Doom8088: Texture mapped walls and colored floors and ceilings

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  • Опубликовано: 1 окт 2024
  • Doom8088 has texture mapped walls now, and the floors and celings have colors that match the original floor and ceiling textures.
    This video shows Doom8088 on a 386SX @ 20MHz with a 40 MB hard disk.
    Download Doom8088 from GitHub: github.com/Fre...

Комментарии • 25

  • @papeleradereciclaje4375
    @papeleradereciclaje4375 10 месяцев назад +9

    Looks a bit like the SNES port

  • @enimapodofficial6618
    @enimapodofficial6618 10 месяцев назад +6

    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.

  • @average_ms-dos_enjoyer
    @average_ms-dos_enjoyer 10 месяцев назад +11

    That is shockingly playable, nice work so far. Any idea what's causing those sudden halts?

    • @DookNookim
      @DookNookim  10 месяцев назад +8

      It's probably caused by loading a new texture or sprite from the old 100 MB hard disk.

    • @Aeduo
      @Aeduo 10 месяцев назад

      @@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.

    • @DookNookim
      @DookNookim  10 месяцев назад +1

      @@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.

    • @CathodeRayKobold
      @CathodeRayKobold 10 месяцев назад

      Probably the fact that he's playing on an intel 8088. /s

    • @DookNookim
      @DookNookim  4 месяца назад

      @@Aeduo In the latest version the WAD file is loaded into XMS memory and now the sudden halts are gone.

  • @CathodeRayKobold
    @CathodeRayKobold 10 месяцев назад +1

    I love watching the textures slowly grow into view from a blob like an unusually artistic slime mold.

  • @basicallysnake
    @basicallysnake 7 месяцев назад +1

    It looks like a Commodore 64 game and I love it

  • @LaGamerLia666
    @LaGamerLia666 10 месяцев назад +3

    doom running on a processor 7 years older than my mom
    impressive

  • @bollux78
    @bollux78 10 месяцев назад +2

    is some version/configuration playable on an actual 8088?

    • @DookNookim
      @DookNookim  10 месяцев назад +3

      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

  • @antoniosethias9948
    @antoniosethias9948 10 месяцев назад +1

    Wotk with 1MB of RAM ?

    • @DookNookim
      @DookNookim  10 месяцев назад +2

      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.

    • @antoniosethias9948
      @antoniosethias9948 10 месяцев назад +1

      I'm thinking about reconnecting my 286 with 1MB of RAM. I think he can have expanded memory.

    • @DookNookim
      @DookNookim  10 месяцев назад +1

      @@antoniosethias9948 Doom8088 will run without expanded memory.

  • @jpc-273
    @jpc-273 10 месяцев назад

    Are there plans for a port for Amiga and Atari ST?

    • @DookNookim
      @DookNookim  9 месяцев назад

      Not by me, but the source code is available, so someone else could do it.

    • @DookNookim
      @DookNookim  6 месяцев назад

      I've just uploaded a video of Doom timedemo 3 running on an Amiga 500.

  • @Gh0sTlyD3th
    @Gh0sTlyD3th 10 месяцев назад

    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

    • @DookNookim
      @DookNookim  10 месяцев назад +1

      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.