weapon

actor weapon {
    radius 20
    amount 0
    maxamount 1
  }

player

actor PlayerPawn {
    radius 32
    armor 100
    health 100
    speed 3
    +SHOOTABLE
    +SOLID
    +DROPOFF
  }

monster

actor Monster {
    radius 20
    armor 0
    health 50
    +SHOOTABLE
    +SOLID
  }

projectile

actor Projectile {
    damage 1
    speed 5
    +NOGRAVITY
    +DROPOFF
    +MISSILE
  }

Actor Properties

The following properties can be set in an actor's DECORATE {} block definition. They control various characteristics of your actor, from appearance to behavior or the actor's physical properties. To use, simply specify the property and any associated values on its own line within the actor's definition and outside the state block.

Supported properties:

Health value

Defines the health a monster or any other shootable item starts with.

Default is 1000.

Armor amount

The amount of armor that this item gives.

Height value

Defines the height of this actor.

Default is 16.

using very small values can provoke glitches in collision detection.

Radius value

Defines the radius of this actor.

Default is 20.

Notes: Using very small values can provoke glitches in collision detection. The total diameter is double this value, so an actor with a radius of 64 is actually 128 units in length and width, making it impossible for them to navigate through a corridor that's 128 units wide, for example.

Inventory.Amount value

Sets the amount of inventory items given by this item. Mostly used for item types that give larger quantities.

Inventory.MaxAmount value

Sets the maximum amount the player can carry of this item.

Damage value

For a projectile defines the damage it inflicts upon impact. The formula is random(1,8) * damage.

Default is 0.

Speed value

Defines how fast an actor moves. For projectiles this is the distance it moves per tic (1/35 seconds). For monsters it defines the size of one step done in A_Chase.

Default is 0.

Weapon.SlotNumber value

Default slot for this weapon. Must be between 1-5.

Weapon.AmmoGive amount

The amount of primary ammo you receive from this weapon.

Weapon.AmmoUse amount

The amount of primary ammo the weapon uses per shot.

Weapon.HUDLabel name

The weapon name as displayed in the weapon selection wheel/hud.

Inventory.Icon sprite

Defines the icon this item uses when displayed in the HUD or status bar.

sprite is the Pico-8 character code (as given by ord())

Inventory.HUDColor color

Defines the icon color (from game palette) this item uses when displayed in the HUD or status bar.

AttackSound sound

Defines the sound the actor makes when attacking.

sound is the sfx id from the user supplied music cart.

Inventory.PickupSound sound

Defines the sound that is played when a player picks up this item.

sound is the sfx id from the user supplied music cart.

DeathSound sound

Defines the sound the actor makes when dying or when a projectile explodes. For non-projectiles the death sound must be explicitly played with A_Scream.

sound is the sfx id from the user supplied music cart.

MeleeRange value

Specifies the maximum distance to a target where a melee attack inflicts damage. Distance is calculated from the attacker's center to the target's center.

Default is 64.

MaxTargetRange value

A monster with this property set will not attack its target unless it is within the specified range. This is used by A_Chase and similar functions.

Weapon.AmmoType type

The type of primary ammo the weapon uses. This must be a valid ammo type.

Player.StartItem classname [amount]

Adds an item to player's start inventory. First weapon added is the weapon selected at start.

The initial startitem list is never inherited and must be specified in full for each player class.

TrailType classname

Specifies the actor classname to spawn at last thing position every frame. Example use: rocket trail.

Actor Flags

Flags control various characteristics of your actor, varying from appearance to physical properties. To use, simply specify the flag within the actor's DECORATE definition and outside the state block. You can set or clear a flag as follows:

+FLAGNAME sets a flag -FLAGNAME clears a flag

Supported flags:

SOLID

Set when the object should be solid (blocking). The size of the blocking is defined using the height and radius properties.

Automatically given by the Monster class

SHOOTABLE

Object can be damaged. If health goes below 0 it enters its death state.

Automatically given by the Monster class

FLOAT

Floating actor that can change height at will (usually used for monsters). Actors will not be able to float properly unless it has NOGRAVITY set.

NOGRAVITY

Actor is not subject to gravity.

DONTFALL

Doesn't fall down after being killed.

DROPOFF

Actor can walk over ledges/taller steps.

Automatically given by the Projectile class

ISMONSTER

Actor is classed as a monster.

Automatically given by the Monster class

MISSILE

Actor is a projectile. Actors with this flag set will enter their death state when hitting a solid and constantly move at their speed value (without the need of any actor functions)

Actors with this flag will also be able to go through impassable linedefs.

Automatically given by the Projectile class

RANDOMIZE

Adds 0-3 tics on first actor's state tick duration. Useful to randomize special effects (puff) or ensure animated sprites are not all in sync.

COUNTKILL

Counts toward kill percentage.

Automatically given by the Monster class

NOSECTORDMG

Ignores sector damage (except insta-kill sectors).

NOBLOOD

Actor does not bleed when hurt.

Actor states

An actor's states can be defined within its DECORATE definition. State sequences describe all the behavior of the actor as well as its animation.

Usage

A state definition is started with the states keyword and enclosed by braces '{', '}'.

It consists of the following:

State labels

A state label is an identifier followed by a colon (:). State labels give names to state sequences which can then be initiated or checked for using those names.

A state label can be any alphanumeric string (within reason) and is not case sensitive. Some labels (Spawn, See, Death, Ready, Select, Deselect, Fire, etc.) are assumed to exist by the engine for certain actors.

A single state can have several labels, each on a different line. However, most states do not have a label, instead they merely follow other states in sequences.

State definitions

The main elements of any given state are the following:

  1. Its sprite name
  2. Its frame letter
  3. Its duration in tics
  4. Its associated action function
  5. Its successor (the next state in sequence)
  6. It also might have additional properties which are expressed through special keywords detailed below.

These consist of a sprite name, a frame letter, the duration in tics and optionally additional keywords and an action function name (code pointer). For example:

STUF C 5 Bright A_Look

Here, STUF is the sprite name, C is the frame letter, 5 the duration, and A_Look the action function.

The successor is defined implicitly as the next defined state, unless a goto, loop, wait, or stop keyword is used to explicitly change it. For instance:

STUF C 5 Bright A_Look
STUF D 5 Bright

Here, the successor for the first state is the second state. The second state's successor is not defined in this example.

When the duration runs out, the actor moves to the next state in the sequence and runs the new state's action function immediately. Note that setting -1 as a duration means infinite duration. The actor, once it enters this state, will never leave it on its own; though it can still be moved to a different state by external actions (e.g., suffering damage might put it in the Pain state).

The next state is automatically implied to be the following letter on a frame sequence, or if there aren't any more states on a line, the states defined in the next line. Alternatively, flow control keywords (loop, wait, goto, stop) listed after a state can change it.

State keywords

The existing keywords can be used in a state between the duration and the action function call.

Bright

The sprite will be displayed as fullbright while the actor is in this state.

Flow control

There are 5 different instructions that control the execution order of an actor's frames directly:

loop

Jumps to the most recently defined state label. This is used for a looping animation. Do not put a loop on a state with a duration of -1, this is unnecessary and can cause problems.

stop

Stops animating this actor. Normally this is used at the end of the death sequences. If the last state has a duration > -1 the actor will be removed. Note that if a state contains only the stop instruction, the actor will behave as if it doesn't have that state. This can be useful, for example, to remove a state that an actor has inherited from its parent.

goto label

Jumps to an arbitrary state in the current actor.

Important note This format has been designed for maximum flexibility. As a result no assumptions are made about what the designer wants. States are never implicitly created.

Also, if no flow control is used Poom will continue to the state provided directly after. Consecutive state labels can be used to assign the same frames to more than one state.

States

These are the predefined states each actor has access to:

Spawn

Defines the state that is displayed when an actor is spawned. For monsters this is normally also the idle loop.

Note: An actor that has just been spawned does not run the codepointer from its first “Spawn” frame. An example of this behavior in the original games is ArchvileFire. It will be called, however, if the actor loops or returns to its Spawn state later. An easy workaround to have actors call a codepointer immediately after spawning consists in having the very first frame have a duration of 0 tics, followed by another frame in which the codepointer instruction is given. Another solution is to use the NoDelay keyword.

See

Defines the walking animation for a monster. Note that this state must be present for actors which are able to chase and attack other actors.

Melee

Defines the melee (near) attack.

Missile

Defines the missile (far) attack.

Pain

Defines the pain action. Multiple Pain states can be used depending on the type of damage inflicted. See custom damage types.

Death

Defines the normal death sequence. Multiple Death states can be used depending on the type of damage that kills the actor. See custom damage types. Also entered by projectiles when hitting a wall (or an actor as well if the Crash and/or XDeath states are not defined).

Example

This is an example of a state sequence. The rest of this actor has been removed for readability:

actor ZombieMan 3004
{
   ...
   states
   {
   Spawn:
       POSS AB 10 A_Look
       loop
   See:
       POSS A 4 A_Chase
       POSS A 4 A_Chase
       POSS B 4 A_Chase
       POSS B 4 A_Chase
       loop
   Missile:
       POSS E 10 A_FaceTarget
       POSS F 8 A_PosAttack
       POSS E 8
       goto See
   Pain:
       POSS G 3
       POSS G 3 A_Pain
       goto See
   Death:
       POSS H 5
       POSS I 5
       POSS J 5
       POSS K 5
       POSS L -1
       stop
   }
}

Note: The first frame of the “Spawn” state, “POSS A 10”, contains a codepointer, A_Look. This codepointer is not called the very first time the zombie is spawned in the map, so it has to wait 10 tics to get into its second frame, “POSS B 10”. From then on, it will call all its codepointers reliably. If it runs out of targets, and since it has no “Idle” state, it will return to its Spawn state where it will call A_Look immediately, even in the A frame.

Decorate Monster AI functions

A_FireBullets(angle spread_horz, angle spread_vert, int numbullets, int damage , string pufftype)

A_PlaySound(sound whattoplay)

Plays the specified sound.

A_FireProjectile(string missiletype)

Fires a projectile

A_WeaponReady

A_WeaponReady is responsible for checking the fire keys and weapon changing keys. This function should be called in a weapon's “Ready” state so the weapon can be fired.

A_Explode(int damage, int distance)

Performs an explosive (radius) attack.

A_FaceTarget([float turnspeed])

Changes the calling actor's angle to face its current target.

A_Look

Looks for players or other attackable actors in the game. If it finds a target, it enters its “See” state.

A_Chase

This is the standard monster walking function which has to be used in the walking frames of a monster. Typically, it is used in an actor's "See" state or a custom equivalent. When called, actors usually change their directions to a strict 45 degree angle to give the effect of pursuit. This angle changes based on which direction the target is, no matter if the calling actor can see it or not.

A_Light(int intensity)

Set ambiant light - automatically decays.

A_MeleeAttack(int damage, string pufftype)

Performs a melee attack.

A_SkullAttack([int speed])

The attack of Doom's lost soul. The calling actor charges at its current target. The speed parameter defines the speed of the charge (20 by default).

Music & Sound

Music and sound is totally modable. Sound is stored in:

carts/music.p8

This file can be modified as needed. music+sfx sections will be merged with main gamecart at compile time.

Reserved Sounds

The following sound effects ID are reserved for game engine use:

  • 62: blocked button/door sound
  • 63: door & platform open/close