{"id":22836603,"url":"https://github.com/gmh-code/dwasm","last_synced_at":"2025-04-14T05:35:00.754Z","repository":{"id":267671092,"uuid":"901882504","full_name":"GMH-Code/Dwasm","owner":"GMH-Code","description":"Play the DOOM engine in your browser with PrBoom+ and PrBoomX enhancements!","archived":false,"fork":false,"pushed_at":"2025-01-29T14:01:54.000Z","size":2761,"stargazers_count":3,"open_issues_count":0,"forks_count":0,"subscribers_count":2,"default_branch":"main","last_synced_at":"2025-03-27T19:22:17.643Z","etag":null,"topics":["3d-game","3d-game-engine","browser-fps","browser-game","doom","doom-engine","emscripten","emscripten-game","emscripten-port","first-person-game","first-person-shooter","fps","freedoom","gl4es","prboom","prboom-plus","wasm","wasm-game","webassembly","webgl"],"latest_commit_sha":null,"homepage":"https://dwasm.m-h.org.uk","language":"C++","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"gpl-2.0","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/GMH-Code.png","metadata":{"files":{"readme":"README-PrBoom-Plus","changelog":"NEWS","contributing":null,"funding":null,"license":"COPYING","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":"AUTHORS","dei":null,"publiccode":null,"codemeta":null}},"created_at":"2024-12-11T13:46:53.000Z","updated_at":"2025-01-29T14:01:53.000Z","dependencies_parsed_at":"2024-12-11T18:47:56.846Z","dependency_job_id":"43804f8b-cb0e-44d0-9f59-874f6f4bdb61","html_url":"https://github.com/GMH-Code/Dwasm","commit_stats":null,"previous_names":["gmh-code/dwasm"],"tags_count":9,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/GMH-Code%2FDwasm","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/GMH-Code%2FDwasm/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/GMH-Code%2FDwasm/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/GMH-Code%2FDwasm/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/GMH-Code","download_url":"https://codeload.github.com/GMH-Code/Dwasm/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":248828719,"owners_count":21168102,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["3d-game","3d-game-engine","browser-fps","browser-game","doom","doom-engine","emscripten","emscripten-game","emscripten-port","first-person-game","first-person-shooter","fps","freedoom","gl4es","prboom","prboom-plus","wasm","wasm-game","webassembly","webgl"],"created_at":"2024-12-12T23:11:48.127Z","updated_at":"2025-04-14T05:35:00.721Z","avatar_url":"https://github.com/GMH-Code.png","language":"C++","funding_links":[],"categories":[],"sub_categories":[],"readme":"PrBoom 2.6.66\n\nPrBoom is a version of the classic 3D shoot'em'up game Doom, originally\nwritten by id Software.\n\nSee the file AUTHORS in this distribution for a list of authors and\nother contributors, and a history of the projects PrBoom is derived\nfrom.\n\nPrBoom is made available under the GNU General Public License. See the\nfile COPYING included in this distribution for details.\n\nPlease see the NEWS file included for changes since the previous version.\n\nGame data - WADs\n----------------\n\n(This section is aimed at people not familiar with Doom and the\ndata files it uses.)\n\nPrBoom is a game engine - it provides a program to play Doom levels, but\nit doesn't include any levels itself. More importantly, you need all the\nsounds, sprites, and other graphics that make up the Doom environment.\nSo to play PrBoom, you need one of the main Doom date files from id\nSoftware - either doom.wad, doom2.wad, tnt.wad or plutonia.wad from one\nof the commercial Doom games, or the shareware doom1.wad. This file\nis called the IWAD.\n\nPrBoom also supports playing Doom add-on levels, called \"PWADs\", which\nare small extra .wad files which just contain extra levels or other\nresources. PWADs are ONLY ADD-ONS, you still need the original IWAD\nthat they are designed to work with. In practice, most PWADs on the\nInternet require doom2.wad (although some work with doom.wad).\n\nIf you don't own any of the Doom games, get the shareware doom1.wad\nfrom doom19s.zip on Doomworld's shareware download page. But note that you\nwill not be able to play most add-ons.\nhttp://www.doomworld.com/files/shareware.shtml\n\nWindows Installation\n--------------------\n\nJust extract the zip to a directory of your choice and copy your IWAD\nfiles into it. Now you can make shortcuts and add \"-iwad filename.wad\"\nto them.\n\nThe SDL_mixer library used by PrBoom supports software MIDI music\nsynthesis. If you want to hear the Doom music, you need a set of\nTimidity instrument patches. Do a web search for timidity patch sets,\nthere are plenty around.\nThese patch sets are a large download (\u003e5megs).\nSDL_mixer does not currently support hardware MIDI synthesis. But we\nhave added a hacked version of SDL_mixer with native midi support. If\nyou like to try it out, rename SDL_mixer_beta.dll to SDL_mixer.dll.\nYou should rename the original SDL_mixer.dll before. Tell us if it\nworks or not. Please note, that there might be bugs in the native midi\nimplementation.\n\nLinux Installation\n------------------\n\nFor UNIX, Linux, and other POSIX systems, you need the SDL libraries in\norder to use PrBoom. If you haven't already done so, visit\nhttp://prboom.sourceforge.net/linux.html and follow the instructions there\nfor your system, downloading the necessary libraries, and either\ninstalling the binary RPM package or compiling PrBoom from source.\n\nOnce you've done that, you'll need to copy your IWAD file (see the section\nabove if you don't know what this is) to a directory where PrBoom can find\nit. Make /usr/local/share/games/doom/, and copy your IWAD (all of your\nIWADs, if you own more than one) to that directory.\n\nMac OS Installation\n-------------------\n\nCopy your IWAD (see above) into your home folder under\nLibrary:Application Support:PrBoom (this folder will be created for you the\nfirst time you run PrBoom).\n\nFirst Use\n---------\n\nIf it's the first time you've run PrBoom, you'll need to do some configuring\nto get the controls and display right for you.\n\nOn a new installation, PrBoom runs at 640x480 resolution. If you have used\nPrBoom before, you may have an old config file in your home directory which\nspecifies a lower resolution, such as Doom's normal 320x200.  You can use the\n-width and -height parameters to select a higher resolution, e.g.:\n\nprboom -width 640 -height 400\n\nsets the resolution. This setting is remembered for future sessions. For\nother parameters, see the included README.command-line.\n\nYou may also wish to customise the key bindings. PrBoom's default keybindings\nare the same as the original Doom; unlike original Doom, you can change key\nbindings in the game. In the in-game menus, go to Options, Settings, Key\nBindings.\n\nOn Mac OS X, you can't use the command line, but after running the program\nonce, you can edit YOURHOME:Library:Application Support:PrBoom:prboom.cfg to\nchange settings like your screen resolution.\n\nFeatures\n--------\n\n   This is all the features PrBoom has compared to the original Doom game\n   - it's intended to give you an idea of the enhancements, rather than\n   burying you in details.\n\n   See http://prboom.sourceforge.net/about.html for an HTML version of\n   this list.\n\n   This is shamelessly modelled on Boom's changes pages. By each\n   change, there's the name of the port the feature comes from (so it's\n   compatible with).\n\nPlaying the game\n\n     * Supports loading dehacked files at the command line, or in WADs\n       (BOOM, MBF)\n     * Supports PWADs containing sprites and flats (BOOM)\n     * Save games and demos completely store game parameters (BOOM,\n       MBF)\n     * Savegames store list of loaded WAD files, warning if wrong files\n       loaded (BOOM, MBF)\n\nGame engine\n\n     * Player bobbing improved, optional (BOOM, MBF)\n     * Friction effects (BOOM), affecting players and monsters\n       (MBF)\n     * Wind, current, conveyor effects (BOOM)\n     * Far more flexible scrolling wall/floor types (BOOM)\n     * Always run (BOOM)\n     * Weapon change logic overhauled and improved (BOOM)\n     * Support for friendly monsters, helper dogs (MBF)\n     * Monster target finding code improved (MBF)\n     * AI improvements (MBF)\n     * Bouncy and touchy things (MBF)\n     * New code pointers (MBF)\n     * Per-level and animated skies (MBF)\n     * Generalised line types system gives complete flexibility\n       (BOOM)\n     * Elevators (BOOM)\n     * Translucent sprites, walls (BOOM)\n     * Independent floor and ceiling lighting (BOOM)\n     * Silent teleports (BOOM)\n     * Deep water, true underwater areas (BOOM)\n     * Icon of Sin telefragging made more consistent (MBF)\n     * Fix large numbers of game bugs (BOOM, MBF, LxDoom)\n     * Support arbitrary texture heights (BOOM)\n\nScreen\n\n     * High resolution support (PrBoom)\n     * Optional message console, multiple message lines (BOOM)\n     * Status bar shows health/armour/ammo in colours (BOOM)\n     * Heads up display, showing ammo, health, keys overlayed on view\n       (BOOM)\n\nMultiplayer\n\n     * Spy mode improved (BOOM)\n     * Support for loadgame in a net game (LxDoom)\n     * Client server style network games (LxDoom)\n\nAutomap\n\n     * No limit on marks (BOOM)\n     * Rotation and overlay modes (DOSDoom, LxDoom)\n     * Map shows coordinates (BOOM), optionally follow pointer\n       (MBF)\n     * Teleport lines, key doors and switches marked specially (BOOM)\n     * Keys, secrets visible on map with cheat codes (BOOM)\n     * Colours fully configurable from menus (BOOM)\n\nIntermission screens\n\n     * Par times hidden when not relevant (BOOM)\n     * Total episode time shown (LxDoom)\n\nMenus\n\n     * F1 help screen shows current key setup (BOOM)\n     * Key bindings, monster behaviour, and compatibility settings all set\n       in menus (BOOM, MBF)\n\nCompatibility\n\n     * Game is capable of behaving like any of: original Doom v1.9, Boom\n       v2.02, MBF (BOOM, MBF, LxDoom)\n     * Plays most original Doom v1.9 demos (more than Boom or MBF)\n     * Plays most Boom v2.02 demos (apart from levels with friction\n       effects everything should work).\n     * Plays some DOSDoom, earlier Doom, earlier Boom, and LxDoom demos.\n     * Plays all MBF demos.\n     * Auto-correction of common bugs in old levels (MBF), with\n       warnings (LxDoom)\n     * Fine control of options controlling compatibility and new features\n       (MBF)\n\nControls\n\n     * Greater control of key bindings from in game menus (BOOM)\n     * More accurate mouse sensitivity control (BOOM, LxDoom)\n\nMisc\n\n     * Screenshot code improved, supports BMPs (BOOM)\n     * Support for ENDOOM and ENDBOOM (BOOM, LxDoom)\n     * -timedemo and -fastdemo options (BOOM)\n     * Real time frame rate, segs, visplanes, sprites display\n       (LxDoom)\n     * Various extra cheat codes (BOOM, LxDoom)\n\nInternals\n\n     * Greatly improved internal memory management (BOOM, LxDoom)\n     * Startup time greatly shortened by lazy generation of some lookups\n       (DOSDoom, LxDoom)\n     * Removed internal limits (BOOM)\n\nOther Tips\n----------\n\nOn Linux, SDL tries to detect an appropriate video device automatically.\nIf you want to overrite the default, you can set the SDL_VIDEODRIVER\nenviromental variable. At a bash prompt, this is as easy as running:\n\nSDL_VIDEODRIVER=fbcon prboom\nor\nSDL_VIDEODRIVER=svga prboom\n\nDetails\n-------\n\nDetails on these extra features are split into separate text files:\n\nREADME.demos\t\tprovides a guide to PrBoom's demo support\nREADME.compatibility\tdescribes PrBoom's various compatibility\n\t\t\toptions and modes\nREADME.command-line\tgives a command line reference for prboom,\n\t\t\tprboom-game-server, and the format of boom.cfg.\n\t\t\tOn UNIX/Linux systems use the man pages instead.\n\nEditing features are not covered in the docs with this package. We plan\nto bundle the editing docs as a separate download. Watch our website\nfor news.\n\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fgmh-code%2Fdwasm","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fgmh-code%2Fdwasm","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fgmh-code%2Fdwasm/lists"}