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.
@@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.
@@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.
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
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.
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.
I love watching the textures slowly grow into view from a blob like an unusually artistic slime mold.
It looks like a Commodore 64 game and I love it
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.
Looks a bit like the SNES port
doom running on a processor 7 years older than my mom
impressive
That is shockingly playable, nice work so far. Any idea what's causing those sudden halts?
It's probably caused by loading a new texture or sprite from the old 100 MB hard disk.
@@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.
@@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.
Probably the fact that he's playing on an intel 8088. /s
@@Aeduo In the latest version the WAD file is loaded into XMS memory and now the sudden halts are gone.
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
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.
is some version/configuration playable on an actual 8088?
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
Are there plans for a port for Amiga and Atari ST?
Not by me, but the source code is available, so someone else could do it.
I've just uploaded a video of Doom timedemo 3 running on an Amiga 500.
Wotk with 1MB of RAM ?
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.
I'm thinking about reconnecting my 286 with 1MB of RAM. I think he can have expanded memory.
@@antoniosethias9948 Doom8088 will run without expanded memory.