Doom source ports

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A Doom source port is a source port of the Doom engine, the game engine used by the video game Doom. The term usually denotes a modification made by Doom fans, as opposed to any of the official Doom versions produced by id Software or affiliated companies.

The source code for the Doom engine was released to the public in 1997. Although Doom was originally created for MS-DOS, the original source release was for the subsequent Linux version. This was primarily due to use of a proprietary sound library in the DOS version.[1] Since the source code had to be initially ported back to DOS, the term "source port" was used. Out of custom, this term has come to be used for all Doom source modifications, even those that are not technically ports to another platform.

The original purpose of source ports was cross-platform compatibility, but shortly after the release of the Doom source, programmers were correcting old, unaddressed Doom bugs and deficiencies in their own source ports, and later on added more source code to enhance game features and alter gameplay.

The source code was originally released under a proprietary license that prohibited commercial use and did not require programmers to provide the source code for the modifications they released in executable form. As a consequence of the source code for GLDoom, the first port to add OpenGL graphics to Doom, being lost in a hard disk crash,[2] the code was re-released in 1999 under the GNU General Public License after requests from the community.


Personal computers[edit]

IBM PC compatible[edit]

Boom and derivatives[edit]

Boom was a port of the Doom source code by TeamTNT. Boom fixed numerous software glitches and added numerous other software enhancements into the engine to such a degree that its additions have been incorporated into most modern day Doom engines (such as ZDoom and Doom Legacy).

Although Boom is simpler than the other ports and is no longer updated, it is often preferred, as it has stayed relatively close to the behavior of the original games, including demo support. However, some of the bug fixes and behavior changes of other ports may unbalance how maps made for the original games play, giving players certain advantages or disadvantages.

Eternity Engine[edit]

The Eternity Engine is a Windows source port licensed under the GNU General Public License. It was originally meant to power a Doom total conversion, but after that project went on hiatus (eventually being canceled) the engine became the prime focus. The engine is based on Smack My Marine Up (SMMU). It includes such features as scripting, portals, polyobjects, and Heretic support.

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 help the player (specifically dogs, to which the name of the engine refers). It was developed by Lee Killough in 1998 and is now discontinued. Its code was later used as the base of the source port Smack My Marine Up, which in turn was used to construct the Eternity Engine. In 2004 James Haley and Steven McGranahan ported Marine's Best Friend to Windows as WinMBF.

PrBoom[edit]

PrBoom is a Doom source port derived from Linux and Windows ports of Boom and MBF that includes an optional OpenGL renderer as well as options allowing it to restore the behavior of earlier executables (such as Doom 1.9, Boom, and MBF) in essential ways. Initially designed for use in Windows and Linux, it has also been ported to AmigaOS 4, AROS, Dreamcast, GP2X, MorphOS, Nintendo DS, Wii, and Rockbox. A variation named PrBoom+ provides enhanced demo recording and viewing capabilities. id Software's official Doom iPhone port is based on PrBoom.[3] The source port is packaged in the Ubuntu Software Center as well as Fedora's RPM software repository alongside Freedoom.

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.[4] The port also supports Heretic and Hexen: Beyond Heretic. Its hardware-accelerated engine supports 3D models, object and movement smoothing, shadows, dynamic lighting, and other features. It also includes XG line and sector types for editing extensions, as well as a built-in master server games browser (launcher).

Risen3D[edit]

Risen3D is a Windows only fork of the Doomsday Engine (based on v1.7.8 released on March 15, 2003). It was originally known as Boomsday as it only added support for Boom map editing features.

DOSDoom and derivatives[edit]

DOSDoom was one of the first Doom source ports, created by taking the original Linux release of the Doom source code and porting it back to DOS. It evolved to include several new features, which were previously unseen at the time shortly after the release of the original Doom source code, such as translucency, high resolution, and 16-bit color rendering.

Doom Legacy[edit]

Doom Legacy is a source port originally written as a fork of DOSDoom, introducing mouse-look, jumping, a console, 32-player deathmatch, skins, and, later, native Windows, Linux and Mac OS X ports. It has also evolved to support many Boom features and 3D acceleration. It also adds a few new features, notably the ability for levels to contain floors directly over floors, which means levels are not required to be strictly 2D as in the original Doom. Some things to also note is it has its own scripting language called Fragglescript. Also version 2 has been in development for quite some time.

EDGE[edit]

Enhanced Doom Gaming Engine, or EDGE, is a port derived from DOSDoom. The most attractive feature of EDGE is its DDF system, which describes all game behavior inside text files external to the executable file. As a result it is popular among modders, who use the extensibility to add many new weapons and features with many fewer of the limits present in other source ports. EDGE includes ports to many operating systems, including MS-DOS, Windows, Linux, BeOS, Mac OS X.

Vavoom[edit]

Vavoom is a source port created by merging the Doom, Heretic, and Hexen source trees to create a unified executable. It also features bits of the Quake source (used predominantly for networking and rendering), and was the first port to support Strife. It has been in development since September 1999, and was first released in June 2000. Among its features are a true 3D polygonal engine with colored lighting and software, Direct3D and OpenGL renderers, freelook support, 3D floors, and support for Boom's extended attributes. The source port is packaged in the Fedora RPM software repository alongside free installers that grab the shareware levels for all the games used by the engine by default.

ZDoom and derivatives[edit]

ZDoom is a source port targeted at Microsoft Windows, Linux, and OS X. It is one of the most advanced and featureful Doom ports from an editing perspective, supporting Boom editing extensions, plus all the extensions made by the Hexen engine, as well as many other new features. In addition to Doom, it supports Chex Quest, Heretic, Hexen: Beyond Heretic, and Strife. Unlike many other source ports, ZDoom can not play demos recorded by Vanilla Doom, including the intro demos found in the Iwad.

csDoom[edit]

csDoom, or Client/Server Doom, was a source port based on ZDoom built expressly for playing multiplayer games of Doom over the Internet. It was the first port to use client/server network code (from QuakeWorld), allowing players to join Doom servers on-the-fly.[5] The project was closed and its source was published under GPL by the creator in early 2001. Source code was closed until that. (It was violating GPL license of QuakeWorld, so its creator was forced to release it by John Carmack.)

GZDoom[edit]

GZDoom is a source port based on ZDoom that extends its feature set to include an OpenGL renderer. It also boasts 3D floor support compatible with Doom Legacy and Vavoom, 360 degree skyboxes, 3D model support, and other features.

Odamex[edit]

Odamex is a free, cross-platform, modification of the Doom engine that allows players to easily join servers dedicated to playing Doom online.[6] The goal of Odamex is to be the leading competitive and open source Doom port that can be played by anyone across any platform. Enhancements to the port include being able to toggle the physics from the original Doom engine or playing with enhanced physics, a 32-bit color renderer, the ability to download and install patch wads on-the-fly, and the implementation of Capture The Flag and Team Deathmatch.

Skulltag and Zandronum[edit]

Skulltag was one of the multiplayer-centric Doom ports based on (G)ZDoom.[7] It added 32-player multiplayer and different game modes: standard types such as deathmatch and capture the flag, and other modes such as co-operative waves and invasion maps.[8] Skulltag had support for 3D models and high-resolution textures.

Skulltag 98e was succeeded by Zandronum, which is made by the same developers after the original creator moved to another project. Zandronum has at least two major advantages over Skulltag. The first is that It supports up to 64 players online per server. The other is that 3d Floors which were an OpenGL only feature in Skulltag, is now a software feature in Zandronum. Zandronum runs on huge number of PC architectures (including Linux) and comes with Doomseeker - utility to browse for available servers in network, automatically download the required data packs (wads) and even start own server. Zandronum also allows certain mods, such as Brutal Doom, one mod rated Mod of the Year.

ZDaemon[edit]

ZDaemon is an online multiplayer source port for Doom. Players create an account and can then easily connect to multiplayer servers with the included server browser (ZDaemon Launcher). The ZDaemon Launcher also features access to the ZDaemon IRC channel through their own client called "ZRC" (ZDaemon Relay Chat). The latest version 1.09.01 was released on November 12, 2012. To cut down on impersonation/spoofing this version introduced in-game nick authentication, which allows players to use aliases (such as for clan tags), but only when they actually own the nick. ZDaemon also collects statistics from servers that have it enabled, as well as experience points, allowing players to level up as they play. Leveling up doesn't provide any in-game benefits.

Chocolate Doom[edit]

Chocolate Doom is a source port for Windows, Linux, AmigaOS 4, MorphOS and other modern operating systems that is designed to behave as closely as possible to the original DOS executable ("Vanilla Doom"), going as far as to duplicate bugs found in the DOS executable, even bugs that make the game crash. This involves more than just leaving the bugs in the source code. Several bugs present in the DOS version (for example, the sky bug in Doom II) were fixed in the released Doom source code, so these bugs were re-created for Chocolate Doom. As it is designed to be as close as possible to the DOS executable, it has no new features and lacks high resolution support. It supports OPL3 music emulation, as well as the standard MIDI output on its host operating system. It is a popular test engine for level designers, and among players who prefer unmodified Doom. By default it simulates the behavior of doom.exe version 1.9 running under Windows 98, although it will simulate the Ultimate Doom or Final Doom executables if it detects their Iwads.

BeOS[edit]

Information about the BeOS availability of Doom can be found here: [1].

Acorn RISC OS[edit]

An open-source RISC OS port of Doom has emerged from Jeff Doggett, which supports Doom, Doom 2, Ultimate Doom and FreeDoom game files.

Amiga[edit]

Doom exists in various versions for the Amiga computer. ADoom [2] is a direct conversion from the ID source code. Another Amiga port is DoomAttack.[3] Both ports work on AGA Amiga. Apart from the standard 68K CPU ports, there is an ADoom port for PPC Amiga.[4] All Amiga Doom ports require the original WAD files.

Mac OS X[edit]

Zandronum is the port of choice for OSX users. Previously source ports such as Doomsday, Odamex, or PrBoom, or a combination of DOSBox and the original WADs were the only options.

ZX Spectrum 128K[edit]

The pre-release versions of Doom were published for ZX Spectrum with 128 Kb of RAM at 1996 and 1997.[9][10]

Commodore VIC-20[edit]

In 2013, a version of Doom was ported to the Commodore VIC-20. Due to hardware limitations, this port requires a 32 kB RAM expansion cartridge.[11]

Portable devices[edit]

Nintendo DS[edit]

A port of PrBoom was written for the Nintendo DS. PWADs and DEH patches are supported, but only by creating a separate file with arguments to load the them on startup. Wi-Fi network play is supported when using a PrBoom server set up on a PC.[12]

Digita OS[edit]

DOOMD was a port released for FlashPoint Technology Inc.'s Digita operating system running on digital cameras. The port is based directly on the 1997 source code release. Both Doom 1 and 2 IWADs are supported. Custom WADs are supported, but no selection interface has been implemented.[13][14]

iPod[edit]

A hack allowed 5th generation iPods to run a port of Doom.[15] It is also possible to run Doom on iPods running Rockbox's Rockdoom plugin (based on PrBoom). This requires installing Rockbox on a supported device, then installing Rockdoom, and finally copying the WAD file of the game to run. This makes Doom available on virtually all devices supported by Rockbox - but the actual implementation, restricted controls, device's power and screen can make it unplayable.

Android[edit]

Several ports of Doom exist for Android. Among the most basic ones, AnDoom and Doom Touch closely emulate the original,[16][17] while Doom GLES offers OpenGL ES accelerated graphics.[18] Also available is a port of PRBoom which offers network multiplayer.[19]

Sony Ericsson[edit]

Sedoom is an open source port of the doom engine for Sony Ericsson phones, based on the siedoom port. All normal IWADs are supported, as well as loading custom wads.[20]

Symbian[edit]

A port named C2Doom was made to run on S60 and S80 phones. Cooperative and deathmatch multiplayer for up to four players is supported over Bluetooth.[21]

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 third generation Zunes and lower.[22][23]

TI-Nspire Series[edit]

A source port to the TI-Nspire graphing calculators 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.[24]

Other ports[edit]

These Doom source ports have the characteristic of running on virtual machines such as the Java Virtual Machine or Adobe Flash while still being based on the Doom engine's source code. Due to the nature of the latter, some of these ports have opted for using automatic parsing of C code (such as Adobe Alchemy), while others have adopted a major rewrite.

Adobe Flash[edit]

The most well-known version of Doom that does not run directly on native code is the Doom Triple Pack,[25] written in Adobe Alchemy and ActionScript. It is essentially a direct translation of the original C source into compiled Adobe Alchemy bytecode, which allows it to run in recent versions of the Adobe Flash Player.

Java[edit]

In the past, there have been several unsuccessful attempts to produce a Doom source port in Java such as DoomCott[26] or the Stark Engine,[27] which were either abandoned or never gained enough functionality to be properly called source ports. The only active Java Doom project as of 2010 is Mocha Doom,[28] a pure Java implementation of Doom with features similar to modern Doom source ports and direct compatibility with the original game data.

Doom 3 mod[edit]

A mod was made for Doom 3 that allows the player to run the original Doom using an in-game terminal. The mod, called "Terminal 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 by this port.[29][30]

References[edit]

  1. ^ Carmack, John (1997-12-23). "doomsrc.txt". Doom source code release notes. id Software. Retrieved 2008-10-23. 
  2. ^ "Doom is Dead". IGN. 1999-04-20. Retrieved 2008-10-30. 
  3. ^ iPhone Doom Classic Progress Report
  4. ^ dengine.net Doomsday Engine website: about, news, builds, wiki, forums.
  5. ^ Maarten Goldstein (May 28, 2000). "csDoom Out". Shacknews. 
  6. ^ "Online Multiplayer Doom, Doom 2, and Quex Quest". odamex.net. 2013-02-19. Retrieved 2013-02-19. 
  7. ^ "Multiplayer Doom Over the Internet - Skulltag". Skulltag.net. 2010-01-28. Retrieved 2010-01-28. 
  8. ^ It was one of the most advanced ports and was best suited for multiplayer because of its free Client-Server model.Gillon, Keiron (October 27, 2009). "Doom With A Thirty-Two: Skulltag". Rock, Paper, Shotgun. 
  9. ^ "Doom at World of Spectrum". 
  10. ^ "Doom for ZX Spectrum at Youtube". 
  11. ^ "Video: Doom for the Commodore VIC-20". 
  12. ^ http://dsdoom.com/
  13. ^ Dedicated Doom handheld hacked from an old digital camera
  14. ^ http://www.visi.com/~xevious/mamed/readmed.htm
  15. ^ Doom ported to the iPod - Engadget
  16. ^ Doom Touch at Play Store
  17. ^ AnDoom at Play Store
  18. ^ Doom GLES Doom GLES at Play Store
  19. ^ PRBoom at Play Store
  20. ^ http://forums.se-nse.net/topic/48785-sedoom/page__p__660601&#entry660601?s=d2d0541b799696fa7c878ed67c7c56a0
  21. ^ Doom for S60 and S80 Phones.
  22. ^ http://www.zuneboards.com/forums/showthread.php?t=50582
  23. ^ http://www.zuneboards.com/forums/showthread.php?t=51403
  24. ^ http://tiplanet.org/forum/archives_voir.php?id=3889
  25. ^ Doom Triple Pack
  26. ^ Doomcott, with broken Java Applet.
  27. ^ Stark engine, archived page.
  28. ^ Mocha Doom official Sourceforge project page
  29. ^ http://doom3.filefront.com/file/Terminal_DOOM_Demo;42285
  30. ^ http://battleteam.net/tech/fis/

External links[edit]