First post, by Frenkel

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To celebrate Doom's 30th anniversary, here's a port of Doom for 16-bit DOS computers: Doom8088.

Doom was originally designed in 1993 for 32-bit DOS computers with 4 MB of RAM. It's mostly written in C code with very little assembly code. It has been ported to all kinds of systems. Usually these systems are 32-bit or more and have a flat memory model.
Doom8088 is a port for PCs with a 16-bit processor like an 8088 or a 286, with 1 MB of RAM and with VGA or MCGA graphics. It's based on GBADoom.

To make it work on a 16-bit processor with 1 MB of RAM, some sacrifices had to be made. This means only Doom 1 Episode 1 is supported (expect E1M6), no texture mapped floors and ceilings, no light diminishing, no music, no saving and loading, no multiplayer, no PWADs, no mouse and joystick support. One fixed resolution, PC speaker sound effects, rotating overlaid automap, only demo3 is in sync.

Doom8088 and RealDOOM., "one of the most important milestone in Doom porting ever" 😜

Reply 2 of 4, by MrFlibble

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I watched the gameplay video, and I think this version would greatly benefit from lower-resolution sprites and textures designed specifically for it. There is a project for making an Amiga game based on Doom code (or, at least, it was originally based on Doom code, IIRC) and using Freed∞m graphics as a base:

You can see that the project eventually came to use heavily modified graphics that work better with the target resolution.

Here's a video where it still uses mostly Freed∞m graphics:

What I want to say here is that I'd love Doom8088 to have a similar dedicated IWAD that could actually look like its own thing, rather than just heavily pixelated version of Doom (not to diminish the overall impressive quality of this project anyway).

DOS Games Archive | Free open source games | RGB Classic Games

Reply 3 of 4, by Jo22

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To be honest, I'm not much of an FPS fan myself, but I think this achievement is impressive nevertheless. 😎👍

Doom engine was being popular for its countless WADs, I remember.
There had been games of other genres that used WAD format to create their own 2.5D environment.

If there's anything I can recommend it's considering to include 80186 instructions and see how it goes.
XT owners could install an Vx0 processor to make use of this, if there is anything to gain in performance.
If two pre-compiled binaries are being available (8088, 186), it simplifies things for the user.

Anyway, just an idea. Not a very creative one, I admit. 😅 Just came to mind because of Win 3 VGA driver, which also is using a few 186/286 instructions.

"Time, it seems, doesn't flow. For some it's fast, for some it's slow.
In what to one race is no time at all, another race can rise and fall..." - The Minstrel

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Reply 4 of 4, by Frenkel

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The compiler that I use, gcc-ia16, supports 80186, 80188, 80286, 8086, 8088, V20, V30 and V30MZ.
For now I make releases for the 8088 and 80286. And separate builds for Mode Y and Mode 13h.
For fun and testing purposes there's also a Mode Y build for 386 computers, compiled with DJGPP.