Doom95

Doom95 is an official source port of Doom to Win9x operating systems. This port was created by Microsoft to serve as a flagship for their DirectX technology, and was released on August 20, 1996. It supports four screen resolutions (320x200, 320x240, 640x400 and 640x480) and has a launcher to configure options for external PWADs, player controls and multiplayer settings. It supports a slightly higher visplane limit than the original Doom allowing for more complicated maps. Doom95 works with Doom, Ultimate Doom, Doom II and Final Doom. It also has cheat codes that are exclusive to it, such as the ability to kill all of the monsters in a level.

Bugs
Due to a bug in its handling of modern graphics cards, Doom95 does not render the "invisibility" effect (spectres and, in multiplayer games, partially invisible players) in its original form. Instead of seeing directly through the sprite, the player sees a wall texture or other background "refracted" through the creature's body at a slight angle, as though looking at an object through a glass of water. This makes invisible enemies somewhat easier to see, especially in dark rooms; on the other hand, tracking the movement of non-invisible creatures behind them can be more challenging, especially when trying to aim one's weapon through a pile of invisible corpses (which can easily occur, for example, in E1M9: Military Base). The bug's effect can be prevented from happening by disabling Direct Draw acceleration using the -emulate command line argument.

A bug in Doom95 prevents demo recording: as soon as the game is launched (with a demo being recorded) Doom95 quits and returns to the desktop with an error: "I_Error says: demo recorded". There has been an unofficial patch released that fixes this bug.

Mice do not work with Doom95 under Windows 2000/XP. This is because these operating systems do not support VXD files (Doom95 requires support for the file DMOUSE.VXD to have mouse support).

The automap function for marking the current position with a number is extremely buggy. In addition to severe graphical bugs the markers are not displayed at all or are displayed in the wrong positions. Adding the markers can also crash the game, though this is rare. The automap can be restored from the buggy state by moving the view away from the marker or by clearing all marks.

The intermission screen shown during Thy Flesh Consumed intermissions is the one from Knee-Deep in the Dead, and the level names are from that episode as well. The bug only affects the intermission screen: in the automap the level names are correct.