Can Gzdoom Have Sprites That Are Animated at 60 Fps?
The nowadays article is a list of platforms to which Doom has been ported.
Doom is one of the almost widely ported video games.[1] Since the original MS-DOS version, it has been released officially for a number of operating systems, video game consoles, handheld game consoles, and other devices. Some of the ports are replications of the DOS version, while others differ considerably, including modifications to the level designs, monsters and game engine, with some ports offering content not included in the original DOS version.
Personal computers [edit]
NeXTSTEP [edit]
This was the version that the MS-DOS product emerged from, since, at the time, id Software was using a NeXTcube for its graphic-engine development. This version is sluggish on anything beneath an 040 NeXTstation/cube (though it runs smoother with a higher amount of retentiveness), and is missing sound, which was added on the PC side. With Adjacent-Step based on i486 architecture, it ran smoothly nether all weather condition up to screen sizes of 400% with newer hardware. The version running on NeXT is programmed past John Carmack, John Romero, and Dave Taylor.[ commendation needed ]
Bone/2 [edit]
Doom was ported to OS/2 by an independent contractor, Jim Thomas, who was hired by IBM to port it and SimCity.[2] A successful version was demoed in 1994 running in an OS/2 PM window.[3]
IRIX [edit]
Doom was ported to IRIX during the summer of 1994 by Dave D. Taylor. IRIX Doom was originally based on the unreleased MS-DOS version i.5, though later updates were based on versions 1.6 and ane.8. No try was made to take advantage of SGI's advanced graphics hardware, and like many other ports the game was rendered entirely in software rendering manner.
Solaris [edit]
Doom was ported to Solaris in belatedly 1994, and was designed to run with game files from Doom i.8. In the readme, the port is credited to "Dave Taylor and the residual of the folks at id Software". It runs on Solaris ii.iv and afterwards. The distribution contained two versions: i for regular X11, and another for Sun DGA.[ citation needed ]
macOS [edit]
Doom for Mac was released on November 4, 1994. The Ultimate Doom, Doom II, and Final Doom were ported by Lion Entertainment and released by GT Interactive using a Mac Os launcher application to run original PC WADs. The Mac version runs on System 7 through Mac OS ix and requires a 68040 or PowerPC processor. Although it can run in Classic under Mac Bone X on Power Macs, or through SheepShaver on Intel Macs running Snow Leopard or newer; Panther and Tiger cause graphic artifacts due to the subsequently version of Classic having a double-buffered screen. In add-on to an adjustable viewport, it supports rendering at low or high resolutions, and allows network play over AppleTalk as well equally IPX.
Linux [edit]
Doom was ported to Linux by id Software programmer Dave Taylor in 1994. The last Linux Doom binaries were provided by id Software on Oct 13, 1996, through the visitor's ftp-server.
The source code to the Linux version of Doom was released by id Software on Dec 23, 1997, under a non-turn a profit End user license agreement; information technology was re-released on October 3, 1999, under the terms of the GPL-2.0-or-subsequently license. Even so, the source codes to the DOS and Windows versions of the game were not released, due to copyright problems concerning the sound library used by original DOS version and id Software having no access to the source code of the Windows port.[4]
Microsoft Windows [edit]
The offset version of Doom for Windows was released under the name Doom 95, on August 20, 1996. It was compatible with Windows 95 and up, and was able to use WADs from the DOS versions. It also allowed users to set up up multiplayer games much easier than in DOS. It was included with Terminal Doom. The port was project-led by Gabe Newell and other later founders of Valve.[5]
On September 26, 2001, Doom Collector'south Edition was released, containing The Ultimate Doom, Doom II, and Last Doom. Information technology was re-released on January i, 2004[6] with added preview content for Doom three. Some early versions of Doom iii included the Collector's Edition and a small demon figurine as a bonus. The BFG Edition of Doom 3, released on October xv, 2012, includes The Ultimate Doom as well equally Doom Ii.
On August three, 2007, The Ultimate Doom, Doom II, and Concluding Doom were released on Steam. This release runs the original DOS versions of the game using DOSBox, a DOS emulator.
Acorn RISC Os [edit]
AcornDoom was released for the Acorn Archimedes past R-Comp Interactive on Feb 7, 1998.[vii] It was made available in a bundle of three Doom games: The Ultimate Doom, Doom II, and Master Levels for Doom II, as well as the Maximum Doom improver pack,[viii] which contains over 3,000 user levels.[9]
Consoles [edit]
Sega 32X [edit]
The 32X version of Doom was developed and published by Sega and was released on November 21, 1994.[10] It features 17 of the 18 levels from the first ii episodes, but none from episode three. This version lacks multiplayer support, does not play in a full screen, and only has the front sprites for the monsters. 10 levels are missing from the original version (twice as many missing levels as any other version of the game). A DOS prompt shows up after the credits scroll if the player finishes the game either using cheats or starting from any level other than the start level, locking up the game.[11] Similarly, the secret level cannot be accessed in these scenarios. Due to the lack of the third episode, the BFG 9000 can only be obtained through the utilise of cheats. Due to poor apply of the YM2612 audio chip, this version's soundtrack is considered junior to that of other versions, and many of the sound effects are missing. As with almost mid-90s console ports, the levels come from the Atari Jaguar version. This version does non characteristic the Cyberdemon, the Spider Mastermind, or the Spectre. There is a level select option that allows the player to start on whatever of the first xv levels, although at that place is no way to save the game or settings.
In 1995, the 32X version of the game was given a score of xxx out of 40 by Famicom Tsūshin.[12]
Atari Jaguar [edit]
The Jaguar version was published past Atari and was released on November 28, 1994.[13] This version has more levels than the SNES and 32X versions, and as many levels as the 3DO and GBA versions. id Software had to strip down the port to permit the game to fit on a ii Megabyte cartridge.[14] It features 22 of the PC version'due south 27 levels, though many of them are simplified, plus ii new levels (the levels titled "Tower of Babel" and "Hell Keep" are non the same as the PC levels of the same names).[fifteen] Unlike the 32X, SNES, and 3DO versions, this version of the game display occupies the full screen, albeit with an opaque status bar at the bottom. The game runs at a fairly constant and fluid frame-charge per unit. The levels utilise more than circuitous lighting effects, simply have less variation in floor depth and ceiling height. It lacks the Cyberdemon, the Spider Mastermind, and the Spectre. It is compatible with the JagLink 2-console networking device for two players to play deathmatch.[16] The Jaguar version does not take any music during gameplay, only plays the title theme and pause music with new instruments. Game settings and progress through the levels are saved automatically, and the role player can kickoff a new game anywhere up to the final level reached. Instead of having to bike through the selection of weapons, the role player tin select a weapon by pressing its corresponding button on the controller's number pad.[xvi]
Next Generation gave it 4 out of five stars and chosen it "Definitely the best Jaguar title we've seen so far."[17]
Super NES [edit]
The Super NES version of Doom was published by Williams Entertainment and developed past Sculptured Software and released on September one, 1995. Randy Linden, the head programmer, created a new game engine called the Reality engine for the port. The game makes use of the Super FX powered GSU-two chip (oftentimes referred to every bit the Super FX 2 chip), and was one of the few SNES games to feature a colored cartridge: Doom came in a red cartridge in the United States and a blackness or standard grayness cartridge in Europe and Commonwealth of australia.
The SNES version of Doom features all 5 of the PC version levels that were missing from the Atari Jaguar version, but is missing a different set of five levels instead, and, like the Sega 32X version, does not have any console exclusive levels. The levels included resemble the PC levels more so than other ports. This was also the only home panel port of Doom released in the 1990s to feature all three of the original clandestine levels and boss levels from the PC version. Like the Sega 32X version, the actor'due south heads-up display does not apply the whole screen, and enemies are only blithe from the front, which ways that they always confront the player. This renders monster infighting impossible, although information technology is possible for monsters of the same blazon to harm each other with projectiles. The floors and ceilings are not texture mapped, and this version of the game also lacks both bombardment back-up saves and a password organization, meaning that each episode must be finished from the beginning. Multiplayer was merely available if an XBAND modem was used, which included support for two player deathmatch. This version lacks the Spectre enemy (replaced with regular Demon monsters), though information technology does characteristic the Cyberdemon and Spider Mastermind boss monsters that the Atari Jaguar, Sega 32X, and 3DO versions lack. In the North American and PAL versions, episode two cannot be played on the "I'grand Also Immature to Dice" and "Hey, Not Too Rough" difficulties, and episode three can merely be played on "Ultra-Violence" and "Nightmare" difficulties if ane is selected from the game'southward episode select menu, though it is possible to play episode three on the "Hurt Me Plenty" difficulty if the role player beats episode two on that difficulty setting. In the Japanese version, nonetheless, all three episodes tin be played on any difficulty level.
The automap display takes advantage of the rotating and scaling abilities of the Super FX 2 chip, with the unabridged map spinning around the actor's position rather than the actor being portrayed with an pointer. Due to hardware limitations, no particles such equally blood impacts, fume, or bullet sparks are present. The chaingun is capable of single burn (although elimination one bullet still produces a doubled sound effect). Moreover, the shotgun does not fire vii individual shots as information technology does in the PC version, but rather functions like a hunting rifle. This allows the actor to shoot (and be shot) from a distance using the shotgun with no decrease in power. This version of Doom features support for the SNES Mouse peripheral.
Reviews for the Super NES version were mostly negative. Electronic Gaming Monthly gave this version a score of 5.375 out of ten. Two of their reviewers said that information technology was "decent" but conspicuously inferior to other versions of Doom, while the other ii felt it to be a poor game fifty-fifty without comparison it to other versions. They especially criticized that enemies at a altitude are too pixelated to exist seen, making it "seem like you are getting striking for no reason at all". They cited the "outstanding" music as the one strong point.[18] A critic for Next Generation similarly complained that enemies are so pixelated at mid-distance or farther that they blend in with the backgrounds. He also criticized the graphics in general as requiring "constant squinting" to discern what is going on and called the controls "poor and sluggish." While acknowledging that creating a port of Doom for a last generation console at all was an impressive technical accomplishment, he concluded the port to exist non worthwhile and gave it two out of five stars.[19] GamePro 's The Axe Grinder instead stated that afar objects appear abrupt and articulate, and that it is objects which are close up which appear extremely pixelated. He gave the Super NES version a generally negative assessment, proverb that the game is almost unplayable due to the unresponsive controls.[20]
On July 14, 2020, the source code for the game was released by Randy Linden, the game'south creator, under the GPL-3.0-merely license.
PlayStation [edit]
The PlayStation version of Doom was published and developed by Williams Entertainment and released on November 16, 1995. This version spent six months in evolution.[21] It is i of the all-time selling versions of the game after the original PC version. It was re-released several times, first on the "Greatest Hits" range in the U.Southward., which requires that games take sold at to the lowest degree 150,000 copies in that location, and on the "Platinum Range" in PAL regions, which indicates that it sold over 600,000 copies in those territories.
Changes from the PC original include the removal of the "Nightmare" difficulty level, and the fact that progress is saved via passwords (given at the cease of each level). The passwords also salvage ammo and health stats, simply the numbers for them are rounded. This version features 59 levels in full; 23 levels from the PC version of Doom (edited much like the Jaguar and 32X versions), both of the levels designed for the Jaguar version, half-dozen new levels designed past the Midway squad, v levels from The Ultimate Doom 's fourth episode, and 23 levels from Doom 2. Dissimilar the other 1990s Doom ports, all of the enemies from the PC version of Doom are included. However, the Arch-vile monster from Doom II is not present; according to one of the game'due south designers, Harry Teasley, this was considering he had twice as many frames as whatsoever other monster, and the team felt that they "just couldn't practise him justice" on the PlayStation.[22] There is, however, one new monster, the Nightmare Spectre. According to Teasley, this was included to add diverseness, and to take advantage of the PlayStation's capabilities. Two actor deathmatch and co-operative multiplayer modes are available on the PlayStation if two consoles are linked using the original Serial I/O port, and each console has its own controller and Doom disc inserted.
Many textures were reduced in size due to technical limitations. As a result, the mug shot appears to be unlike from the one in the PC version; in fact, it is the same blithe sprite, merely squashed in from the sides. A small pick of new graphics and visual effects were introduced. These include sector-based coloured lighting, an animated, flame-filled sky, and a new animation for the player'due south mug shot, which shows the Doomguy's head exploding if the histrion graphic symbol is gibbed.[21] For the first time, translucent Spectres are drawn without the pour result (including the darker-shaded Nightmare Spectres). The original music past Bobby Prince was replaced by a new score by Aubrey Hodges. The audio effects and vocalisation-overs were also completely redone by Hodges, and, in parts of certain levels, echo effects were added. All of the story text is cut, save for the ending and 2nd intermission from Doom II, the latter of which appears at the terminate of Ultimate Doom instead.
On Oct 1, 1996, a port containing levels from Master Levels for Doom 2 and Concluding Doom was released for the PlayStation under the proper name Final Doom. The PlayStation version of Final Doom has xiii levels from Primary Levels for Doom II, eleven levels from TNT: Evilution, and six levels from The Plutonia Experiment. Similar the PlayStation version of Doom, Final Doom uses passwords. Unlike the PlayStation version of Doom, back up for the PlayStation Mouse peripheral is available for Final Doom.
The PlayStation version was met with critical acclaim, with critics concurring information technology to be by far the best console version of the game to appointment. Major Mike of GamePro gave it a perfect score in all four categories (graphics, sound, command, and FunFactor), noting that it was non just a straight conversion but a drastically reworked and comprehensive edition with "enough new twists and turns to surprise even the most battle-weary Doom player". He applauded the inclusion of Doom Ii, the added levels, the much smoother graphics when compared to previous console ports, the clear sound effects, the "spooky" music, and the precise controls.[23] A reviewer for Maximum plant the port'south most worthwhile aspects to be the huge number of levels, the utilise of the shoulder buttons for strafing, and the "vastly improved" audio. He scored it 5 out of five stars.[24] A reviewer for Next Generation said the PlayStation version succeeded in "putting previous efforts for 32X, Jaguar, and especially Super NES, to shame" with its loftier frame rate, impressive lighting furnishings, responsive control, deathmatch capability, and inclusion of Doom II and levels from Ultimate Doom. He complained that the walls are "sticky" and that he was feeling burnt out on reviewing ports of Doom, and gave it four out of five stars.[25] Next Generation 's 1996 overview of PlayStation games raised the score to a perfect 5 stars.[26] IGN gave it a 7 out of ten, citing the loftier frame rate, impressive lighting furnishings, use of the PlayStation Link Cable, and inclusion of Doom II content. However, they criticized that the game was becoming old (the review was published a full yr later the PlayStation version was released).[27] GamePro awarded it Best PlayStation Game of 1995.[28]
3DO Interactive Multiplayer [edit]
The 3DO version was published by 3DO and developed by Art Data Interactive, with assistance from Logicware, and was released in 1996.[29] It features the same level ready as the Atari Jaguar version, as well every bit the same auto-save feature, but lacks multiplayer modes. This version runs in a pocket-sized screen at a low frame charge per unit, though information technology includes the choice to shrink the screen size further, which allows the game to run faster and smoother. It lacks some furnishings constitute in other versions merely has an updated soundtrack that features remixed and original music. The Cyberdemon and Spider Mastermind are missing, though the Spectre (which is absent-minded from the Jaguar, SNES, and 32X versions) is included. The 3DO version was originally a more ambitious project, intended to surpass the PC version, but after it was mired in development hell for two years, the programmer was contracted to create a basic port in ten weeks.[thirty] Due to this tight fourth dimension constraint, porting over the soundtrack was not practical, and so the score was re-recorded for the port by the CEO of Art Data Interactive and his band.[31] In Dec 2014, the source code for the 3DO version was released to the public under the MIT license.[32]
Maximum thoroughly panned this version for its lack of PAL optimization, large borders, inclement frame rate fifty-fifty on the smallest possible screen size, banal color palette, music which is lacking in atmosphere, and load times. They added that the frame rate and slowdown make the game too easy: "When large amounts of monsters go far to beat the crap out of yous, the game slows downward to such an extent that yous take ages to line up your shots and burn". With their only praise being for the intuitive and effective control configuration, they gave it 1 out of five stars.[33] GamePro called it "the worst panel version of Doom so far", chiefly due to the choppy frame rate.[34]
Sega Saturn [edit]
Based on the PlayStation version, Doom was ported to the Sega Saturn past Rage Software and published by GT Interactive in 1997.[35] Though containing the same levels, enemies, structures, and almost of the sounds effects and music from the PlayStation version, this port suffers a number of differences and setbacks; the frame rate is significantly lower, the blitheness is slower, the echoed audio effects and sector-based lighting are missing, the Spectre and Nightmare Spectre monsters exercise not accept the translucent textures and instead are drawn in see-through sprites of regular Demon enemies, and the blithe fiery skyline in sure levels is gone, normally replaced with Doom II 's city skyline. The lead developer on this port, Jim Bagley, later on said that he originally programmed a hardware-accelerated engine that would have performed on par with high-end PCs of the time, but id Software disallowed usage of the engine due to texture baloney caused past the rendering process, resulting in the final version using an entirely software-based renderer. John Carmack of id Software explained that they disallowed the engine considering "I hated affine texture swim and integral quad verts."[36]
This version is compatible with the Saturn analog controller[37] and the Saturn mouse. However, the mouse cannot be used to strafe, access the automap, or manually change weapons (though as in all versions of Doom, the player grapheme automatically equips a weapon when it is first acquired and switches to a unlike weapon if the current ane is depleted of ammunition).
The packaging for the U.S. release contains a few errors, such as the game screen shots on the dorsum actually being from the PC version of Final Doom, and it claims to exist "deathmatch ready", when it is in fact only one histrion (the deathmatch and cooperative multiplayer modes are only in the Japanese and PAL releases, despite the fact that the Saturn link cable needed to play these modes had not been released in PAL regions[38]).
The Saturn port was met with a generally negative reception, with near reviewers considering it far beneath the quality of the PlayStation version. The about common criticisms were the low frame rate[35] [39] [xl] and lack of certain graphical elements seen in the PlayStation version.[35] [40] Reviewer fatigue with Doom ports likewise continued to play a role; Jeff Gerstmann, rating information technology a 3.one out of 10 in GameSpot, commented that "If I run across ane more Doom game released on any platform, I'm going to chase downwards the people responsible and kill them slowly."[39] Sega Saturn Magazine awarded the port a score of 56%, with the reviewer describing it as a "breath-takingly bad conversion of a classic game", judging the game's poor performance to exist inexcusable considering the Saturn'due south 2D rendering capabilities, and feeling that even the earlier 32X and Jaguar versions played much ameliorate, despite being released on less powerful systems.[35] GamePro was less outraged, judging that while the Saturn port is clearly inferior to the PC and PlayStation versions, it is enjoyable in absolute terms and "successfully mimics the PlayStation version in most categories - with the crucial exception of speed."[xl]
Game Boy Advance [edit]
The Game Boy Advance version of Doom was developed past David A. Palmer Productions and was released on November v, 2001,[41] and featured a level set identical to the Jaguar version, every bit the engine is actually a port of information technology.[42]
Both GBA ports feature the same multiplayer functionality equally the PC version. These were the first ports of Doom on a handheld device. Both Doom and Doom II received a much larger amount of censoring than other ports (monsters drain light-green instead of blood-red, and many more than disturbing sprites such as corpses impaled on spikes are removed),[1] resulting in a Teen rating from the ESRB.[43]
Xbox [edit]
Co-developed past id Software and Vicarious Visions and launched on April iv, 2005, the Doom 3 Express Collector's Edition features ports of The Ultimate Doom and Doom Two, including a two- to 4-histrion carve up-screen multiplayer mode.[44] The expansion pack Resurrection of Evil also contains The Ultimate Doom and Doom Ii, as well every bit Master Levels for Doom II.[45]
Xbox 360 [edit]
On September 27, 2006, Doom was released for download on the Xbox Alive Arcade for the Xbox 360. The game has all 4 episodes from The Ultimate Doom plus online cooperative and deathmatch modes through Xbox Live. Like the Xbox version, it does not include any of the console-simply levels which appeared in earlier ports. Supports 11 screen sizes, and has college graphics resolution than any earlier panel port. Due to a bug, the music plays at a slower speed. This port, programmed by Nerve Software, also credits Vicarious Visions and likely shares lawmaking with the Xbox version. There are no cheats in this version of the game.
In 2010, the game was pulled from the Xbox Live Marketplace because Activision, the game'due south publisher, no longer had the rights to maintain the game on the Market, just as of Jan 20, 2012, it has been republished by Bethesda Softworks,[46] [47] the same company that published the Xbox Live Arcade version of Doom II: Hell on Earth.
Both games are backwards-uniform with the Xbox One and can be purchased from the Xbox Store. They are likewise downloaded if the disc for Doom 3: BFG Edition is inserted into the console in lieu of the pack-in versions of the games included with that title, though the disc is required to play. They were too offered as a preorder incentive for the 2022 reboot.
PlayStation iii [edit]
Doom 3 BFG Edition contains The Ultimate Doom and Doom Ii: Hell on Earth. After, Doom Archetype Complete was released on the PlayStation Network which includes The Ultimate Doom, Doom II: Hell on Earth, Master Levels for Doom II, and Terminal Doom, the last two actualization for the first time in their entirety on a panel.
25th anniversary release [edit]
Doom and Doom II were released for PlayStation iv, Nintendo Switch, Xbox One, Android and iOS on July 26, 2019, during QuakeCon, in honor of the franchise'due south 25th ceremony.[48]
Bethesda received criticism for allegations that it included additional digital rights direction in this version, equally the initial releases required that users sign into a Bethesda.net business relationship in gild to play. Bethesda later on stated that this was not intended to be mandatory, but an optional link to receive rewards on the service's "Slayers' Social club" plan for Doom, and that the mandatory login would exist removed in a patch.[49] [50] This initial release for Doom ane and 2 in the 25th ceremony release was likewise plagued with uneven pixels, wrong aspect ratios (no option for 4:three), wrong lighting position, and the music not matching the original DOS release version.[51] On January 9, 2020, Bethesda released an announcement that Doom ane and 2 will accept a patch and update fixing the bug that plagued Doom 1 and two'due south initial release. Updates including quick saves, support for 60 frames per seconds, 4:3 aspect ratio support, and back up for add together-ons (i.eastward.: Concluding Doom, No rest for the Living, etc....). On March 6, additional updates and patches came out for Doom and ane and ii characteristic audio improvements, quality of life features and minor performance optimization.[52] [53] [54] [55]
Other devices [edit]
iOS [edit]
This section needs expansion. You can help by adding to it. (July 2019) |
An official port of Doom, under the title Doom Archetype was released in 2009 for iOS devices.[56] Doom Classic iOS is one of the few official ports handled by erstwhile Id Software programmer John Carmack himself,[57] and is based on the PrBoom source port.
This version of Doom has since been replaced past the 25th Anniversary version on the iOS App Shop, due to Doom Classic not being updated with support for versions of iOS by iOS 11, due to Apple dropping support for 32 scrap apps in iOS 10.
WebTV/MSN TV [edit]
Official plans to port Doom to the WebTV Plus and EchoStar DishPlayer internet appliances, both designed with WebTV (later MSN Tv)-based hardware and for use with the respective service, were made known equally early every bit late 1998 and 1999 respectively. While it only got an official release for DishPlayer units in 1999 alongside You lot Don't Know Jack and Solitaire,[58] all made to demo the technological capabilities of the hardware, a port fabricated for original WebTV Plus units that wasn't publicly released was discovered by its dedicated hacking scene around Baronial 1998, which could only be downloaded from connecting to an internal WebTV service. Both ports were stripped-downwards versions of the total game, merely containing 4 episodes, most likely due to the fact they were fabricated solely equally demos and as a way to conserve space on the difficult disks of WebTV boxes. The ports also fabricated apply of the WebTV keyboard for command input.[59] Because in that location was no concern to know how the units stored information on the difficult disks when either port was made known, and in the instance of the WebTV Plus port, copies were supposedly subject to potentially being wiped from the hard disks on control from the WebTV service,[sixty] both the WebTV Plus and DishPlayer ports remained unpreserved for some time. In 2022 and 2021, both ports respectively were made playable exterior of the WebTV service and to an extent, "preserved", by WebTV hackers MattMan69 and eMac. These efforts did not intend to preserve the ports in their original states and were primarily intended to exist arranged and work with custom "HackTV" branded WebTV firmware images, which were primarily designed to turn a WebTV box into a sort of "game car", and especially in the case of the WebTV Plus version, take modifications to acquit this "HackTV" branding in game where appropriate. Outside of this, both WebTV ports have no original game files preserved on the net.
In Doom Eternal [edit]
In Doom Eternal, the original Doom and Doom II games are bachelor to play in the Doom Slayer's PC in the Fortress of Doom. Both need to be unlocked, the outset by collecting all of the in-game cheat codes, and the second one via the password FLYNNTAGGART.[61]
List of source ports [edit]
This is a list of unofficial ports of the engine used to run Doom, referred to as source ports, that expand upon the engine's capabilities, change how the game existence run is played, or make information technology compatible with other operating systems, and have received substantial notable coverage.
There are hundreds of source ports known to take existed.[62] The Doom engine'southward source lawmaking was released to the public on December 23, 1997. Although Doom was originally created for DOS, the original source release was for the subsequent Linux version, due to the use of a proprietary audio library in the DOS version.[63] The original purpose of source ports was cantankerous-platform compatibility, but soon subsequently the release of the Doom source code, programmers were correcting old, unaddressed Doom bugs and deficiencies in their ain source ports, and afterwards on introducing their own modifications to raise game features and alter gameplay.
The source code was originally released under a proprietary license that prohibited commercial utilize and did not require programmers to provide the source lawmaking for the modifications they released in executable form, but it was later re-released on October 3, 1999, under the GPL-2.0-or-after license[64] afterwards requests from the community.[ citation needed ]
Personal computers [edit]
Linux, macOS, Windows [edit]
GLDoom [edit]
1 of the beginning source ports, glDoom was an effort to bring OpenGL accelerated graphics support to the Doom engine, developed by Bruce Lewis. The project was canceled in 1999 afterwards an blow in Lewis's home, in which the hard drives storing the project's source lawmaking crashed, destroying information technology. Meantime, backup tapes storing the lawmaking were also destroyed.[65] This has been cited past id Software as ane of the reasons why information technology republished the source code under a free license, every bit information technology believed that incidents like that could be prevented by requiring developers to share their changes.[66] In April 2010, however, Lewis rediscovered the glDoom sources in ane of his deceased friend'south hard drives.[67]
Boom and derivatives [edit]
Boom was a port for DOS of the Doom source code by TeamTNT. Boom stock-still numerous software glitches and added numerous other software enhancements into the engine to such a caste that its additions accept been incorporated into about modern versions of Doom source ports (such every bit PrBoom+, ZDoom and Doom Legacy). The last update of Nail was released on Oct 22, 1998. In Oct 1999, Boom's source code was released.[68] Farther development of Smash as a source port was continued for DOS as MBF, for Windows equally PrBoom, and for Linux as LxDoom. The latter two later merged as PrBoom and also took on many of the MBF features, so PrBoom'due south own successor, PrBoom+, is effectively the modernistic equivalent of Boom.
Eternity Engine [edit]
The Eternity Engine is a Windows source port licensed nether the GNU Full general Public License. It was first released on January viii, 2001, every bit version 3.29 beta ane. It was originally meant to power a Doom total conversion, only after that project went on hiatus (somewhen being cancelled in 2006), the engine became the prime focus. The engine is based on Smack My Marine Upwardly (SMMU). It includes such features as scripting, portals, polyobjects, and Heretic back up.
Marine's Best Friend [edit]
Marine's Best Friend (MBF) is a DOS-based source port. It is based on Boom, and adds several new features including high resolution graphics, enhanced monster AI, emulation of the pre-release beta versions of Doom, and "helpers" that follow and assist the player (specifically dogs, to which the name of the engine refers). It was developed past Lee Killough and is no longer updated. Its lawmaking was later used every bit the base of the source port Smack My Marine Up, which in turn was used to construct the Eternity Engine. Some of its code was also adopted in PrBoom. In August 2004, James Haley and Steven McGranahan ported Marine's All-time Friend to Windows every bit WinMBF. WinMBF was last updated in January 2005.
PrBoom [edit]
PrBoom is a Doom source port derived from Linux and Windows ports of Boom and MBF that includes an optional OpenGL renderer, besides as options allowing it to restore the behavior of earlier executables (such every bit Doom version one.9, Boom, and MBF) in essential ways. A variation named PrBoom+ provides enhanced demo recording and viewing capabilities. PrBoom was used equally the engine for id Software's official port for the iPhone, Doom Classic.[69] [70] The source port is packaged in the Ubuntu Software Center too every bit Fedora's RPM software repository alongside Freedoom. PrBoom was concluding updated on November 9, 2008.
Although PrBoom and PrBoom+ are simpler than some other Doom source ports, they are often preferred as staying relatively shut to the behavior of the original games, and have practiced demo support. However, some of the problems fixes and behavior changes of other ports may unbalance how levels made for the original games play, giving players certain advantages or disadvantages.
Doomsday Engine and derivatives [edit]
The Doomsday Engine is a GPLv2-licensed source port (incorporating the former jDoom, jHexen, and jHeretic) that runs on Linux, Mac OS X, and Windows.[71] The source port as well supports Heretic, Hexen: Beyond Heretic and Doom Two. Its hardware-accelerated engine supports 3D models, dynamic lighting,[72] object and movement smoothing, shadows, and other features. It also includes XG line and sector types for editing extensions, as well as a built-in principal server games browser (launcher).
DOSDoom and derivatives [edit]
DOSDoom is the first Doom source port for DOS, launched within a twenty-four hours subsequently the release of the Linux game'southward source code in 1997. It was created by Chi Hoang, who took the original Linux release of the Doom source code and ported information technology back to DOS.[73] Information technology evolved to include several new features, which were previously unseen at the time shortly after the release of the original Doom source code, including translucency, high resolution and colour rendering, and vertical aiming.[74]
Doom Legacy [edit]
Doom Legacy is a source port originally written every bit a fork of DOSDoom, introducing mouse-look, jumping, a console, 32-actor deathmatch, skins, and, later, native Windows, Linux, and Mac Bone X ports. Information technology has also evolved to support many Boom features and 3D dispatch. Later releases include boosted features, notably the ability for levels to contain floors straight over floors in December 2000, pregnant levels are not required to be strictly second from a acme-down perspective equally they were in the original Doom engine games. It has its own scripting language, called Fragglescript.
Vavoom [edit]
Vavoom is a source port created by merging the Doom, Heretic, and Hexen: Across Heretic source copse to create a unified executable. It too features bits of the Quake source lawmaking (used predominantly for networking and rendering), and was the commencement source port to support Strife: Quest for the Sigil. It has been in development since September 1999, and was showtime released on June 14, 2000. Among its features are a true 3D polygonal engine with colored lighting and software, Direct3D and OpenGL renderers, freelook support, 3D floors, and back up for Smash's extended attributes. The source port is packaged in the Fedora RPM software repository alongside free installers that catch the shareware levels for all the games used by the engine by default.
ZDoom and derivatives [edit]
ZDoom is a source port launched for Windows on March vi, 1998, and afterwards Linux and macOS. It supports Blast editing extensions[75] plus all of the extensions made in the version of the Doom engine used in Hexen: Beyond Heretic, as well as several other new features. It likewise supports other games that share the Doom engine.[76] Unlike many other source ports, ZDoom cannot play demos recorded with Vanilla Doom, including the intro demos found in the IWAD. The terminal version of ZDoom, was released in Feb 2016, and was officially discontinued on Jan 7, 2017. In the announcement, ZDoom's creator, Randy Heit, recommended using QZDoom or GZDoom instead.[76]
GZDoom [edit]
GZDoom is a source port based on ZDoom that extends its feature set to include an OpenGL three renderer. It was released on August 30, 2005. GZDoom also boasts 3D floor support uniform with Doom Legacy and Vavoom, 3D model support, 360 degree skyboxes, and other features. Version ii.iv.0 was the first version to be officially released on ZDoom.org alongside the release of QZDoom ane.3.0 on March 19, 2017.[77]
Skulltag and Zandronum [edit]
Skulltag was one of the multiplayer-centric Doom ports based on (One thousand)ZDoom.[78] Information technology added 32-player multiplayer and unlike game modes: standard types such as deathmatch and capture the flag, and other modes such as co-operative waves and invasion maps.[79] Skulltag had support for 3D models and loftier-resolution textures. Skulltag received a final update on Nov seven, 2010, and was close downwards on June vii, 2012.
Skulltag 98e was succeeded past Zandronum, which is made past the same developers later the original creator moved to another project. Zandronum was offset released as version 1.0 on Baronial 24, 2012. Zandronum improved support upwards to 64 players online per server and introduced Last Homo Continuing and other, more original game modes.[80]
ZDaemon [edit]
ZDaemon is an online multiplayer source port for Doom. It is a fork of another source port, Client/Server Doom or csDoom, the kickoff stable source port to allow playing on the Internet by using client/server network code (from QuakeWorld).[81] With ZDaemon, players create an business relationship and can so easily connect to multiplayer servers with the included server browser (ZDaemon Launcher). The ZDaemon Launcher too features access to the ZDaemon IRC aqueduct through their own customer called "ZRC" (ZDaemon Relay Conversation). To cut down on impersonation and spoofing, version one.09 introduced in-game nick authentication, which allows players to use aliases (such equally for clan tags), but only when they really own the nick. ZDaemon besides collects statistics from servers that take it enabled, as well as experience points, allowing players to level up as they play, though leveling up does not provide any in-game benefits.
Chocolate Doom [edit]
Chocolate Doom is a source port for Windows, Linux, macOS, AmigaOS iv,[82] MorphOS, and other mod operating systems that is designed to carry every bit closely as possible to the original DOS executable ("Vanilla Doom"), going every bit far equally to duplicate bugs found in the DOS executable, fifty-fifty bugs that make the game crash. This involves more than just leaving the bugs in the source lawmaking. Several bugs present in the DOS version (for instance, the sky bug in Doom II) were fixed in the released Doom source code, and then these bugs were recreated for Chocolate Doom. The start version of Chocolate Doom was released on September seven, 2005. As information technology is designed to be equally close equally possible to the DOS executable, it has no new features and lacks high resolution support. It supports OPL3 music emulation, equally well as the standard MIDI output on its host operating arrangement. Information technology is a popular test engine for level designers, and amongst players who prefer unmodified Doom. By default, it simulates the behavior of doom.exe version ane.9 running under Windows 98, although it will simulate the executables from The Ultimate Doom or Terminal Doom if it detects their respective IWADs.
Amiga [edit]
Various versions of Doom exist for the Amiga computers, one well-known instance of which is ADoom.[83] [84]
macOS [edit]
Zandronum is designed specifically for macOS. Source ports like Doomsday, Odamex or PrBoom are Os X-compatible but are primarily cantankerous-platform projects intended to be as portable as possible.
Portable devices [edit]
Nintendo DS [edit]
A port of PrBoom was written for the Nintendo DS. PWADs and DEH patches are supported, but but by creating a separate file with arguments to load them on startup. Wi-Fi network play is supported when using a PrBoom server set upward on a PC.[85]
Digita OS [edit]
DOOMD was a port released for FlashPoint Technology'due south DigitaOS for digital cameras. The port is based directly on the 1997 source code release. Both Doom and Doom II IWADs are supported. Custom WADs are supported, just no selection interface has been implemented.[86] [87]
iPod [edit]
A hack immune 5th generation iPods to run a port of Doom.[88] It is too possible to run Doom on iPods running Rockbox'southward Rockdoom plugin.[89]
Zune and Zune HD [edit]
Two ports have been released to run on Zune devices using OpenZDK. One for the Zune HD, and the other for 3rd generation Zunes and lower.[ninety] [91]
TI-Nspire Serial [edit]
A source port to the TI-Nspire graphing calculators (specifically the NDless jailbreak software) was created, titled nDoom. It is a direct port of the original Doom engine, and as a result supports all IWADs and PWADs that were designed for the original executable. Support for Heretic: Shadow of the Serpent Riders and Hexen was added.[92]
Gmini 400/402/402cc/AV400 [edit]
aoDOOM was a source port made for some of Archos Gmini devices that runs an embedded version of ArchOpen.[93] It supports all WADs and PWADs, including Doom 1 and Doom ii[94]
Symbian OS [edit]
Some other port from original CDoom made for DOS machines and c2Doom exclusively ported for Nokia Series 60 version 2 and iii editions smartphones. Possibly this mod originated from Korea based upon the trailer that had been released on YouTube.
Other ports [edit]
These Doom source ports take the characteristic of running on virtual machines such every bit the Java Virtual Machine or Adobe Wink while yet existence based on the Doom engine's source lawmaking. Due to the nature of the latter, some of these ports have opted for using automated parsing of C code (such as Adobe Alchemy), while others have adopted a major rewrite.
HTML5 [edit]
Freedoom has been ported to the Earth Wide Web via Emscripten and asm.js under the proper noun "boon".[95] [96]
WebAssembly [edit]
The original Doom sources have been ported to WebAssembly.[97]
Java [edit]
In the past, in that location have been several unsuccessful attempts to produce a Doom source port in Java such as DoomCott[98] or the Stark Engine,[99] which were either abased or never gained enough functionality to exist properly called source ports. The only agile Java Doom project as of 2010 is Mocha Doom,[100] a pure Java implementation of Doom with features like to modernistic Doom source ports and direct compatibility with the original game data.
Doom iii mod [edit]
A mod was made for Doom 3 that allows the thespian to run the original Doom using an in-game terminal. The mod, called "Last Doom", is based on the 1997 source code release, and constitutes an experiment on Doom 3 's interactive surfaces. All retail and shareware releases of Doom are supported past this port.[101] [102]
Hewlett-Packard 16700 series Logic Analyzers [edit]
Doom was ported to HP-UX 10.20 on the PA-RISC platform, and included as an easter egg on HP (subsequently Agilent and now Keysight)'southward' 16700 family unit of PA-RISC based logic analyzers.[103]
QuestZDoom [edit]
In 2020, a virtual reality port was released for the Oculus Quest, and later Oculus Quest 2, on the online indie VR programmer platform SideQuest. It was listed under the name "QuestZDoom," and was released that summer. Information technology was tested for several months by a squad of VR developers on Discord led by their head programmer Dr Beefiness, who is also known for multiple VR fan ports of open-source games such every bit the original Half-Life and Return to Castle Wolfenstein, as well every bit the first 2 Quake games, all with the added caveat that you must already own the original games, either on disc or by online purchase from digital retailers like Steam. For legal purposes, the original game files volition non exist supplied past Dr Beef at any time to avert piracy bug. The goal of QuestZDoom was to implement an engine that could reliably and smoothly return the classic 90's Doom Engine titles in virtual reality, consummate with the option to load many popular mods, especially Brutal Doom, into the game through a separately downloaded mod director, called "QuestZDoom Launcher." In order to utilise this engine, as with all Dr Beef's fan-fabricated engine ports, y'all must supply it with your own already purchased copies of the original Doom games, including but non limited to "The Ultimate Doom," "Doom II: Hell on Earth," and the Terminal Doom titles, known every bit "The Plutonia Experiment," and "TNT Evilution," respectively. It is also compatible with Heretic and Hexen, as Raven Software developed these titles using a modified version of the Doom Engine supplied to them by id Software, the Doom Engine's creators.
Nintendo Wii [edit]
WiiDoom is a Wii port of Doom using the open up source PrBoom engine[ citation needed ]
A simplified family tree [edit]
The following diagram depicts a simplified family tree of Doom source ports.
See also [edit]
- Doom 64
- List of Doom source ports
References [edit]
- ^ a b Craddock, David (March 17, 2020). "Knee-Deep in the Ports: Ranking the All-time (and Worst) Versions of Doom". Shacknews . Retrieved October 17, 2020.
- ^ "Os/two Game Developers' Written report on DIVE".
- ^ "Archived copy". Archived from the original on 2016-03-04. Retrieved 2020-04-23 .
{{cite web}}
: CS1 maint: archived copy as title (link) - ^ John Carmack. Doom source lawmaking release notes (DOOMSRC.TXT). Dec 23, 1997; "Archived copy" (TXT). Archived from the original (TXT) on 2015-12-02. Retrieved 2006-ten-11 .
{{cite web}}
: CS1 maint: archived copy as title (link) - ^ Gabe Newell fabricated Windows a viable gaming platform, and Linux is next - Extreme Tech, September 24, 2022 (commodity by Sebastian Anthony)
- ^ IGN: Doom (Collector's Edition)
- ^ "The Doom is hither at last". Acorn User. No. 192. March 1998. pp. 8, 57. Retrieved Oct 31, 2020.
- ^ "Doom special". Acorn User. No. 194. May 1998. p. 26.
- ^ Olivato, Luca (February 17, 2020). "Doom, storia di una leggenda" [Doom, story of a legend]. Multiplayer.it (in Italian). Retrieved October 31, 2020.
- ^ "Sega unleashes arcade power for the home; the 32X delivers forty times the ability of 16-chip systems". Concern Wire. November 21, 1994. Retrieved 2011-05-13 .
- ^ "Buyers Beware". GamePro. IDG (82): 112. July 1995.
- ^ おオススメ!! ソフト カタログ!!: DOOM ~ドゥーム~. Weekly Famicom Tsūshin. No.335. Pg.116. 12–xix May 1995.
- ^ "Atari unleashes an array of Jaguar game titles; the 64-bit Jaguar boasts the release of iv new titles". Business organisation Wire. Nov 28, 1994. Archived from the original on Dec 4, 2017. Retrieved Baronial 13, 2021 – via The Free Lexicon.
- ^ "Presenting...ID Software". ST Format. No. 59. Future plc. June 1994. p. 79.
- ^ Doom Comparison Guide, ClassicDOOM.com. Refer to "PC Doom/Ultimate Doom and Atari Jaguar Doom map level comparison".
- ^ a b "Doom". Electronic Gaming Monthly. No. 65. Sendai Publishing. December 1994. p. 348.
- ^ "Finals". Next Generation. No. one. Imagine Media. January 1995. p. 92.
- ^ "Review Coiffure: Doom". Electronic Gaming Monthly. Ziff Davis (74): 34. September 1995.
- ^ "Doom". Side by side Generation. Imagine Media (10): 126, 128. October 1995.
- ^ "ProReview: Doom". GamePro. IDG (85): 66. Oct 1995.
- ^ a b "Doom: The Ultimate Version of the Greatest Gore Blast Ever!". Maximum: The Video Game Mag. Emap International Limited (2): 56–60. Nov 1995.
- ^ http://5years.doomworld.com/interviews/harryteasley/page3.shtml Harry Teasley interview
- ^ "ProReview: Doom: Special PlayStation Edition". GamePro. No. 87. IDG. December 1995. pp. 58–59.
- ^ "Maximum Reviews: Doom". Maximum: The Video Game Magazine. No. 2. Emap International Limited. November 1995. pp. 148–9.
- ^ "Doom". Next Generation. No. xv. Imagine Media. March 1996. p. 78.
- ^ "Every PlayStation Game Played, Reviewed, and Rated". Next Generation. No. 25. Imagine Media. January 1997. p. 57.
- ^ "Doom". IGN. November 21, 1996. Retrieved v September 2015.
- ^ "Editor's Choice Awards 1995". GamePro. No. 89. IDG. Feb 1996. p. 26.
- ^ 3DO version release information, GameFAQs.com.
- ^ Matthews, Will (December 2013). "Alee of its Fourth dimension: A 3DO Retrospective". Retro Gamer. No. 122. Imagine Publishing. pp. 26–29.
- ^ Heineman, Rebecca (13 Jul 2015). "Burgertime 7/12/2015: DOOM 3DO". Youtube. Archived from the original on 2021-12-12. Event occurs at 13:35-17:44.
- ^ Heineman, Rebecca Ann (December 2014). "The complete annal for DOOM for the 3DO". GitHub. Retrieved 16 December 2014.
- ^ "Maximum Reviews: Doom". Maximum: The Video Game Mag. Emap International Express (4): 160–1. March 1996.
- ^ "Quick Hits: Doom". GamePro. IDG (92): 72. May 1996.
- ^ a b c d Leadbetter, Rich (February 1997). "Review: Doom". Sega Saturn Magazine. No. 16. EMAP. pp. 72–73.
- ^ Carmack, John (October viii, 2014). "John Carmack'southward tweet regarding Doom on Sega Saturn". Twitter . Retrieved 2020-12-02 .
- ^ "Preview: Doom". Sega Saturn Magazine. No. fifteen. Emap International Limited. Jan 1997. pp. 28–29.
- ^ "Q&A". Sega Saturn Magazine. No. 18. Emap International Express. Apr 1997. p. 32.
- ^ a b Gerstmann, Jeff (April 22, 1997). "Doom Review". GameSpot . Retrieved 29 July 2018.
- ^ a b c "Saturn ProReview: Doom". GamePro. No. 103. IDG. April 1997. p. 87.
- ^ "id Software's DOOM for Game Male child(R) Advance Ships to Retail". PR Newswire. November v, 2001. Retrieved 2011-05-xiii .
- ^ Hacking GBA Doom Archived 2007-06-28 at the Wayback Motorcar, created by Kaiser.
- ^ "Rating for Doom for Game Male child Advance". Amusement Software Rating Board. Retrieved October 26, 2020.
- ^ "id Software Confirms Next DOOM 3 Invasion Set up for Week of Apr 4". GamesIndustry.biz (Press release). February nine, 2005. Retrieved October 30, 2020.
- ^ "DOOM 3: Resurrection of Evil Xbox Ships to Retail" (Press release). October 6, 2005. Archived from the original on October xxx, 2020. Retrieved October 30, 2020.
Gerstmann, Jeff (October 6, 2005). "Doom three: Resurrection of Evil Review". GameSpot . Retrieved October thirty, 2020. - ^ Doom Relisted on XBLA Archived 2012-01-20 at the Wayback Machine
- ^ "Doom Removed From Xbox Live Arcade, Back Up Soon - Joystick Division". Archived from the original on 2011-07-24. Retrieved 2011-05-28 .
- ^ Gonzalez, Oscar. "Doom, Doom II and Doom 3 out for Nintendo Switch, PS4, Xbox One and smartphones". CNET . Retrieved 2019-07-29 .
- ^ Expert, Owen S. (2019-07-27). "Doom's Bethesda.net login volition be patched out". Polygon . Retrieved 2019-07-27 .
- ^ Alexander, Julia (2019-07-26). "The first three Doom games are now on the Nintendo Switch, with added DRM". The Verge . Retrieved 2019-07-26 .
- ^ Linneman, John (2019-07-31). "Everything that'southward correct - and wrong - with the new Doom panel ports". Eurogamer . Retrieved 2020-12-02 .
- ^ "Add-ons, Quick Saves, 60 FPS and more coming to DOOM and DOOM II". Bethesda.net . Retrieved 2020-12-02 .
- ^ "DOOM & DOOM II Patch Notes". Bethesda.net Community Forums. 2019-10-23. Retrieved 2020-12-02 .
- ^ Porter, Jon (2020-01-x). "Doom's classic re-releases now run at 60fps and support free add-ons". The Verge . Retrieved 2020-12-02 .
- ^ "DOOM & DOOM Ii Patch Notes". Bethesda.net Community Forums. 2020-03-07. Retrieved 2020-12-02 .
- ^ "If you liked Doom, yous'll love these iOS games". TechRadar. 17 December 2011.
- ^ "iPhone Doom Classic Progress Report". fabiensanglard.net . Retrieved 2019-10-17 .
- ^ "ECHOSTAR COMMUNICATIONS CORP., WEBTV NETWORKS Innovate Beginning Net Boob tube SATELLITE Product AND SERVICE". DISH Network. Archived from the original on 2000-03-01.
- ^ "Doom for WebTV". Doom Wiki.
- ^ ulTRAX. "WTV-ARCHIVES: GAMES".
- ^ "Here's the countersign for the Fortress of Doom calculator". PCGamer. 20 March 2020.
- ^ Edwards, Benj (April 15, 2020). "How to Play Archetype "Doom" in Widescreen on Your PC or Mac". How-To Geek . Retrieved October 17, 2020.
- ^ Carmack, John D. (1997-12-23). "doomsrc.txt". Doom source code release notes. id Software. Archived from the original on 2015-12-02. Retrieved 2008-10-23 .
- ^ Linguica (October iii, 1999). "Doom Source Now GPL". Doomworld. Archived from the original on December 1, 2001.
Goldstein, Maarten (October four, 1999). "Doom Source GPL'ed". Shacknews . Retrieved October 17, 2020. - ^ "Doom is Dead". IGN. 1999-04-xx. Retrieved 2008-ten-thirty .
- ^ Civera, David (Nov 10, 2017). "Diapo : 30 jeux désormais open source, pour la postérité !" [Slide: 30 games at present open-source, for posterity!]. Tom'south Hardware (in French). Retrieved Oct 28, 2020.
- ^ Lewis, Bruce (April 4, 2010). "The Official glDoom Homepage". SourceForge. Retrieved October 28, 2020.
- ^ "BOOM 2.02 source - Doomworld /Idgames database frontend".
- ^ iPhone Doom Archetype Progress Report Archived 2009-10-15 at the Wayback Machine
- ^ Pinchbeck, Dan (2013). Doom: Scarydarkfast. University of Michigan Press. p. 141. doi:10.3998/lvg.11878639.0001.001. ISBN978-0-472-07191-iii.
- ^ dengine.net Doomsday Engine website: about, news, builds, wiki, forums.
- ^ Meer, Alec (October 30, 2009). "How fans are keeping great old games alive". PC Format. No. 231. TechRadar. Retrieved October 16, 2020.
- ^ Kaltman, 2022 & 290–291. sfn error: no target: CITEREFKaltman2017290–291 (help)
- ^ Argy, George (Baronial 1998). "Doom Lives!". PC Powerplay. p. 37. Retrieved Oct 17, 2020.
- ^ Wiltshire, Alex (February 1, 2017). "The many faces of DOOM's afterlife". Eurogamer . Retrieved October eighteen, 2020.
- ^ a b Livingston, Christopher (Jan 15, 2017). "ZDoom creator ceases development of the 19-year-onetime source port". PC Gamer . Retrieved October 17, 2020.
- ^ "ZDoom • View topic - GZDoom 2.4.0 and QZDoom 1.3.0 released".
- ^ "Multiplayer Doom Over the Net - Skulltag". Skulltag.net. 2010-01-28. Retrieved 2010-01-28 .
- ^ Gillon, Keiron (October 27, 2009). "Doom With A Thirty-Two: Skulltag". Rock, Newspaper, Shotgun.
- ^ Mejia, Ozzie (December eleven, 2014). "Doom turns 21: a commemoration of Doom mods". Shacknews . Retrieved October 18, 2020.
- ^ Wright, Steven T. (March 20, 2020). "The Doom Multiplayer Fans Still Ripping and Tearing 25 Years Later". Electronic Gaming Monthly . Retrieved November 1, 2020.
- ^ Iliakis, Antonis; Schmidt, Bernd (May 2012). "Chocolate Doom". Amiga Futurity (in German language). No. 96. APC&TCP. p. thirteen.
- ^ Compton, Jason (March 1998). "Cover Disks - Amiga Doom". CU Amiga. No. 97. p. nineteen. Retrieved October 19, 2020.
- ^ "id Software, il popolo Amighista ti ama!" [id Software, the Amiga people love you!]. The Games Machine (in Italian). No. 105. February 1998. p. 151. Retrieved October xix, 2020.
- ^ "Archived copy". Archived from the original on 2012-02-06. Retrieved 2012-02-16 .
{{cite web}}
: CS1 maint: archived copy as title (link) - ^ Dedicated Doom handheld hacked from an onetime digital camera
- ^ "Archived copy". www.visi.com. Archived from the original on five August 2012. Retrieved two February 2022.
{{cite web}}
: CS1 maint: archived copy equally title (link) - ^ Doom ported to the iPod - Engadget
- ^ Wood, Roy (February 29, 2012). "Rockbox: Open up-Source Media Player Firmware". Wired . Retrieved October 18, 2020.
- ^ "Archived copy". Archived from the original on 2018-05-17. Retrieved 2020-10-25 .
{{cite web}}
: CS1 maint: archived re-create every bit championship (link) - ^ "Archived copy". www.zuneboards.com. Archived from the original on two October 2011. Retrieved 13 January 2022.
{{cite web}}
: CS1 maint: archived re-create as title (link) - ^ "NDoom ii (Programme Jeux Nspire)".
- ^ "ArchOpen". Archived from the original on 30 September 2007.
- ^ "aoDOOM". Archived from the original on 30 September 2007.
- ^ Play Freedoom
- ^ Emscripten Demos
- ^ WebAssembly from Scratch: From FizzBuzz to DooM
- ^ Doomcott, with broken Java Applet.
- ^ Stark engine, archived page.
- ^ Mocha Doom official Sourceforge projection page
- ^ "Archived copy". Archived from the original on 2013-05-13. Retrieved 2020-10-25 .
{{cite spider web}}
: CS1 maint: archived copy every bit championship (link) - ^ "Fully Interactive Surfaces".
- ^ "HP 16700 Series Logic Analyser Page".
External links [edit]
- Interview with Harry Teasley (1998) by Doomworld
- An in-depth comparison of console, handheld and reckoner Doom games
- Doom at MobyGames
Source: https://en.wikipedia.org/wiki/List_of_Doom_ports
0 Response to "Can Gzdoom Have Sprites That Are Animated at 60 Fps?"
Postar um comentário