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Add Doom wads & source ports#32

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tomojira wants to merge 72 commits intoPureDOS:mainfrom
tomojira:doommods
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Add Doom wads & source ports#32
tomojira wants to merge 72 commits intoPureDOS:mainfrom
tomojira:doommods

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@tomojira
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Added Boom v2.02, MBF v2.03, and MBF-SNM v2.04-snm11, plus these (semi-)official Doom wads:

  • Sigil - Free v1.21
  • Sigil II - Free v1.0
  • No Rest for the Living - Original version

MBF-SNM is pretty recent, but seems like the cleanest option for playing these in DOS. Other methods sound quite hacky and off-putting:
https://www.doomworld.com/forum/topic/111997-sigil-on-an-older-source-port/?tab=comments#comment-2080177
https://www.doomworld.com/forum/topic/143726-sigil-2-for-dos/?tab=comments#comment-2776063
https://www.doomworld.com/forum/topic/86335-play-no-rest-for-the-living-in-dos-or-dosbox/

Nothing is using Boom or MBF yet, but thought it would make sense to get the old school options in if MBF-SNM is.
These break convention by having variants in the main dat, one for Ultimate Doom and one for Doom II, but this seems necessary with the parent system.

One problem here is I can't figure how to get the audio right with any of these 3 source ports. In ASETUP.EXE, with the digital driver set to Sound Blaster 16 and MIDI driver set to SB MIDI-Out, there is no sound at all. With the digital driver set to SB16 and MIDI driver set to anything else, you get sound effects, but still no music. This may need someone more experienced, but still wanted to submit what I had for now.

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Instead of using the variant format, I renamed the source ports to Boom + The Ultimate Doom, Boom + Doom II, etc. I thought this might make more sense. Still not really sure though.

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Updates:

  • Music is finally working with Adlib (OPL3) selected. I have no idea how I struggled with this before
  • run_input removed from everything (WAITMODECHANGE is inherited from the base games)
  • Added links
  • No Rest for the Living renamed yet again (it usually isn't prefixed with "Doom II", and this is typical with mods)
  • MBF changed to its full name, Marine's Best Friend, as used in the readme, in-game, etc.

@tomojira
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tomojira commented Oct 6, 2024

More updates:

  • Made a new Mods dat file to move everything into
  • Boom, MBF, and MBF-SNM now only have one entry each. Their parent is Doom Series Mod Base.dosz, which includes all 4 commercial Doom wads - DOOM.WAD, DOOM2.WAD, TNT.WAD, and PLUTONIA.WAD. This mod base can also be used for all the individual source ports in orchid's PR Add ...way too many Doom source ports #69
  • There is also Doom Engines.dosz which includes Boom, MBF-SNM, Tartar, Doom32/UDoom32/FDoom32, and some utilities
    • Ultimate Doom Mod Base.dosz, Doom II Mod Base.dosz, TNT - Evilution Mod Base.dosz and Plutonia Experiment Mod Base.dosz are linked to this (they can't be combined because the vanilla EXEs can't choose between multiple IWADs in the same directory)
    • These should be the base for 99% of wads, so people can choose to play either vanilla or a source port with the DOSC options
    • Boom (v2.02) is the relatively vanilla option for a source port. Many wads require it or another Boom-compatible source port
    • MBF is a little more improved (e.g. has 640x400 resolution), and this SNM fork (v2.04-snm11) specializes in Sigil 1 & 2, No Rest for the Living, and Master Levels for Doom II (megawad version)
    • Tartar (2024-05-05) is the powerful option that can play some modern wads
    • Doom32, UDoom32, FDoom32 are vanilla EXEs with limits increased. While not strictly necessary for many vanilla-compatible wads, they are always used because they simply reduce the risk of crashes and issues with saving, without changing anything else. (Another option, Doom128, wasn't used because I found the Ultimate Doom and Final Doom versions of it didn't work)
    • Gibbon's SETUP128 is included just to have a basic setup program available
    • fraggle's improved IPXSETUP from Vanilla Utilities v2.1.0 is included for multiplayer (though I'm honestly not sure how it will work out or if anyone would ever play multiplayer with this whole setup)
    • MMOUSE.COM is a program that runs in the background and disables the annoying vertical mouse movement in vanilla Doom, which otherwise can't be disabled. I got a copy of it from Doomkid's vanilla wad collection
  • Why have the individual source port entries as well as Doom Engines.dosz? It's just another option, and there may be a small number of wads that require a specific port like Doom Legacy. Probably not worth expanding Doom Engines further, since Boom/MBF/Tartar seems to cover the vast majority of wads (excluding ZDoom stuff that will never run in DOS)
  • Note the DOSC menu is currently flawed because it can't be sorted, and options can't be removed if they're incompatible (e.g. Boom-compatible wads shouldn't show the vanilla options). Maybe the .REMOVE idea could be used here
  • To keep all the individual wad DOSCs minimal, they should only have a single BAT file named PLAY.BAT that sets DOS variables for the "lowest tier" EXE that supports them, the wad(s), and DeHackEd/BEX patches when applicable (and possibly other command line options could be added if needed). PLAYVAR.BAT is then called with the variables inserted for the vanilla EXE/Boom/MBF/Tartar depending on the DOSC option chosen. MMOUSE.BAT is also called first for the vanilla modern controls option
  • "Modern controls" just means WASD movement, E to use, mouse sensitivity increased, vertical mouse disabled. Z and C are also set to turn
    • Mouse sensitivity in vanilla is more limited - max value in-game is 9. It was manually set to 30 in the config file, but it can't go higher than this because the options menu will crash
    • Auto-run isn't a real option in vanilla, but can be enabled with a glitch from setting joyb_speed to 29 in the config file
    • Source ports have more limited DOSC options to reduce complexity, and because they can easily change controls and toggle auto-run in-game anyway. By default they use modern controls with auto-run enabled
    • I tried to make mouse sensitivity and gamma correction similar between ports. Gamma correction can be increased by pressing F11 in-game

Sigil

Sigil II

  • Added helper WAD for Tartar's shims system

No Rest for the Living

Master Levels for Doom II (Megawad)

  • Newly added. Doom32 is set as the minimal, though MBF-SNM may be better for specializing in it (not sure how)

@tomojira tomojira changed the title Add Boom, MBF, MBF-SNM, Sigil 1 & 2, No Rest for the Living Add Doom wads & source ports Oct 7, 2024
@tomojira
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tomojira commented Oct 7, 2024

Added 5 more wads as examples of dealing with DeHackED and/or DeuSF.
DeHackEd is sometimes needed to patch a vanilla EXE with a DEH file. DeuSF is less commonly needed to merge stuff between WADs.

I recommend Doomkid's package here as the most convenient way to deal with this:
https://www.doomworld.com/forum/topic/132915/
This uses an updated 2020 version of DeHackEd that works with Final Doom EXEs, and also includes DeuSF, Doom32, and UDoom32.

  • For Doom II-based wads, put Doom32 renamed to DOOM2.EXE and DOOM2.WAD in the directory
  • For Ultimate Doom-based wads, put UDoom32 renamed to DOOM.EXE and DOOM.WAD in the directory
  • For Plutonia Experiment-based wads, put FDoom32 renamed to DOOM2.EXE and PLUTONIA.WAD renamed to DOOM2.WAD in the directory
  • For TNT: Evilution-based wads, put FDoom32 renamed to DOOM2.EXE and TNT.WAD renamed to DOOM2.WAD in the directory
  • FDoom32 is here: https://www.doomworld.com/forum/topic/86380-exe-hacking/?page=7&tab=comments#comment-2321118
  • Run DEHMAKE.BAT and press Y at the prompt to create a patched EXE

Army of Darkness Doom

Back to Saturn X: Episode 1 - Get out of My Stations

Doom the Way id Did

Plutonia 2

TNT: Revilution

@tomojira
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Okay, forget about Boom and MBF-SNM - the more I test, the more I think they would be too niche to justify being fully supported options, and it would be best to simplify things and focus on 2 "tiers" of wads:

  1. Vanilla - There's still a scene for making vanilla-compatible wads, and a good number of people would prefer to have this option available
  2. Tartar - For all the limit-removing/Boom/MBF-compatible wads it can support that wouldn't run in vanilla

Boom and MBF-SNM are still in the Doom Engines DOSZ, in case they can be used selectively I guess. But they're not general options in the DOSC now.

@tomojira
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Yet another update:

@tomojira
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tomojira commented May 4, 2025

Okay, forget all those walls of text above - I decided to simplify this. No more using DeHackEd or anything, all the wads can simply be built with DoDAT. And no more vanilla Doom options that probably won't be used - it's just 1 source port, Tartar. I also added some other wads.

It's a lot, but these are mostly award winners from over 30 years, or wads that have been officially promoted by Bethesda.

Wad links:

Commercial wads:

  • Hell to Pay - Installed from CD matching with Redump: Hell to Pay (USA). Max install size, DOS files only
  • The Lost Episodes of Doom - Installed from 3.5" floppy disk matching with TGOD: The Lost Episodes of Doom (ID: 507)
  • Master Levels for Doom II - Megawad version from Doom Classic Complete (PSN)
  • No Rest for the Living - From Doom 3: BFG Edition
  • Perdition's Gate - Installed from CD matching with TDC entry: Perdition's Gate (1996)(WizardWorks Group, Inc.) [ISO]. Max install size, DOS files only

Dependencies:

Other source ports (not super necessary, but I already added them)

@televandalist
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Not getting a match for these:

  • 1 Monster
  • Earthless
  • Malevolence
  • Occula
  • Squenched Avacausage

Dunno if they were replaced with updates or what 😓

@tomojira
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tomojira commented Jul 3, 2025

My bad - I used the wrong link for 1 Monster. It's actually this version from DSDArchive, which includes a fix:
https://dsdarchive.com/wads/1monster

Earthless, Occula, and Squenched Avacausage were updated recently, so I've changed them. (maybe shouldn't have bothered adding new WIP wads yet, but I was having fun...)

Malevolence was also updated, but it says it uses MBF21, a newer modding specification which is not supported by Tartar or any DOS source port. The previous version might've used it too, I don't remember, but maybe I made a mistake including it. The author hasn't preserved the older version so I just removed it, there's more than enough wads anyway.

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