Releases: viti95/FastDoom
Releases · viti95/FastDoom
FastDoom 0.9.9c
FastDoom 0.9.9b
- Hercules InColor support
- Mode-X 320x240 mode support (great for old laptops without VESA support and 640x480 display)
- Fixed MDA debug, now text don't blink all the time
- Fixed issue #183, random crashes on low-res executables
- Fixed issue #62, videocards with more than 8Mb crashed on VESA modes
- Removed "-singletics" commandline parameter. It was only used for debugging purposes.
- Upgraded build scripts
- Removed MS-DOS/Windows build scripts. Those were pretty much outdated, and all tooling now is Linux based. It's possible to build FastDoom on Windows using WSL2.
FastDoom 0.9.9
- Multiple optimizations (C, ASM) and code cleanup
- Disabled all cheats in Nightmare
- Removed IDSPIDPOPD cheat (IDCLIP is still available)
- Fixed snow while setting palette on slow VGA cards (via -fixDAC)
- Removed -nomonsters and -turbo command line parameters
- Native higher resolution modes available (thanks to Doug Johnson). New supported resolutions: 320x240, 512x384, 640x400, 640x480, 800x600, 1024x768, 1280x800, 1280x1024
- Fixed SBEMU support (thanks to Crazii)
- Refactored memory allocation, now all RAM available is used by default. Removed -ram command line parameter
- Better debugging and automatic CPU detection by Doug Johnson
- Source code has 8.3 file format again (thanks to efliks)
- VESA backbuffered modes now work on video cards without LFB
- Removed OpenWatcom IDE files (obsolete, not used)
- Upgraded build scripts, much faster compile times on Linux (again, thanks to Doug Johnson)
FastDoom VESA HighRes test build 2
Bugfixing test build for new VESA high resolution modes. Also support for direct rendering 320x200 on banked VESA cards. Executables are the same:
320x200 -> FDOOMVBD.EXE / FDOOMVBR.EXE
320x240 -> FDM240D.EXE / FDM240R.EXE
512x384 -> FDM384D.EXE / FDM384R.EXE
640x400 -> FDM400D.EXE / FDM400R.EXE
640x480 -> FDM480D.EXE / FDM480R.EXE
800x600 -> FDM600D.EXE / FDM600R.EXE
1024x768 -> FDM768D.EXE / FDM768R.EXE
1280x1024 -> FDM1024D.EXE / FDM1024R.EXE
FastDoom VESA HighRes test build
New high resolution modes available for VESA 2.0 video cards (both direct rendering and backbuffered rendering). Also new optimizations.
- 320x240 -> FDM240D.EXE / FDM240R.EXE
- 512x384 -> FDM384D.EXE / FDM384R.EXE
- 640x400 -> FDM400D.EXE / FDM400R.EXE
- 640x480 -> FDM480D.EXE / FDM480R.EXE
- 800x600 -> FDM600D.EXE / FDM600R.EXE
- 1024x768 -> FDM768D.EXE / FDM768R.EXE
- 1280x1024 -> FDM1024D.EXE / FDM1024R.EXE
FastDoom 0.9.8
- Add DEMO4 to benchmark menu
- Optimized all non-VGA modes (ASM)
- Replace uncapped fps setting with new bus speed setting. This option is useful for 8-bit ISA cards on mode 13h.
- Added CPU class detection (386, 486, 586...) to avoid crashes if some render codepath uses non-available instructions
- Additional sound card initialization checks to avoid crashes at startup
FastDoom 0.9.7
- Add CPU selection for different render paths
- Optimized flat visplane rendering (handcrafted ASM)
- Optimized column rendering for some CPUs (Ken Silverman)
- Upgrade FPS display, now it's possible to show FPS on-screen and on a debug card at the same time
- Debug card port is now selectable on fdoom.cfg file. Full support for 4 digit debug cards
- Fixed issue #148. Now it's possible to use SB-MIDI and Sound Blaster Direct Mode without crashing
- Upgrade display menu, now it's possible to select options using left/right keys (previous/next)
- Optimized fuzz column redering (handcrafted ASM)
- Optimized fuzz flat column rendering (handcrafted ASM)
- Optimized backbuffered non-VGA modes. EGA 320x200 16-color mode should be much faster now
- New in-game menu for benchmarks. Now it's possible to execute multiple benchmarks without reloading the game
- Automatically detect MDA/Hercules video card in FDSetup
- Updated bench.bat (new in-game benchmark options). Also new FDBench executable to make easier to launch benchmarks from commmandline (FDBENCH.EXE)
- New advanced benchmark, which stores frametimes on file ftime.csv. Also calculates 1% low and 0.1% low frametimes, which are saved on bench.csv file. Now you will be able to create videos like Digital Foundry :D
- New commandline parameter to execute benchmarks:
- Single benchmark with current parameters: -benchmark single [demofile] [-advanced]
- Multiple benchmark: -benchmark file [demofile] [benchmarkfile] [-advanced]
- [-advanced] is optional (frametimes)
FastDoom 0.9.6
- Add executable filename to benchmark (CSV)
- Fix wrong fps display if 0XX after decimal point (@RamonUnch #145)
- New invisible column renderer: Flat Sega Saturn (@RamonUnch idea)
- Small code optimizations
- Sound Blaster MIDI support (for Sound Blaster 1.0, 1.5, 2.0, Pro 1.0 and Pro 2.0)
FastDoom 0.9.5
- Sigma Designs Color 400 support. 320x200 and 16 colors. Tested only in 86Box, as I cannot make my card work on my 386/486 PCs.
- Added low and potato detail for backbuffered and VBE2 direct modes
- Removed FDOOME80.EXE and FDOOMEW1.EXE, not needed with new detail modes. They were also very half-baked, HUD was basically non-readable
- Removed FDOOMV16.EXE, didn't fit properly in the project. Is a cool hack to get VGA 160x200 and 16-colors, but Doom already supports 256 color modes which also are much faster
- Removed FastDoom VGA vertical mode. Started as a joke, and I don't feel it matches the project spirit. If people want's it back, I'll reconsider it.
- Speed up CGA, EGA, Plantronics and Hercules video modes by optimizing in ASM the backbuffer->VRAM copy routines
- Better benchmarking options, now FastDoom is able to generate CSV data (easier to import in Excel)
- Added BENCH.BAT script. This script makes easier to benchmark FastDoom. How to use it:
- bench.bat {type} {exe} {iwad} {lmp}
- {type}: {phil, quick, normal, full}
- {phil}: Same benchmarks as define by PhilsComputerLab DOOM benchmark
- {quick}: Full screen + HUD, tests potato, low and high detail modes
- {normal}: Full screen + HUD, tests potato, low and high detail modes, and different visplane rendering modes
- {full}: Multiple screen sizes, tests all detail settings (will take a long time if the system is slow)
- {exe}: {fdoom.exe, fdoom13h.exe, ...}
- {iwad}: {doom1.wad, doomu.wad, doom2.wad, ...}
- {lmp}: {demo1, demo2, ...}
- Example: bench.bat phil fdoom.exe doom1.wad demo3
- Results are stored in the file "bench.csv"
- New invisible object rendering mode, now it's possible to use Heretic/Hexen translucency for objects. Cached tintmap files are stored in binary .TCF files. This rendering method only looks great on 256-color modes.
- Sound FX support for OPL2LPT and OPL3LPT devices.
- Enabled Ensoniq Soundscape music and sound FX devices. Not tested as I don't have one of these devices.
- Renamed multiple command line arguments. Take a look at the README.TXT to see what has changed.
- Fixed issue #139
- Removed "-simplestatusbar" command line parameter. Performance difference was pretty much none, and looked terribly bad.
- Cleanup unused Extended MIDI support from Apogee Sound System.
- Small optimizations for rendering code
FastDoom 0.9.4
- PCM music support. Up to 44.1 KHz, 8-bit mono music. For now PCM music is stored in RAM, so more than 16Mb is recommended
- Tandy 3-voice SN76489 sound support. Sound quality is nowhere near good, but can be improved
- Sound frequency is now selectable (from 7KHz up to 44.1KHz). Removed "-lowsound" parameter since is not needed anymore
- Updated PLAYPAL+COLORMAPS for B&W, 4-color and 16-color modes thanks to @deat322 (@Deathz0r). The image quality is much better now on non-256 color modes
- Fixed issues #95, #133, #134 and #135
- Made source code buildable again on 8.3 filesystems (DOS)
- Updated FDSetup program
- Removed "Tandy Sound Source" sound card. This was the same as Disney Sound Source, but for old Tandy with incompatible parallel port