41 lines
1.6 KiB
Plaintext
41 lines
1.6 KiB
Plaintext
This repository is a fork of CGDOOM which was ported originally by MPoupe.
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Credit goes to:
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* Mrakoplaz for the original TI-Nspire port from MS-DOS sources.
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* Critor for the Nspire CX (now CX II) port (which includes support for a
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number of WAD files).
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* MPoupe for the original fx-CG 10/20 port of DOOM.
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* ComputerNerd for the first attempts at an fx-CG 50 port.
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* Lephenixnoir for the final fixes and fx-CG 50 version.
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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.
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UI improvements TODO:
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-> Brightness/gamma correction setting for brighter rendering
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-> Better keyboard layout (including more keys, eg. Run)
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-> Unlock entries of the game menu and options menu
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-> Warp to level from the main screen
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WAD support TODO:
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-> Unmodified 1.9 shareware WAD works all the way through?
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-> Shareware WAD crashes at the end of E1M3/E1M4 (and in E1M9)
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-> Ultimate DOOM WAD runs out of memory at the end of E1M2/E1M3
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Technical support TODO:
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-> Supply more VRAM memory to internal allocator
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=> Merge internal heap into Z_Zone? (< 50 kB)
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=> Rewrite video code to use long PRAM0 access? (138 kB)
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-> Rate-limit the game when overclocking
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-> FPS counter on-screen
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-> Load/Save game would be very cool
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-> Reenable LTO if possible
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-> Built-in overclocking?
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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
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PrizmSDK from Jonimoose/libfxcg [1]. I attempted to list differences at first,
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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/
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