Hello,
i've been working on this port of Doom for some time now.
t can run from anywhere from 10 fps up to 20 fps, this was captured on real hardware (from Composite).
This was not a trivial port to make, as the game encountered multiple issues (especially on real hardware) and i was forced to implement many things in my internal branch of pcfxemu to get it to run like real hardware (and even then, it fails to emulate the failures i encountered).
Download it here (assuming you have a copy of 3DO Doom sound track or your own) :
https://gameblabla.github.io/doomcpfx_generator/ (https://gameblabla.github.io/doomcpfx_generator/)
Source code :
https://github.com/gameblabla/doompcfx (https://github.com/gameblabla/doompcfx)
The port makes use of the following :
- VDC sprites for main doomguy weapons sprites. (Meaning its full resolution independent from the halved resolution for walls/floors/enemies)
- VDC/7up again but for HUD
- RAINBOW for sky (it's not scrolling currently. It's possible in theory but getting it to work on real hardware as it is, was painful)
- KING BG0 with internal resolution of 128x208.
- Supports CD-DA music and uses the 3DO version soundtrack (the tool will allow you to use your own soundtrack, if you prefer)
- KING ADPCM samples compressed to 8hz. It sounds generally the same but there are some differences.
Note that i did not try to convert the whole game : i believe that most people won't play beyond that (harsh but true), and this was a technical exercise. It's possible in theory, but the main problem remains with RAM consumption, as the game only has kilobytes left and nothing for weapons like BFG etc... This may require alterations but some uses like using CD DMA - KRAM - RAM bouncing to swap in real time if there's really no RAM left (that will also mean having to switch the music to ADPCM 32000hz instead of CD-DA). I haven't thought much about it yet.
Please enjoy it as it is.