Port Graph 90+E du port PRIZM de CGDOOM par Martin Poupe.
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Make VARS cycle between frameskips 0, 1, 2 and 3
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cgdoom Make VARS cycle between frameskips 0, 1, 2 and 3 2021-09-19 14:11:02 +02:00
src-cg Determine Pphi dynamically 2021-09-19 00:19:20 +02:00
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.gitignore Cache accesses to VRAM (I_Flip 3.4x) 2021-09-17 21:22:13 +02:00
CGDOOM_SELECTED.png Organize folders and build system to prepare for small revamp 2021-08-14 09:42:57 +02:00
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CGDoom.g3a G3A update 2021-09-19 00:19:20 +02:00
Changelog Inital commit 2015-04-14 19:16:51 -05:00
LICENSE Add the LICENSE file and description 2021-08-02 22:00:46 +02:00
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README Enable the Save Game menu (exits game after save) 2021-09-18 19:03:21 +02:00

README

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 this fx-CG 50 version, with extensive feedback and testing
  by Computer_Freak_2004 that made everything 10 times better.

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)

WAD support TODO:
-> Shareware WAD should work 100% (if not, it's a bug)
-> Ultimate Doom WAD should work 100% (if not, it's a bug)
-> Doom II WAD seems to run out of memory halfway through

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
-> Load/Save game would be very cool
-> Reenable LTO if possible
-> Built-in overclocking?
-> SDL2 debug version support?
-> Darken background in menu (some code does that somewhere?)
-> Rate-limit

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/