Crispy Doom is a limit-removing enhanced-resolution Doom source port based on Chocolate Doom.
Its name means that its internal 640x400 resolution looks "crisp" and is also a slight reference to its origin.
Crispy Doom is a friendly fork of Chocolate Doom that provides a higher display resolution, removes the static limits of the Doom engine and offers further optional visual, tactical and physical enhancements while remaining entirely config file, savegame, netplay and demo compatible with the original.
Objectives and features
Crispy Doom is a source port that aims to provide a faithful Doom gaming experience while also featuring some user-requested improvements and enhancements. It is forked off of Chocolate Doom to take advantage of its free and open-source code base, portability, accuracy and compatibility with Vanilla Doom.
Its core features are:
- Enhanced 640x400 display resolution, with the original 320x200 resolution still available in the "High Resolution Rendering: Off" mode.
- Uncapped rendering framerate with interpolation and optional vertical synchronization (VSync) with the screen refresh rate.
- Intermediate gamma correction levels (0.5, 1.5, 2.5 and 3.5).
- Removal of all static engine limits, or at least raising of the less crucial ones.
- Full support for the "Doom Classic" WADs shipped with the "Doom 3: BFG Edition", especially the "No Rest For The Living" episode shipped in the NERVE.WAD file.
Furthermore, the following optional user-visible and audible features are available:
- Free vertical looking, including mouse look and vertical aiming.
- Aiming support by a crosshair that may get directly rendered into the game world.
- A new minimal Crispy HUD, displaying only the status bar numbers.
- Clean Screenshot feature, enabling to take screenshots without HUD elements and even without status bar numbers and weapon sprites at higher screen sizes.
- Colorized status bar numbers, HUD texts and blood sprites for certain monsters.
- Translucency for certain sprites and status bar elements in the Crispy HUD.
- Randomly mirrored death animations and corpse sprites.
- Command line options to allow for playing with flipped player weapon sprites and/or entirely flipped level geometry.
- Players may walk over or under monsters and hanging corpses.
- Centered Weapons when firing, weapon recoil thrust and pitch.
- Reports whenever a secret is revealed.
- Level statistics and extended coloring in the Automap.
- Playing sounds in full length, and misc. other sound fixes.
- Demo recording and/or playback timers and progress bar.
All of these features are disabled by default and need to get enabled either in the in-game "Crispness" menu, in the crispy-doom-setup tool or as command line parameters. They are implemented in a way that preserves demo-compatibility with Vanilla Doom and network game compatibility with Chocolate Doom. Furthermore, Crispy Doom's savegames and config files are compatible, though not identical (see the Compatibility section below), to Vanilla Doom's.
Crispy Doom strives for maximum compatibility with all "limit-removing Vanilla" maps -- but not Boom or ZDoom maps. More specifically, Crispy Doom supports some select advanced features such as ANIMATED and SWITCHES lumps, MBF sky transfers, SMMU swirling flats and MUSINFO -- but neither generalized linedef and sector types nor DECORATE and MAPINFO.
Many additional less user-visible features have been implemented, e.g. fixed engine limitations and crashes, fixed rendering bugs, fixed harmless game logic bugs, full support for DEHACKED files and lumps in BEX format, additional and improved cheat codes, an improved Automap, and many more! Due to the extra DEHACKED states added from MBF, Crispy Doom supports enhancer mods that can make the gameplay even more pleasing to the eyes. For a detailed list of features and changes please refer to the release notes below.
New controls (with default bindings)
- Move Forward (alt.) W
- Move Backward (alt.) S
- Strafe Left (alt.) A
- Strafe Right (alt.) D
- Jump (bindable to joystick and mouse buttons as well) / (as in Hexen and Strife)
- Quick Reverse (bindable to mouse buttons as well)
- Mouse Look (bindable to mouse buttons or permanent)
- Look up (bindable to joystick axes as well) PgDn (as in Heretic)
- Look down (bindable to joystick axes as well) Del (as in Heretic)
- Center view End (as in Heretic)
- Toggle always run ⇪
- Toggle vertical mouse movement (new in 5.4)
- Delete savegame Del
- Go to next level
- Reload current level
- Save a clean screenshot
- Toggle Automap overlay mode O
- Toggle Automap rotate mode R
- Resurrect from savegame (single player mode only) "Run" + "Use"
New command line parameters
-dm3specifies the Deathmatch 3.0 rules (weapons stay, items respawn) for netgames (since 4.1).
-episode 1launches Hell on Earth and
-episode 2launches No Rest for the Living episode if the Doom 2 IWAD shipped with the Doom 3: BFG Edition is used.
-warp 1awarps to the secret level E1M10: Sewers of XBox Doom IWAD (since 2.3).
-mergedump <file>merges the PWAD file(s) given on the command line with the IWAD file and writes the resulting data into the
<file>given as argument. May be considered as a replacement for the
DEUSF.EXEtool (since 2.3).
-blockmapforces a (re-)building of the BLOCKMAP lumps for loaded maps (since 2.3).
-playdemo demoname -warp Nplays back fast-forward up to the requested map (since 3.0).
-loadgame N -record demonameand
-loadgame N -playdemo demonameallow to record and play demos starting from a savegame instead of the level start (since 4.0).
-playdemo demoname1 -record demoname2plays back fast-forward until the end of demoname1 and continues recording as demoname2 (new in 5.5).
-fliplevelsloads mirrored versions of the maps (this was the default on April 1st up to version 5.0).
-flipweaponsflips the player's weapons (new in 5.3).
New cheat codes
TNTWEAPfollowed by a weapon number gives or removes this weapon (8 = Chainsaw, 9 = SSG). Try to load Doom 1 with
DOOM2.WADas a PWAD and type
TNTWEAP9to play the SSG in Doom 1.
FHHALLkill all monsters on the current map (and disables all cube spitters).
SPECHITStriggers all Linedef actions on a map at once, no matter if they are enabled by pushing, walking over or shooting or whether they require a key or not. It also triggers all boss monster and Commander Keen actions if possible.
FHSHHtoggle deaf and blind monsters that do not act until attacked.
TNTHOMtoggles the flashing HOM indicator (disabled by default).
IDRATEtoggle printing the FPS in the upper right corner.
NOMOMENTUMtoggles a debug aid for pixel-perfect positioning on a map (not recommended to use in-game).
GOOBERStriggers an easter egg, i.e. an "homage to an old friend". ;-)
IDBEHOLD0disables all currently active power-ups (since 2.2).
IDCLEV00restarts the current level (since 2.0).
IDMUS00restarts the current music (new in 5.1).
VERSIONshows the engine version, build date and SDL version (new in 5.1).
SKILLshows the current skill level (new in 5.5.2).
Binaries for Windows XP / Vista / 7 / 8.1 / 10 (both x86 and x64 editions) are available here: https://github.com/fabiangreffrath/crispy-doom/releases/download/crispy-doom-5.5.2/crispy-doom-5.5.2-win32.zip
Daily builds of Crispy Doom can be found here: http://latest.chocolate-doom.org/
Crispy Doom can play nearly all variants of Doom. If you don't own any, you may download the Shareware version of Doom, extract it and copy the DOOM1.WAD file into your Crispy Doom directory. Alternatively, you may want to play Crispy Doom with Freedoom and a MegaWAD.
git clone https://github.com/fabiangreffrath/crispy-doom.git
Compilation on Debian/Ubuntu systems should be as simple as
sudo apt-get install build-essential automake sudo apt-get build-dep chocolate-doom
to install the prerequisites and then
cd crispy-doom autoreconf -vif ./configure make
After successful compilation the resulting binaries can be found in the
Crispy Doom 5.5.2
Crispy Doom 5.5.2 has been released on April 1st, 2019. This is another hotfix release bringing the feature of taking over a demo any moment and some subtle improvements as well.
- Hitting the 'quit recording demo' button when playing back a demo will 'take it over', i.e. hand the controls over to the player and record the forked timeline into a different file. Multiplayer demos are prevented from being taken over.
- Crispy color scheme is now applied to the network GUI as Zodomaniac insisted.
- 100000 demos of the same name can now be recorded without overriding files, thanks to Looper for the suggestion.
SKILLcheat suggested by Zodomaniac has been introduced displaying current skill level: Baby, Easy, Normal, Hard or Nightmare.
IDCLEVcheat now supports level number
IDCLEV1Ato warp to E1M10: Sewers even if No End In Sight
neis.wadwith its ExM0 levels is loaded with XBox Doom IWAD. This obscure case was pointed out by Zodomaniac.
IDCLEV10still warps to E1M10: Sewers (along with
IDCLEV1A) if XBox Doom IWAD is used without E1M0 map in PWADs.
- Desyncing of demos continued by using
-recordin case of demos recorded with
-nomonstershas been fixed, spotted by Zodomaniac.
- Game is now un-paused after loading a game while recording a demo, on Looper's report.
Crispy Doom 5.5.2 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit
Crispy Doom 5.5.1
Crispy Doom 5.5.1 has been released on March 7, 2019. This is a hotfix release to fix a minor bug introduced in the previous version.
- Revealed secret sectors are now highlighted in green (instead of gold) on the Automap only if the "Show Revealed Secrets" feature is enabled (the "Extended Automap Colors" feature alone isn't sufficient anymore).
Crispy Doom 5.5.1 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit
Crispy Doom 5.5
Crispy Doom 5.5 has been released on February 27, 2019. This is another release which mostly addresses community suggestions.
Forceful setting of the
SDL_AUDIODRIVER variable on Windows has been dropped. Windows "releases" from 5.5 onward will be based on the daily builds and use their SDL libraries with the default audio backend.
- Demo recording can now be continued by using
-recordsimultaneously, based on a pull request by Fraggle.
- Menu switches for level stats, level time and player coords are now separate. Choices are "Always", "In Automap" or "Never". Also, Automap stats widgets have been condensed a bit ('K' for Kills -- or 'F' for Flemoids in Chex Quest, 'I' for Items and 'S' for Secrets). Right-aligned widgets (i.e. player coords and FPS counter) have been moved a step further to the right.
- Revealed secret sectors are now highlighted in gold on the Automap if both the "Extended Automap Colors" and "Show Revealed Secrets" features are enabled. Zodomaniac suggested this feature.
IDBEHOLDAcheat can now disable the full automap again, pointed out by Zodomaniac.
- Autocompletion of savegame slot name with [PWAD name in case it contains the map + map number] is introduced for all kinds of controllers, not only for the joystick as in Choco.
- The demo timer widget is now also drawn on intermission screens (if enabled), thanks to Looper for the suggestion.
MF_DROPPEDflag is now checked for all ammo and weapon things. This has been contributed by NeuralStunner.
- A "Crispy" color scheme has been introduced for Crispy Setup based on the suggestions by JNechaevsky and Zodomaniac.
- Monster seesounds are now uninterruptible if the "Play Sounds In Full Length" feature is enabled, thanks to BCG2000 for pointing this out. Also, sounds "played in the player's head" (i.e. from origin
NULL) don't interrupt each other anymore, thanks to BCG2000's remark.
IDMYPOScheat now yields extra high precision coordinates updating for 10 seconds and discarding after that instead of going static (the latter caught by Zodomaniac).
- If the "Walk Over/Under Monsters" feature is enabled, the usual 24 units step-up is now allowed even across monsters' heads, thanks to BCG2000's suggestion. However, jumping on a monster's head straight from the floor by means of "low" jumping is disallowed.
- A map's default music isn't loaded anymore if MUSINFO data is available and the game gets loaded from a savegame, thanks to zstephens for filing the issue.
- ExM0 maps are now supported, reachable either through the
-warp x0command line argument or the
IDCLEVx0cheat, as suggested by StasBFG for the "No End In Sight" megawad (neis.wad).
- Crashes or black screens that occurred when switching specific rendering options have been fixed by a complete overhaul of the rendering stack re-initialization code.
- The initialization value of
EV_BuildStairs()has been fixed, inherited from Chocolate Doom. This has caused a rare and obscure demo desyncing bug on TNT map 22, reported by Dime.
- Direct aiming is now applied to the Beta BFG code as well, thanks to NeuralStunner for drawing attention to this.
- Screenshots without the "screen shot" message have (hopefully!) been fixed again for all platforms and all rendering options.
- Pickup messages for weapons that are already owned have been brought back as Zodomaniac spotted their absence.
- All additional player properties are now reset when finishing a level, e.g. you'll now never start a new level with your view in the sky.
- The things' actual height is now calculated from the spawnstate's first sprite (for shootable solid things only). This mitigates the issue JNechaevsky once reported when both "Mouselook" and "Direct Aiming" are enabled and you miss some obvious targets, like e.g. Romero's head on a stick.
- The priority for the "Ouch Face" has been raised so that it actually shows up, thanks to BCG2000's and JNechaevsky's carefulness.
- The default color of HUD level stat names for Hacx is now blue.
- MUSINFO support has been repaired after it was accidentally destroyed in 5.4 by not setting the
lumpnamevariable anymore in
- Crispy Heretic now catches intercepts overflows which fixes a crash in E1M2 of "Lost and Forgotten".
- Optional level stats for Crispy Heretic can now be enabled, see the commit message to
- A thing height clipping issue when standing on a monster's head on a moving platform has been vastly improved, but not entirely fixed yet. Monsters may still get stuck in walls occasionally, but players won't anymore.
Crispy Doom 5.5 is based on Chocolate Doom 3.0.0 and has merged all changes to the Chocolate Doom master branch up to commit
Crispy Doom's major version number is increased whenever a new Chocolate Doom (pre-)release got merged into its code base. The minor version number is increased for intermediate releases that do only contain Crispy-specific changes or unreleased changes to the Chocolate Doom code base. The micro or patch version is reserved for post-release hotfixes, it remained unused until the 5.5 release.
The canonical homepage for Crispy Doom is https://github.com/fabiangreffrath/crispy-doom
Crispy Doom is maintained by Fabian Greffrath.
Please report any bugs, glitches or crashes that you encounter to the GitHub Issue Tracker.
Although I have played the thought of hacking on Chocolate Doom's renderer for quite some time already, it was Brad Harding's Doom Retro that provided the incentive to finally do it. However, his fork aims at a different direction and I did not take a single line of code from it. Lee Killough's MBF was studied and used to debug the code, especially in the form of Team Eternity's WinMBF source port, which made it easier to compile and run on my machine. And of course there is fraggle's Chocolate Doom with its exceptionally clean and legible source code. Please let me take this opportunity to appreciate all these authors for their work!
Also, thanks to plums of the Doomworld forums for beta testing, "release manager" Zodomaniac and "art director" JNechaevsky for the continuous flow of support and inspiration during the post-3.x development cycle and (last but not the least) Cacodemon9000 for his Infested Outpost map that helped to track down quite a few bugs!
Furthermore, thanks to VGA for his aid with adding support for his two mods: PerK & NightFright's Black Ops smooth weapons add-on converted to DEHACKED and Gifty's Smooth Doom smooth monster animations converted to DEHACKED that can make the gameplay even more pleasing to the eyes.
Doom is © 1993-1996 Id Software, Inc.; Boom 2.02 is © 1999 id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman; PrBoom+ is © 1999 id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman, © 1999-2000 Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze, © 2005-2006 Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko; Chocolate Doom is © 1993-1996 Id Software, Inc., © 2005 Simon Howard; Chocolate Hexen is © 1993-1996 Id Software, Inc., © 1993-2008 Raven Software, © 2008 Simon Howard; Strawberry Doom is © 1993-1996 Id Software, Inc., © 2005 Simon Howard, © 2008-2010 GhostlyDeath; Crispy Doom is additionally © 2014-2019 Fabian Greffrath; all of the above are released under the GPL-2+.
SDL 2.0, SDL_mixer 2.0 and SDL_net 2.0 are © 1997-2016 Sam Lantinga and are released under the zlib license.
Secret Rabbit Code (libsamplerate) is © 2002-2011 Erik de Castro Lopo and is released under the GPL-2+. Libpng is © 1998-2014 Glenn Randers-Pehrson, © 1996-1997 Andreas Dilger, © 1995-1996 Guy Eric Schalnat, Group 42, Inc. and is released under the libpng license. Zlib is © 1995-2013 Jean-loup Gailly and Mark Adler and is released under the zlib license.
The Crispy Doom icon (as shown at the top of this page) is composed of the Chocolate Doom icon and a photo of potato crisps (Utz-brand, grandma's kettle-cooked style) by Evan-Amos who kindly released it into the public domain. The current high-resolution version of this icon has been contributed by JNechaevsky (formerly by Zodomaniac).