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253 lines
9.0 KiB
Plaintext
253 lines
9.0 KiB
Plaintext
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PrBoom 2.5.0
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============
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PrBoom is a version of the classic 3D shoot'em'up game Doom, originally
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written by id Software.
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See the file AUTHORS in this distribution for a list of authors and
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other contributors, and a history of the projects PrBoom is derived
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from.
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PrBoom is made available under the GNU General Public License. See the
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file COPYING included in this distribution for details.
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Please see the NEWS file included for changes since the previous version.
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Game data - WADs
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----------------
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(This section is aimed at people not familiar with Doom and the
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data files it uses.)
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PrBoom is a game engine - it provides a program to play Doom levels, but
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it doesn't include any levels itself. More importantly, you need all the
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sounds, sprites, and other graphics that make up the Doom environment.
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So to play PrBoom, you need one of the main Doom date files from id
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Software - either doom.wad, doom2.wad, tnt.wad or plutonia.wad from one
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of the commercial Doom games, or the shareware doom1.wad. This file
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is called the IWAD.
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PrBoom also supports playing Doom add-on levels, called "PWADs", which
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are small extra .wad files which just contain extra levels or other
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resources. PWADs are ONLY ADD-ONS, you still need the original IWAD
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that they are designed to work with. In practice, most PWADs on the
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Internet require doom2.wad (although some work with doom.wad).
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If you don't own any of the Doom games, get the shareware doom1.wad
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from doom19s.zip on Doomworld's shareware download page. But note that you
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will not be able to play most add-ons.
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http://www.doomworld.com/files/shareware.shtml
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Windows Installation
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--------------------
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Just extract the zip to a directory of your choice and copy your IWAD
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files into it. Now you can make shortcuts and add "-iwad filename.wad"
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to them.
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The SDL_mixer library used by PrBoom supports software MIDI music
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synthesis. If you want to hear the Doom music, you need a set of
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Timidity instrument patches. Do a web search for timidity patch sets,
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there are plenty around.
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These patch sets are a large download (>5megs).
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SDL_mixer does not currently support hardware MIDI synthesis. But we
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have added a hacked version of SDL_mixer with native midi support. If
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you like to try it out, rename SDL_mixer_beta.dll to SDL_mixer.dll.
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You should rename the original SDL_mixer.dll before. Tell us if it
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works or not. Please note, that there might be bugs in the native midi
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implementation.
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Linux Installation
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------------------
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For UNIX, Linux, and other POSIX systems, you need the SDL libraries in
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order to use PrBoom. If you haven't already done so, visit
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http://prboom.sourceforge.net/linux.html and follow the instructions there
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for your system, downloading the necessary libraries, and either
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installing the binary RPM package or compiling PrBoom from source.
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Once you've done that, you'll need to copy your IWAD file (see the section
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above if you don't know what this is) to a directory where PrBoom can find
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it. Make /usr/local/share/games/doom/, and copy your IWAD (all of your
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IWADs, if you own more than one) to that directory.
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Mac OS Installation
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-------------------
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Copy your IWAD (see above) into your home folder under
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Library:Application Support:PrBoom (this folder will be created for you the
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first time you run PrBoom).
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First Use
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---------
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If it's the first time you've run PrBoom, you'll need to do some configuring
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to get the controls and display right for you.
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On a new installation, PrBoom runs at 640x480 resolution. If you have used
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PrBoom before, you may have an old config file in your home directory which
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specifies a lower resolution, such as Doom's normal 320x200. You can use the
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-width and -height parameters to select a higher resolution, e.g.:
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prboom -width 640 -height 400
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sets the resolution. This setting is remembered for future sessions. For
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other parameters, see the included README.command-line.
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You may also wish to customise the key bindings. PrBoom's default keybindings
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are the same as the original Doom; unlike original Doom, you can change key
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bindings in the game. In the in-game menus, go to Options, Settings, Key
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Bindings.
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On Mac OS X, you can't use the command line, but after running the program
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once, you can edit YOURHOME:Library:Application Support:PrBoom:prboom.cfg to
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change settings like your screen resolution.
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Features
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--------
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This is all the features PrBoom has compared to the original Doom game
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- it's intended to give you an idea of the enhancements, rather than
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burying you in details.
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See http://prboom.sourceforge.net/about.html for an HTML version of
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this list.
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This is shamelessly modelled on Boom's changes pages. By each
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change, there's the name of the port the feature comes from (so it's
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compatible with).
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Playing the game
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* Supports loading dehacked files at the command line, or in WADs
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(BOOM, MBF)
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* Supports PWADs containing sprites and flats (BOOM)
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* Save games and demos completely store game parameters (BOOM,
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MBF)
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* Savegames store list of loaded WAD files, warning if wrong files
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loaded (BOOM, MBF)
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Game engine
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* Player bobbing improved, optional (BOOM, MBF)
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* Friction effects (BOOM), affecting players and monsters
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(MBF)
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* Wind, current, conveyor effects (BOOM)
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* Far more flexible scrolling wall/floor types (BOOM)
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* Always run (BOOM)
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* Weapon change logic overhauled and improved (BOOM)
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* Support for friendly monsters, helper dogs (MBF)
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* Monster target finding code improved (MBF)
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* AI improvements (MBF)
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* Bouncy and touchy things (MBF)
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* New code pointers (MBF)
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* Per-level and animated skies (MBF)
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* Generalised line types system gives complete flexibility
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(BOOM)
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* Elevators (BOOM)
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* Translucent sprites, walls (BOOM)
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* Independent floor and ceiling lighting (BOOM)
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* Silent teleports (BOOM)
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* Deep water, true underwater areas (BOOM)
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* Icon of Sin telefragging made more consistent (MBF)
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* Fix large numbers of game bugs (BOOM, MBF, LxDoom)
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* Support arbitrary texture heights (BOOM)
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Screen
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* High resolution support (PrBoom)
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* Optional message console, multiple message lines (BOOM)
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* Status bar shows health/armour/ammo in colours (BOOM)
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* Heads up display, showing ammo, health, keys overlayed on view
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(BOOM)
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Multiplayer
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* Spy mode improved (BOOM)
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* Support for loadgame in a net game (LxDoom)
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* Client server style network games (LxDoom)
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Automap
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* No limit on marks (BOOM)
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* Rotation and overlay modes (DOSDoom, LxDoom)
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* Map shows coordinates (BOOM), optionally follow pointer
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(MBF)
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* Teleport lines, key doors and switches marked specially (BOOM)
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* Keys, secrets visible on map with cheat codes (BOOM)
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* Colours fully configurable from menus (BOOM)
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Intermission screens
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* Par times hidden when not relevant (BOOM)
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* Total episode time shown (LxDoom)
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Menus
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* F1 help screen shows current key setup (BOOM)
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* Key bindings, monster behaviour, and compatibility settings all set
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in menus (BOOM, MBF)
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Compatibility
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* Game is capable of behaving like any of: original Doom v1.9, Boom
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v2.02, MBF (BOOM, MBF, LxDoom)
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* Plays most original Doom v1.9 demos (more than Boom or MBF)
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* Plays most Boom v2.02 demos (apart from levels with friction
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effects everything should work).
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* Plays some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos.
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* Plays all MBF demos.
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* Auto-correction of common bugs in old levels (MBF), with
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warnings (LxDoom)
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* Fine control of options controlling compatibility and new features
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(MBF)
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Controls
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* Greater control of key bindings from in game menus (BOOM)
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* More accurate mouse sensitivity control (BOOM, LxDoom)
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Misc
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* Screenshot code improved, supports BMPs (BOOM)
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* Support for ENDOOM and ENDBOOM (BOOM, LxDoom)
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* -timedemo and -fastdemo options (BOOM)
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* Real time frame rate, segs, visplanes, sprites display
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(LxDoom)
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* Various extra cheat codes (BOOM, LxDoom)
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Internals
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* Greatly improved internal memory management (BOOM, LxDoom)
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* Startup time greatly shortened by lazy generation of some lookups
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(DOSDoom, LxDoom)
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* Removed internal limits (BOOM)
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Other Tips
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----------
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On Linux, SDL tries to detect an appropriate video device automatically.
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If you want to overrite the default, you can set the SDL_VIDEODRIVER
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enviromental variable. At a bash prompt, this is as easy as running:
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SDL_VIDEODRIVER=fbcon prboom
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or
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SDL_VIDEODRIVER=svga prboom
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Details
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-------
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Details on these extra features are split into separate text files:
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README.demos provides a guide to PrBoom's demo support
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README.compatibility describes PrBoom's various compatibility
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options and modes
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README.command-line gives a command line reference for prboom,
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prboom-game-server, and the format of boom.cfg.
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On UNIX/Linux systems use the man pages instead.
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Editing features are not covered in the docs with this package. We plan
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to bundle the editing docs as a separate download. Watch our website
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for news.
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