This repository is a fork of CGDOOM which was ported originally by MPoupe. 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). * MPoupe for the original fx-CG 10/20 port of DOOM. * ComputerNerd for the first attempts at an fx-CG 50 port. * Lephenixnoir for the final fixes and fx-CG 50 version. CGDoom is licensed under GPLv2 as a derivative work of both the original DOOM sources (GPL) and nDoom (GPLv2). See LICENSE. UI improvements TODO: -> Better keyboard layout (including more keys, eg. Run) => Edit messages accordingly ("press y"/etc) -> Use MENU for the escape and EXE to validate in menus WAD support TODO: -> Unmodified 1.9 shareware WAD works all the way through? -> Shareware WAD from Planète Casio should work 100% => Check the finale and the end of E1M9 -> Ultimate Doom WAD: => Episode 1 should be 100% => E2M7 may not load based on fragmentation => Episodes 3 & 4 seem to be OK Technical support TODO: -> Supply more VRAM memory to internal allocator => Merge internal heap into Z_Zone? (< 50 kB) => Remove multiply-avoiding lookup tables? -> Rate-limit the game when overclocking -> Add more SHORT() to avoid having to copy-align lumps (note left by MPoupe in m_swap.h) -> Load/Save game would be very cool -> Reenable LTO if possible -> Built-in overclocking? CGDoom used to be compiled with the mini-SDK. However, it's become quite 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. [1] https://github.com/Jonimoose/libfxcg/