List of Doom source ports

Last updated

This is a list of unofficial ports of the engine used to run Doom, referred to as source ports, that expand upon the engine's capabilities, alter how the game being run is played, or make it compatible with other operating systems, and have received substantial notable coverage.

Contents

There are hundreds of source ports known to have existed. [1] The Doom engine's source code was released to the public on December 23, 1997. Although Doom was originally created for DOS, the original source release was for the subsequent Linux version, due to the use of a proprietary sound library in the DOS version. [2] The original purpose of source ports was cross-platform compatibility, but shortly after the release of the Doom source code, programmers were correcting old, unaddressed Doom bugs and deficiencies in their own source ports, and later on introducing their own modifications to enhance game features and alter gameplay.

The source code was originally released under a proprietary license that prohibited commercial use and did not require programmers to provide the source code for the modifications they released in executable form, but it was later re-released on October 3, 1999, under the GNU General Public License [3] after requests from the community.[ citation needed ]

Personal computers

Linux, macOS, Windows

GLDoom

One of the first source ports, glDoom was an attempt to bring OpenGL accelerated graphics support to the Doom engine, developed by Bruce Lewis. The project was canceled in 1999 after an accident in Lewis's home, in which the hard drives storing the project's source code crashed, destroying it. Concurrently, backup tapes storing the code were also destroyed. [4] This has been cited by id Software as one of the reasons why it republished the source code under a free license, as it believed that incidents like that could be prevented by requiring developers to share their changes. [5] In April 2010, however, Lewis rediscovered the glDoom sources in one of his deceased friend's hard drives. [6]

Boom and derivatives

Boom was a port for DOS of the Doom source code by TeamTNT. Boom fixed numerous software glitches and added numerous other software enhancements into the engine to such a degree that its additions have been incorporated into most modern versions of Doom source ports (such as PrBoom+, ZDoom and Doom Legacy). The last update of Boom was released on October 22, 1998. In October 1999, Boom's source code was released. [7] Further development of Boom as a source port was continued for DOS as MBF, for Windows as PrBoom, and for Linux as LxDoom. The latter two later merged as PrBoom and also took on many of the MBF features, so PrBoom's own successor, PrBoom+, is effectively the modern equivalent of Boom.

Eternity Engine

The Eternity Engine is a Windows source port licensed under the GNU General Public License. It was first released on January 8, 2001 as version 3.29 beta 1. It was originally meant to power a Doom total conversion, but after that project went on hiatus (eventually being cancelled in 2006), the engine became the prime focus. The engine is based on Smack My Marine Up (SMMU). It includes such features as scripting, portals, polyobjects, and Heretic support.

Marine's Best Friend

Marine's Best Friend (MBF) is a DOS-based source port. It is based on Boom, and adds several new features including high resolution graphics, enhanced monster AI, emulation of the pre-release beta versions of Doom, and "helpers" that follow and help the player (specifically dogs, to which the name of the engine refers). It was developed by Lee Killough and is no longer updated. Its code was later used as the base of the source port Smack My Marine Up, which in turn was used to construct the Eternity Engine. Some of its code was also adopted in PrBoom. In August 2004, James Haley and Steven McGranahan ported Marine's Best Friend to Windows as WinMBF. WinMBF was last updated in January 2005.

PrBoom

PrBoom is a Doom source port derived from Linux and Windows ports of Boom and MBF that includes an optional OpenGL renderer, as well as options allowing it to restore the behavior of earlier executables (such as Doom version 1.9, Boom, and MBF) in essential ways. A variation named PrBoom+ provides enhanced demo recording and viewing capabilities. PrBoom was used as the engine for id Software's official port for the iPhone, Doom Classic. [8] [9] The source port is packaged in the Ubuntu Software Center as well as Fedora's RPM software repository alongside Freedoom. PrBoom was last updated on November 9, 2008.

Although PrBoom and PrBoom+ are simpler than some other Doom source ports, they are often preferred as staying relatively close to the behavior of the original games, and have good demo support. However, some of the bug fixes and behavior changes of other ports may unbalance how levels made for the original games play, giving players certain advantages or disadvantages.

Doomsday Engine and derivatives

The Doomsday Engine is a GPLv2-licensed source port (incorporating the former jDoom, jHexen, and jHeretic) that runs on Linux, Mac OS X, and Windows. [10] The source port also supports Heretic , Hexen: Beyond Heretic and Doom II . Its hardware-accelerated engine supports 3D models, dynamic lighting, [11] object and movement smoothing, shadows, and other features. It also includes XG line and sector types for editing extensions, as well as a built-in master server games browser (launcher).

DOSDoom and derivatives

DOSDoom is the first Doom source port for DOS, launched within a day after the release of the Linux game's source code in 1997. It was created by Chi Hoang, who took the original Linux release of the Doom source code and ported it back to DOS. [12] It evolved to include several new features, which were previously unseen at the time shortly after the release of the original Doom source code, including translucency, high resolution and color rendering, and vertical aiming. [13]

Doom Legacy

Doom Legacy is a source port originally written as a fork of DOSDoom, introducing mouse-look, jumping, a console, 32-player deathmatch, skins, and, later, native Windows, Linux, and Mac OS X ports. It has also evolved to support many Boom features and 3D acceleration. Later releases include additional features, notably the ability for levels to contain floors directly over floors in December 2000, meaning levels are not required to be strictly 2D from a top-down perspective as they were in the original Doom engine games. It has its own scripting language, called Fragglescript.

Vavoom

Vavoom is a source port created by merging the Doom, Heretic, and Hexen: Beyond Heretic source trees to create a unified executable. It also features bits of the Quake source code (used predominantly for networking and rendering), and was the first source port to support Strife: Quest for the Sigil . It has been in development since September 1999, and was first released on June 14, 2000. Among its features are a true 3D polygonal engine with colored lighting and software, Direct3D and OpenGL renderers, freelook support, 3D floors, and support for Boom's extended attributes. The source port is packaged in the Fedora RPM software repository alongside free installers that grab the shareware levels for all the games used by the engine by default.

ZDoom and derivatives

ZDoom is a source port launched for Windows on March 6, 1998, and later Linux and macOS. It supports Boom editing extensions [14] plus all of the extensions made in the version of the Doom engine used in Hexen: Beyond Heretic, as well as several other new features. It also supports other games that share the Doom engine. [15] Unlike many other source ports, ZDoom cannot play demos recorded with Vanilla Doom, including the intro demos found in the IWAD. The last version of ZDoom, was released in February 2016, and was officially discontinued on January 7, 2017. In the announcement, ZDoom's creator, Randy Heit, recommended using QZDoom or GZDoom instead. [15]

GZDoom

GZDoom is a source port based on ZDoom that extends its feature set to include an OpenGL 3 renderer. It was released on August 30, 2005. GZDoom also boasts 3D floor support compatible with Doom Legacy and Vavoom, 3D model support, 360 degree skyboxes, and other features. Version 2.4.0 was the first version to be officially released on ZDoom.org alongside the release of QZDoom 1.3.0 on March 19, 2017. [16]

Skulltag and Zandronum

Skulltag was one of the multiplayer-centric Doom ports based on (G)ZDoom. [17] It added 32-player multiplayer and different game modes: standard types such as deathmatch and capture the flag, and other modes such as co-operative waves and invasion maps. [18] Skulltag had support for 3D models and high-resolution textures. Skulltag received a final update on November 7, 2010, and was shut down on June 7, 2012.

Skulltag 98e was succeeded by Zandronum, which is made by the same developers after the original creator moved to another project. Zandronum was first released as version 1.0 on August 24, 2012. Zandronum improved support up to 64 players online per server and introduced Last Man Standing and other, more original game modes. [19]

ZDaemon

ZDaemon is an online multiplayer source port for Doom. It is a fork of another source port, Client/Server Doom or csDoom, the first stable source port to allow playing on the Internet by using client/server network code (from QuakeWorld). [20] With ZDaemon, players create an account and can then easily connect to multiplayer servers with the included server browser (ZDaemon Launcher). The ZDaemon Launcher also features access to the ZDaemon IRC channel through their own client called "ZRC" (ZDaemon Relay Chat). To cut down on impersonation and spoofing, version 1.09 introduced in-game nick authentication, which allows players to use aliases (such as for clan tags), but only when they actually own the nick. ZDaemon also collects statistics from servers that have it enabled, as well as experience points, allowing players to level up as they play, though leveling up does not provide any in-game benefits.

Chocolate Doom

Chocolate Doom is a source port for Windows, Linux, macOS, AmigaOS 4, [21] MorphOS, and other modern operating systems that is designed to behave as closely as possible to the original DOS executable ("Vanilla Doom"), going as far as to duplicate bugs found in the DOS executable, even bugs that make the game crash. This involves more than just leaving the bugs in the source code. Several bugs present in the DOS version (for example, the sky bug in Doom II ) were fixed in the released Doom source code, so these bugs were recreated for Chocolate Doom. The first version of Chocolate Doom was released on September 7, 2005. As it is designed to be as close as possible to the DOS executable, it has no new features and lacks high resolution support. It supports OPL3 music emulation, as well as the standard MIDI output on its host operating system. It is a popular test engine for level designers, and among players who prefer unmodified Doom. By default, it simulates the behavior of doom.exe version 1.9 running under Windows 98, although it will simulate the executables from The Ultimate Doom or Final Doom if it detects their respective IWADs.

Amiga

Various versions of Doom exist for the Amiga computers, one well-known example of which is ADoom. [22] [23]

macOS

Zandronum is designed specifically for macOS. Source ports like Doomsday, Odamex or PrBoom are OS X-compatible but are primarily cross-platform projects intended to be as portable as possible.

Portable devices

Nintendo DS

A port of PrBoom was written for the Nintendo DS. PWADs and DEH patches are supported, but only by creating a separate file with arguments to load them on startup. Wi-Fi network play is supported when using a PrBoom server set up on a PC. [24]

Digita OS

DOOMD was a port released for FlashPoint Technology's DigitaOS for digital cameras. The port is based directly on the 1997 source code release. Both Doom and Doom II IWADs are supported. Custom WADs are supported, but no selection interface has been implemented. [25] [26]

iPod

A hack allowed 5th generation iPods to run a port of Doom. [27] It is also possible to run Doom on iPods running Rockbox's Rockdoom plugin. [28]

Zune and Zune HD

Two ports have been released to run on Zune devices using OpenZDK. One for the Zune HD, and the other for third generation Zunes and lower. [29] [30]

TI-Nspire Series

A source port to the TI-Nspire graphing calculators (specifically the NDless jailbreak software) was created, titled nDoom. It is a direct port of the original Doom engine, and as a result supports all IWADs and PWADs that were designed for the original executable. Support for Heretic: Shadow of the Serpent Riders and Hexen was added. [31]

Other ports

These Doom source ports have the characteristic of running on virtual machines such as the Java Virtual Machine or Adobe Flash while still being based on the Doom engine's source code. Due to the nature of the latter, some of these ports have opted for using automatic parsing of C code (such as Adobe Alchemy), while others have adopted a major rewrite.

HTML5

Freedoom has been ported to the World Wide Web via Emscripten and asm.js under the name "boon". [32] [33]

Java

In the past, there have been several unsuccessful attempts to produce a Doom source port in Java such as DoomCott [34] or the Stark Engine, [35] which were either abandoned or never gained enough functionality to be properly called source ports. The only active Java Doom project as of 2010 is Mocha Doom, [36] a pure Java implementation of Doom with features similar to modern Doom source ports and direct compatibility with the original game data.

Doom 3 mod

A mod was made for Doom 3 that allows the player to run the original Doom using an in-game terminal. The mod, called "Terminal Doom", is based on the 1997 source code release, and constitutes an experiment on Doom 3's interactive surfaces. All retail and shareware releases of Doom are supported by this port. [37] [38]

Hewlett-Packard 16700 series Logic Analyzers

Doom was ported to HP-UX 10.20 on the PA-RISC platform, and included as an easter egg on HP (later Agilent and now Keysight)'s' 16700 family of PA-RISC based logic analyzers. [39]

QuestZDoom

In 2020, a virtual reality port was released for the Oculus Quest, and later Oculus Quest 2, on the online indie VR developer platform SideQuest. It was listed under the name "QuestZDoom," and was released that summer. It was tested for several months by a team of VR developers on discord led by their head developer Dr Beef, who is also known for multiple VR fan ports of open-source games such as the original Half-Life and Return to Castle Wolfenstein, as well as the first two Quake games, all with the added caveat that you must already own the original games, either on disc or by online purchase from digital retailers like Steam. For legal purposes, the original game files will not be supplied by Dr Beef at any time to avoid piracy issues. The goal of QuestZDoom was to implement an engine that could reliably and smoothly render the classic 90's Doom Engine titles in virtual reality, complete with the option to load many popular mods, particularly Brutal Doom, into the game through a separately downloaded mod manager, called "QuestZDoom Launcher." In order to use this engine, as with all Dr Beef's fan-made engine ports, you must supply it with your own already purchased copies of the original Doom games, including but not limited to "The Ultimate Doom," "Doom II: Hell on Earth," and the Final Doom titles, known as "The Plutonia Experiment," and "TNT Evilution," respectively. It is also compatible with Heretic and Hexen, as Raven Software developed these titles using a modified version of the Doom Engine supplied to them by id Software, the Doom Engine's creators.

Nintendo Wii

WiiDoom is a Wii port of Doom using the open source PrBoom engine

MacBook Pro Touch Bar

The Touch Bar on Apple's new MacBook has been pretty controversial, but there's one thing fans and haters alike can agree on: this thing was definitely made to run Doom. Putting the classic shooter on any given piece of hardware has become something of a minimum viable hack in the tech community, and as the Touch Bar is essentially a mini Apple Watch jammed above the laptop's keyboard, there's no reason it too can't get involved. iOS developer Adam Bell stepped up to the plate for this one


A simplified family tree

The following diagram depicts a simplified family tree of Doom source ports.

Doom-ports.svg

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