Port Graph 90+E du port PRIZM de CGDOOM par Martin Poupe.
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Improve number input in main screen
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CGDOOM-minisdk/CGDOOM G3A update with direct-DD access 2021-08-04 15:59:11 +02:00
cgdoom Improve number input in main screen 2021-08-04 18:44:29 +02:00
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README Add secondary VRAM as heap when using direct-DD access 2021-08-04 15:58:40 +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 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)
-> Figure out why blue key looks yellow in status bar

WAD support TODO:
-> Unmodified 1.9 shareware WAD works all the way through?
-> Shareware WAD from Planète Casio should work 100%
-> Ultimate Doom WAD should work 100% for episode 1

Technical support TODO:
-> Supply more VRAM memory to internal allocator
   => Merge internal heap into Z_Zone? (< 50 kB)
   => Rewrite video code to use long PRAM0 access? (138 kB)
-> Rate-limit the game when overclocking
-> 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/