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Doom RPG

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Notes: Arrgh... can we also update this page for the BREW version too?

Explore, find an enemy. Shoot it until it dies or until it kills you first. It's more fun than it sounds, with the wise decision to not make an action game to be played with a phone keypad paving the way to id Software and Fountainhead Entertainment's unique line of phone games.

Cheat Codes#

Pause the game and enter one of the following sequences using the phone keypad:

  • 3666 - Opens the Debug Menu (see the next section). This cheat can also be entered on the title screen.
  • 43629 (presumably idmax) - Gives the player max health and armor. Note that "idmax" is not a known cheat in any previous Doom games.
  • 4332 (idfa) - Gives the player max weapons and ammo.

(Source: Erick194)

Debug Menu#

The debug menu contains four options: Cheats, Change Map, Stats and Developer.

Cheats#

This menu has 7 sub-options. Noclip, Disable AI, Give All, Give Ammo, God Mode, Level Up and Auto Map.

  • Noclip - Once you select it, you'll be able to walk through walls. Additionally, monsters will partially ignore you. They won't attack you, but they'll still have their AI.
  • Disable AI - Disables monster AI, stopping them from moving or attacking.
  • Give All - Self-explanatory. Gives you 10 ammo for every type, 5 of all item types, 20 credits and all 6 keys whenever you select it. Killer Arsenal or KFA!
  • Give Ammo - Gives 10 of each ammo type.
  • God Mode - Disables taking damage. Delta-Q-Delta.
  • Level Up - Levels your character up.
  • Auto Map - Gives you a full auto-map of the current level you are in.

Change Map#

Presents a choice of 13 levels. Choosing one will drop the player right in that level's spawn point.

  • Intro
  • Junction
  • Sector 1
  • Sector 2
  • Sector 3
  • Sector 4
  • Sector 5
  • Sector 6
  • Sector 7
  • Des. Junction
  • Reactor
  • Credits (End game credits)
  • Items (Test map with all items in the game, unused)

Stats#

Stats will give you 8 sub-"options" that show some statistics of the game engine.

  • Pos
  • kTotal
  • kUsed
  • kInFree
  • kCurFree
  • kMap
  • kSound
  • kPNG

Developer#

Developer will give you 9 sub-options that include stores and a force error.

  • Vars - This will bring up the Vars sub-menu.
  • Benchmark - This will perform a benchmark of the rendering speed.
  • Store0 - This will bring up the first item vendor screen.
  • Store1 - Same as Store0, but it's the second item vendor.
  • Store2 - Same as Store1, but it's the third item vendor.
  • Store3 - Same as Store2, but it's the fourth item vendor.
  • Force Error - This will trigger the game's error handler and force it to quit afterwards.
  • Print Monsters
  • Print Memory

Vars#

Like Stats, it will give you 9 sub-"options" of game and engine variables. This is accessible only from the Developer menu, which is accessible from the start of the Debug Menu.

  • r_frames - The number of animation frames displayed when moving.
  • r_speeds - Displays various rendering statistics.
  • r_skipCull
  • r_skipStretch
  • r_skipBSP - The game world is not displayed.
  • r_skipLines
  • r_skipSprites - Sprites are not displayed.
  • r_onlyRender - Weapons are not displayed, and the player can walk through walls.
  • s_debug

(Source: Doom Wiki)

Unused Map#

In the debug "Change Map" menu, a map under the name of "Items" is available. It's rather rectangular, and contains every single item from this game, a couple of explosive barrels, a fire object, and a pool of lava.

DoomRPG-Items.png DoomRPG-Items2.png

Multi-Language Leftovers#

All preserved J2ME versions only contain one language, which is either English or Italian. Nevertheless, the game attempts to load some of the data from a directory, the name of which matches the first two characters of the phone's locale (dictated by the language in the phone's system options), then falls back on the directory called en, then finally loads the data from the root directory.

Almost all versions of the game contain the data in the root directory, and in fact the only directory present in the game is META-INF, which by J2ME's design contains the file MANIFEST.MF. There is an exception, however, and it is the Nokia 6600 version (1.1.3), which has a directory called es with just these two graphics intended for the start-up sequence and the intro in the unpreserved Spanish version. While this version does check the locale, it doesn't appear to ever display these even when it's set to es.

Version Differences#

J2ME Versions#

15 versions of the J2ME release are dumped, which is not much, but it does allow for a neat comparison like this.

Version #

Target Device

Keycodes

Resolution

Device APIs

Language

Build Date

1.0.18

Samsung SPH-A880

Standard

176x220

com.sprintpcs.media.Clip
com.sprintpcs.media.Player

English

2005-07-22

1.0.20

Motorola V551

Motorola

176x220

English

2005-07-26

1.0.36

Sanyo MM-5600

Standard

240x320

com.sprintpcs.media.Clip
com.sprintpcs.media.Player

English

2005-08-16

1.0.92

Sony Ericsson K500

Standard

128x160

English

2005-09-27

1.1.3

Nokia 6600

Standard

176x208

English

2005-10-13

1.1.24

Nokia S40 3rd Edition

Standard

208x208

English

2005-10-19

1.2.50

Nokia 6680

Standard

176x208

English

2005-11-17

1.3.83

Nokia 6280

Standard

240x320

English

2006-01-18

1.4.67

Nokia S40 5th Edition

Standard

240x320

English

2006-03-21

1.8.94

Nokia 6233

Standard

240x320

English

2006-08-07

1.9.98

Nokia 6151

Standard

128x160

English

2006-08-31

1.11.7

Nokia 5200

Standard

128x160

English

2006-10-03

1.6.89

Nokia S60 3rd Edition

Standard

240x320

English

2006-10-24

1.8.84

Nokia N95

Standard

240x320

Italian

2006-10-24

1.11.85

Nokia N70

Standard

176x208

English

2008-07-02

  • Version number - the build of the game as per the MANIFEST.MF file. As usual for J2ME, this game did not follow a conventional versioning scheme, it looks like the developers of this game assigned a version number to each final build of the game. While it does seem that later versions are generally assigned later numbers, there are a few bizarre version jumps related mainly to the later Nokia versions.
  • Target device - the phone for which a given version is intended for. Usually there were a couple of other similar phones that a version could be assigned to.
  • Keycodes - when you press a key, the phone sends a keycode to the game, which keycode that is for some of the keys depends on the phone. Some companies such as Motorola didn't follow the same conventions as Nokia, Sony Ericsson, Samsung, etc. so the versions for these phones aren't cross-compatible in terms of controls.
  • Resolution - which screen resolution is used by the target device in question.
  • Device APIs - which device APIs from manufacturers and carriers are used in which version.
  • Language - yeah, this game only seems to be preserved in English and Italian.
  • Build date - the date each JAR file was assembled according to file dates. Note that version 1.0.92 (K500) has files dated a month later than the META-INF directory (files dated 2005-10-27), but that could be due to the person who dumped the game repackaging the JAR file. In addition, several of the game versions are from a re-release by Electronic Arts with the META-INF folder and the MANIFEST.MF file dated 2009, which is normal and not a sign of unofficial modification.

Change History#

  • 1.0.36 (MM-5600):
    • An unknown change was made to Level 6.
  • 1.0.92 (K500):
    • This version introduced major changes in the game's file formats to how strings are handled. They are now split off into the .str files, while help.txt was merged into base.str. This was presumably done to make localization easier.
  • 1.1.24 (s40v3 208x208):
    • All the MIDI files were updated in this version, likely for the sake of optimization. They're now type 0 MIDI files (single-track) as opposed to type 1 MIDI files (multi-track), and the title theme now doesn't have a "tail" at the end that would cause it to play for an additional bar of silence after the fade-out. The credit for the community-made QMUS2MID software tool used by the developers of this game is in both iterations.
  • 1.11.85 (N70):
    • This is the last version out of the preserved ones, and the only one to have the new intro logos and copyright info for EA Mobile (and EA Sports for some reason). The new copyright texts on the Help/About screen were evidently not proofread, as they go out of the textbox.

Version-Specific#

  • 1.0.18 (SPH-A880) and 1.0.36 (MM-5600):
    • These are the only versions to use device APIs from the US carrier Sprint.
  • 1.0.20 (V551):
    • Most of the MIDI sounds are absent.
    • This version uses the Motorola keycodes and the Motorola Triplets keycodes instead of the standard ones.
  • 1.1.3 (6600):
    • The unused Spanish graphics only appear in this version.
  • 1.6.89 (s60v3 240x320) and 1.8.84 (N95 Italian):
    • These versions run at a fixed screen size without attempting to adjust to the phone's screen resolution. This was likely done because all other supported versions have an issue on these phones, in which the game runs at an incorrect screen resolution with a large white rectangle at the bottom.