@@DookNookim My proudest doom community contribution was extracting and fixing the palette for the uncensor romhack and porting it to doomhack's PrBoom GBA project. Now it's always seen on niche but super optimised ports and I just scream in joy every time I see it lol
That is SHOCKINGLY readable. The textures all look like that Mega Man TC, but the texels are consistent between frames. The doors show it's not just blacking out some columns, either. Are you picking colormaps per-column?
I appreciate the effort put into this and how it looks good. This is incredible. However, anyone watching this video should be aware this is probably not how the game would behave on real hardware. It would more likely be a slide show. 3000 cycles in DOSBox is about 10x the CPU power of a 8088@4.77MHz (according to official DOSBox page). Additionally, 8088 hardware will take much more time than DOSBox for copying pixels from memory into video card (in DOSBox with modern hardware it's almost instantaneous).
It'll be interesting to see how it runs on the recent 808x mini laptops then... Granted, they run Vx0 CPUs, but they're still going to be slower than Dosbox with that cycles count! Still, it might be that the improvement offered over the actual 808x CPUs might be just the edge this port needs to make it more playable!
ah yeah the slow 8 bit ISA bus to video memory would be the killer. My understanding is Doom does some kind of backbuffer draw in system memory then copy to video memory. I wonder if there'd be an improvement with just rendering in to video memory with page flopping. Although these optimized ports may already be doing this. The fill rate would still be atrocious as just a screen clear in video memory with a super tight loop is still several frames over the 8 bit ISA bus.
People say it would be a slideshow on a real 286, but maybe reducing resolution could help? CGA supports 160x100 at 16 colors, and Doom looks surprisingly good at that resolution, even at 80x50 things are recognizable. Could such Doom be possibly created in mid 80s?
At a resolution of 160x100, a readable status bar becomes a problem. 80x50 with 16 non-dithered colors and a readable status bar is possible by using character 0xDC or 0xDF.
Is it really run on 8088? I really doubt it. It looks more like some modern DOOM mod with shader and 1 channel audio subsystem reeplacement. I think it runs way too fastr for 8088 processing capacity.
I just ran this version of Doom on my 10mhz 286 with plasma screen computer and it works. It is totally legit. But it ran very low frame rate when many enemies was around lol
Maybe 640x200 monochrome. Higher resolutions require more CPU power and using faster processors is a bit against the purpose of this port. FastDoom is better suited for that.
it would be really nice if this could be made to fit on a 720kb diskette because then I would test it on my actual 8088 laptop. but it has no hard drive. maybe it is possible to split the wad?
I guess I could make a 1 level version that fits on a floppy. Doomtd3 does fit on a floppy. It only plays the demo as fast as possible. No interactivity.
@@DookNookimit would be really neat to have a version that has as much levels possible that still fit on a 720k diskette. It also have to run with 640kb of ram. My laptop have two drives but one need to hold Dos and the B drive the game
I just played this with all 3 of my portable plasma screen 286 computers. One 10mhz one 12 and one 20. Totally playable but quite laggy lol. Only computer left now is the actual 8088 which need a diskette to fit the files. But I had a great time here :)
@@DookNookim How much smaller could it be with all sounds and music stripped and the textures stored at this color depth? Maybe separate episodes per disk?
@@DookNookim This hasn't been tested on real hardware? I have a Book 8088 v1.0 and a 2.0 running NEC V20 CPUs, as well as a pair of Pocket 8086s running NEC V30s that I was planning to use to check out this and also RealDoom at some point!
At the beginning of this project I've removed support for Doom II and the registered version of Doom 1. I might try someday to put it back. Support for the Jaguar levels and the secret levels of Doom II are on the to-do list.
@@DookNookimI'm not really a programmer, but can I just assume that was something done to get the code down to 640K of memory levels? Because there's something about this one where if you ran a WAD/Mod that made things a tad "cleaner" (less textured and the enemies looking less chaotic) would actually make this aesthetic something that is legitimately playable and not just an experimental thing.
This was groundbreaking back in 1984
id SOFTWARE, ©️ *1993*
@@tyagagersonYou gotta stop taking every comment you read literally, man.
We gotta need good pixel art recreations of the sprites and stuff with that palette 😬
The FIREBLU texture will feel right at home.
In glorious Cyan and Pink.
magenta* :)
CGA really has gone from functional to hideous to being an entire aesthetic choice (and a fairly charming one at times)
Doomguy says trans rights!
At this stage the further work is in finding the best preprocessing technique for textures and sprites. Especially for sprites. Great job 👍
It's like some kind of cyberpunk nightmare. Looks playable.
If renderer could be made to spit out the composite CGA optimized graphics this might be a blast!
Yeah, I've seen something like that for Wolfenstein 3D and it looks awesome
Yoo! It's the GBA Doom 2 hud again! :D
if it ain't broke, don't fix it
@@DookNookim My proudest doom community contribution was extracting and fixing the palette for the uncensor romhack and porting it to doomhack's PrBoom GBA project.
Now it's always seen on niche but super optimised ports and I just scream in joy every time I see it lol
Nice . I will try rhis on my XT 😊
That is SHOCKINGLY readable. The textures all look like that Mega Man TC, but the texels are consistent between frames. The doors show it's not just blacking out some columns, either. Are you picking colormaps per-column?
No, in the preprocessing phase every VGA pixel is just replaced by 4 CGA pixels.
I wonder how this looks with the right monitor setup. EGA games looked really different when using monitors tailorer for these colors.
I recommend watching in 144p or 240p, it blurs the image which makes the image appear more solid.
Commander Keen meets Doom
I appreciate the effort put into this and how it looks good. This is incredible.
However, anyone watching this video should be aware this is probably not how the game would behave on real hardware. It would more likely be a slide show. 3000 cycles in DOSBox is about 10x the CPU power of a 8088@4.77MHz (according to official DOSBox page). Additionally, 8088 hardware will take much more time than DOSBox for copying pixels from memory into video card (in DOSBox with modern hardware it's almost instantaneous).
It'll be interesting to see how it runs on the recent 808x mini laptops then... Granted, they run Vx0 CPUs, but they're still going to be slower than Dosbox with that cycles count! Still, it might be that the improvement offered over the actual 808x CPUs might be just the edge this port needs to make it more playable!
ah yeah the slow 8 bit ISA bus to video memory would be the killer. My understanding is Doom does some kind of backbuffer draw in system memory then copy to video memory. I wonder if there'd be an improvement with just rendering in to video memory with page flopping. Although these optimized ports may already be doing this. The fill rate would still be atrocious as just a screen clear in video memory with a super tight loop is still several frames over the 8 bit ISA bus.
People say it would be a slideshow on a real 286, but maybe reducing resolution could help? CGA supports 160x100 at 16 colors, and Doom looks surprisingly good at that resolution, even at 80x50 things are recognizable. Could such Doom be possibly created in mid 80s?
At a resolution of 160x100, a readable status bar becomes a problem.
80x50 with 16 non-dithered colors and a readable status bar is possible by using character 0xDC or 0xDF.
This looks soo cursed, I need to play it
Absolutly amazing !
I once played Doom using the internal speaker for sound, the sound effects were very strange to me.
That's awesome! It reminds me of that one book cover art for Neuromancer by rick berry.
Looks like some 80` movie cyborg vision efects.
look lke a doom with heavily broken graphics. but back then... holly crap..
Is it really run on 8088? I really doubt it. It looks more like some modern DOOM mod with shader and 1 channel audio subsystem reeplacement. I think it runs way too fastr for 8088 processing capacity.
It's running in DOSBox at 3000 cycles. The download link is in the description.
Dude, educate yourself ffs
I just ran this version of Doom on my 10mhz 286 with plasma screen computer and it works. It is totally legit. But it ran very low frame rate when many enemies was around lol
It's super annoying in every way. I love it.
id software if they managed to run this on the c64
This looks AMAZING on my Aqua handheld!
💗I LOVE IT!💗
Thank you for Sharing!
Way too cool!
How about monochrome Hercules?
Maybe 640x200 monochrome. Higher resolutions require more CPU power and using faster processors is a bit against the purpose of this port. FastDoom is better suited for that.
NOW THIS IS GAMING AS FUCK
Can't believe they actually ported Doom to a computer, what'll they think of next?
MY EYESSSS
my ears !!!!
pssy
groovy
do your project have support to comosite CGA?
Not yet, but I'll put it on the to-do list.
it would be really nice if this could be made to fit on a 720kb diskette because then I would test it on my actual 8088 laptop. but it has no hard drive. maybe it is possible to split the wad?
I guess I could make a 1 level version that fits on a floppy.
Doomtd3 does fit on a floppy. It only plays the demo as fast as possible. No interactivity.
@@DookNookimit would be really neat to have a version that has as much levels possible that still fit on a 720k diskette. It also have to run with 640kb of ram. My laptop have two drives but one need to hold Dos and the B drive the game
I just played this with all 3 of my portable plasma screen 286 computers. One 10mhz one 12 and one 20. Totally playable but quite laggy lol. Only computer left now is the actual 8088 which need a diskette to fit the files. But I had a great time here :)
@@DookNookim How much smaller could it be with all sounds and music stripped and the textures stored at this color depth? Maybe separate episodes per disk?
@@Aeduo 230 kB, see wadptr and miniwad
Nice!
How about composite cga
That's what I was thinking.
I've put it on the to-do list.
@@DookNookim Would be neat. Have you tested it on the real hardware or just DOSBox?
@@UltimatePerfection I've tested it on a 386SX and a Toshiba T3200.
Migraine vision!
I wonder if anybody has tested this on real hardware, I honestly just want to know how well it actually runs on real hardware.
You and me both.
@@DookNookim This hasn't been tested on real hardware? I have a Book 8088 v1.0 and a 2.0 running NEC V20 CPUs, as well as a pair of Pocket 8086s running NEC V30s that I was planning to use to check out this and also RealDoom at some point!
@@StormkeeperPU I've tested it on a 386sx with a VGA card and a Toshiba T3200.
But I haven't seen it run on a real CGA card.
@DookNookim The Book 8088 v1.0 has a CGA card, so I can check it on that at least!
Are you able to load a different IWAD? Doom II, Plutonia, anything else?
At the beginning of this project I've removed support for Doom II and the registered version of Doom 1. I might try someday to put it back.
Support for the Jaguar levels and the secret levels of Doom II are on the to-do list.
@@DookNookimI'm not really a programmer, but can I just assume that was something done to get the code down to 640K of memory levels?
Because there's something about this one where if you ran a WAD/Mod that made things a tad "cleaner" (less textured and the enemies looking less chaotic) would actually make this aesthetic something that is legitimately playable and not just an experimental thing.
@@DookNookim Hacx 8088 lessss gooooo 😆😂
@@orvilleredenpiller338 Yes, removing features was about getting the code to fit in the limited amount of memory.
Even the 640x200 monochrome would be much better.
It shouldn't be to hard to adapt this 320x200 4 color version into a 640x200 2 color version.
@@DookNookim Or MDA / Hercules. I really like the old yellow, green and amber screens. :D
@@M3MB3Rrrwell do it. Show your skills
hell with flow with the red from my bleeding eyes
move on Minecraft kiddie
When you fried your computer in a deep fryer:
I'm so glad I had no color crt back then...
"Back then" this wasn't existed
And you lost gorgeous VGA experience of OG Doom
We were hoping for better graphics
Daily reminder that this is essentially a visual bug and it is not supposed to look like this
Bug yo arse.
This is port
looks better on zx spectrum :P
liar.
So that's definitely is not the real doom. Okay got it
Hey plumber! Howdy! Ever heard about source port?
The download link is in the description of this video.
@@DookNookimif only he would be literate and skilled to verify the obvious 😂