Preliminary Documentation for PARSETUP PARSETUP is a Parallel Printer Port device driver for id Software's DOOM (tm) which will allow two computers to play across a LapLink or InterLnk parallel cable. This file is a quick and dirty substitute for real documentation. Connect your computers together using a LapLink or InterLnk cable (see CABLE.DOC for wiring diagram). Use PARSETUP just as you would use IPXSETUP or SERSETUP. In addition to the standard DOOM command line switches, PARSETUP understands the following: -player1 Forces console to be player 1 (Indigo) to override the automatic player choice. Player 0's machine is the "master" and sends the network start information at the start of the game. This option can sometimes be helpful when systems of vastly different speeds are linked together for DOOM, or if you just want to manually decide which player will be Green and which will be Indigo. -port Specify the base I/O port for the printer in C-style hex notation. Common values are 0x378, 0x278, and 0x3bc. -irq Specify the IRQ setting used by your printer port. Can be any value in the range [2..7], although printer ports are usually 5 or 7. PARSETUP defaults to I/O port 0x378, IRQ 7 which corresponds to LPT1: on most systems. -debug Causes PARSETUP to perform some rudimentary testing on your parallel link cable. See the troubleshooting section of this document for morte details. Troubleshooting Q: I connected my computers together with a cable, but all I see is "wrote: PLAY0_0" scrolling endlessly up the screen. What's wrong? A: There are a couple of problems which can cause this. You might have the wrong kind of cable; the wiring of the cable used for PARSETUP must have AT LEAST the connections listed in CABLE.DOC. Extra wires probably won't hurt, but too few wires or wires which connect the wrong pins will prevent PARSETUP from communicating across that cable. Once you have verified that your cable is wired correctly, you can test the cable using the InterLnk program which comes with recent versions of MS-DOS. Alternatively, you can invoke PARSETUP with the -debug switch, which will cause PARSETUP to perform a short test procedure before starting play. Make sure that BOTH computers start PARSETUP with the -debug switch as well as the -port and - irq settings appropriate for each machine. Once started, PARSETUP will attempt to send a sequence of numbers across the link to test all possible bit combinations which may occur during a game. If the cable is working correctly, the numbers should scroll rapidly up the screen and the test should successfully conclude within a few seconds. If the computers hang on "Waiting for 0..." it's possible that there is an incorrect -port setting on one of the machines. Depending upon the type of printer port installed in the machine, the base port address can be 0x378, 0x278, or 0x3bc. My suggestion is to try all three values and see if one of them works. On the other hand, if the computers hang on a number > 0, the port setting is correct but it's possible that one or more of the connections needed by PARSETUP is open (i.e. not connected). Double check your cable and try again. Q: OK, I did all of the above, and both computers pass the - debug test sequence, but when I try to play I *still* get an infinite list of "wrote: PLAY0_0" strings on my screen. What gives? A: Since you verified that the port address and cable connection are both OK in the earlier steps, the next problem area involves interrupt request (IRQ) settings. A printer port can be configured to generate an Interrupt ReQuest on one of the available IRQ lines, usually IRQ7. In most systems, the interrupt capability of the printer port is unused. For this reason, systems are often configured such that network cards, sound cards, mouse cards, or some other peripheral makes use of this "unused" printer port IRQ line. This situation is bad news for us, since two separate cards on a PC expansion bus cannot share the same IRQ level. Thus, if your network card or your SoundBlaster is set to use IRQ7, and your printer port card tries to use IRQ7 also, the result is a conflict and PARSETUP probably won't work. To correct this, make a note of the IRQ settings on each card plugged into your PC's expansion bus, as well as the actual IRQ setting used by your printer port. If you do find a conflict, you must change one of the cards to use a different IRQ. NOTE: Some motherboards with built-in printer ports allow you to enable, disable, and change the printer port IRQ settings using jumpers on the motherboard or in the BIOS SETUP. Check your computer documentation for more information. Once you have reconfigured your expansion cards to avoid IRQ conflicts, retry PARSETUP. TO REPORT BUGS: To help me track down any bugs you might encounter, I'll need as much information as possible relating to your system configuration. In particular, the following info for BOTH computers used in your game session would be helpful: Processor (386, 486, Pentium, Intel/AMD) Clock Speed (33Mhz, 66MHz, 90Mhz, etc.) Printer port BIOS designation (LPT1:, LPT2: or LPT3:) Printer port base I/O address you used on the PARSETUP command line Printer port IRQ you used on the PARSETUP command line Other command line switches passed to PARSETUP (e.g. -altdeath, -file) Results of running PARSETUP with the -debug switch Email questions, comments, and bug reports to asre@uiuc.edu