Doom for PocketBook eInk devices.
- Download the game from the releases page https://github.com/imustafin/pbdoom/releases
- Unzip the archive to the
applicationsdirectory on the ereader. - Place your WADs in the
applications/pbdoomdirectory. WAD filenames should be in lower case (notDOOM2.WADbutdoom2.wad) - You should have this structure:
applications
├── pbdoom
│ ├── doom2.wad
│ ├── game.app
└── pbdoom.app
- Run the game using the
pbdoomicon from the ereader applications menu
The following describes a development process for building the game on Linux.
- Obtain the SDK (we use https://github.com/pocketbook/SDK_6.3.0/tree/5.19)
- Write the path to SDK to
sdk_path(e.g.../SDK_6.3.0-6.3.2/SDK-A13) - Run
./build.sh
- The executable
game.appwill be located in thebuilddir
To make the development more convenient we can use the approach of https://github.com/pmartin/pocketbook-demo/tree/master/app-sender-receiver
The general idea is to use nc to exchange data between the development computer
and the ebook.
After building the executable we can send it to the device using send.sh.
Helper program pbdoom-get.app receives the executable sent by send.sh,
runs the game and redirects the output to the computer using nc.
To see the output from pbdoom-get.app have mon.sh running.
Don't forget to update ip addresses and ports in all scripts.
Check the ereader's ip in wifi settings for the connected network.
- Choose the release version (e.g.
v0.0.1) - Update the changelog
- Change
[Unreleased]title to the version ([v0.0.1]) - Make a new
[Unreleased]title with### Addedand### Fixed - At the end of file, add link for the release (
[v0.0.1] .../compare/v0.0.0...v0.0.1) - Update the
[unreleased]link ([unreleased]: .../compare/v0.0.1...HEAD)
- Change
- Add and push tag (
v0.0.1) - Push changelog updates to
main - Grab the artifact
- Make a GitHub release
- Set the version
- Paste changelog of the release
- Don't add the release title (already shown by GitHub)
- Make headings (Added, Fixed) start from
h1(#)



