CGDoom/README

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This repository is a fork of CGDOOM which was ported originally by MPoupe.
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Credit goes to:
* Mrakoplaz for the original TI-Nspire port from MS-DOS sources.
* Critor for the Nspire CX (now CX II) port (which includes support for a
number of WAD files).
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* MPoupe for the original fx-CG 10/20 port of DOOM.
* ComputerNerd for the first attempts at an fx-CG 50 port.
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* Lephenixnoir for this fx-CG 50 version, with extensive feedback and testing
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by Computer_Freak_2004 that made everything 10 times better.
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CGDoom is licensed under GPLv2 as a derivative work of both the original DOOM
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sources (GPL) and nDoom (GPLv2). See LICENSE.
Games officially supported:
-> Doom (shareware version) [doom.wad]
-> Ultimate Doom [doomu.wad]
-> Ultimate Doom (split) [doomu1.wad, doomu2.wad, doomu3.wad, doomu4.wad]
-> Doom II: Hell On Earth [doom2.wad*]
Games with an asterisk* should be played with "Use experimental RAM" enabled.
They can generally be played without it, but risk running out of memory.
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Status for other games:
-> The Plutonia experiment: not tested
-> TNT: Evilution: not tested
-> Heretic: not tested
-> Heretic: Shadow of the Serpent Riders: some crashes
-> Fallout: not tested
-> Pinochestein 3D: works at least partially
-> Counter-strike: works at least partially
-> HellRaiser: not tested
-> Freedoom phase 1: E1 works, E2 crashes
UI improvements TODO:
* Better keyboard layout (including more keys, eg. Run)
* Edit messages accordingly ("press y"/etc)
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Technical support TODO:
* Built-in overclocking?
* Auto frameskip?
* Improve SDL2 build for video capture
* Darken background in menu (some code does that somewhere?)
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CGDoom used to be compiled with the mini-SDK. However, it's become quite
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difficult to get a copy of that. Instead, this port is built with a modified
PrizmSDK from Jonimoose/libfxcg [1]. I attempted to list differences at first,
but there are quite a lot of bugfixes so I might simply push it later.
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[1] https://github.com/Jonimoose/libfxcg/