I love watching the textures slowly grow into view from a blob like an unusually artistic slime mold.
@basicallysnake8 ай бұрын
It looks like a Commodore 64 game and I love it
@enimapodofficial661811 ай бұрын
Bless your witchcraft. Ngl this looks great even with solid-color floors; If ya wanted to put in graphics settings, having the ability to swap between this solid-color-flats mode and actual flats would probably be neat for performance options.
@papeleradereciclaje437511 ай бұрын
Looks a bit like the SNES port
@LaGamerLia66611 ай бұрын
doom running on a processor 7 years older than my mom impressive
@average_ms-dos_enjoyer11 ай бұрын
That is shockingly playable, nice work so far. Any idea what's causing those sudden halts?
@DookNookim11 ай бұрын
It's probably caused by loading a new texture or sprite from the old 100 MB hard disk.
@Aeduo10 ай бұрын
@@DookNookim Could it be possible to just preload everything a map needs at loading time (obviously lengthening the loading time) or would it just not all fit in to memory at once? I assume this is hard-limited to 640K? Not sure if EMS or XMS are on the table but maybe swapping in from that would be viable and faster than loading off disk.
@DookNookim10 ай бұрын
@@Aeduo I guess I could preload some wall textures while there is still some free memory. Doom8088 supports 64K of EMS, but it doesn't do bank switching, just like Commander Keen 4. Keen 4 also supports upper memory blocks and it's on the to-do list to add UMBs to Doom8088. Wolfenstein 3D does EMS and XMS swapping. I might take a look at that code someday.
@CathodeRayKobold10 ай бұрын
Probably the fact that he's playing on an intel 8088. /s
@DookNookim5 ай бұрын
@@Aeduo In the latest version the WAD file is loaded into XMS memory and now the sudden halts are gone.
@Gh0sTlyD3th10 ай бұрын
Is this based on the SNES texture and sprite work? It was the first thing I could think that it resembled with the missing floor and ceiling textures. It looks great! I'd love to give this a shot on my original IBM PC-XT
@DookNookim10 ай бұрын
The graphics are based on the original DOS artwork. To take up less memory, every fourth column is duplicated four times. So column 1, 2, 3 and 4 are the same, column 5, 6, 7 and 8 are the same, etc. The sprites are more important than the walls, so they have a bit more detail. But to reduce memory usage, column 1 and 2 are the same, 3 and 4 are the same, etc. The floor and ceiling textures are missing, because it's faster not to draw them. The game is already slow enough :) A CGA version is on the to-do list.
@bollux7811 ай бұрын
is some version/configuration playable on an actual 8088?
@DookNookim11 ай бұрын
With an acceptable frame rate? I don't know. A 80x100 136 color CGA version that has less to render, is on the to-do list
@jpc-27310 ай бұрын
Are there plans for a port for Amiga and Atari ST?
@DookNookim10 ай бұрын
Not by me, but the source code is available, so someone else could do it.
@DookNookim6 ай бұрын
I've just uploaded a video of Doom timedemo 3 running on an Amiga 500.
@antoniosethias994810 ай бұрын
Wotk with 1MB of RAM ?
@DookNookim10 ай бұрын
It's a bit hard to see, but if you look closely at 0:03 you'll see it uses 358496 bytes of conventional memory and 65536 bytes of expanded memory, so 358496 + 65536 - 16 = 424016 bytes in total.
@antoniosethias994810 ай бұрын
I'm thinking about reconnecting my 286 with 1MB of RAM. I think he can have expanded memory.
@DookNookim10 ай бұрын
@@antoniosethias9948 Doom8088 will run without expanded memory.